Xernoton
Xernoton
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Peanits confirmed, that they might share some updated kill rates with us the last time BHVR posted their stats. However, he also said that they wouldn't update them as frequently as perk and killer pick rates. I take it, this is because they want to track kill rates over a longer period of time to confirm their validity.
Still, I would appreciate an update on that front too.
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What do you expect them to do about that?
This is not an issue with Wesker but an issue with players, that refuse to play the game they queued up for.
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I used to have a similar issue. For me it helped quite a bit to change my approach to the game and find a killer, that I really want to dedicate myself to. I no longer care too much about winning or losing. For me it's more important to have fun and improve at the game.
You can always learn something. Even when the game doesn't go your way. And when you have one killer that you invest your time in, then you start to improve and see progress. Ask yourself the question: "What is one killer, that I'd really like to master?" Then play this killer. It doesn't matter, if you lose a couple games in row as you are only starting out. When I first started learning Hillbilly I lost about a douzen games in a row.
Something else that can help is to play at a handicap. Using the strongest possible perks will carry you quite far. However, it will also lead you to win some games, that you should lose because you aren't yet good enough to beat your opponents with your skill rather than your perks. Use some more gimmicky builds. Yes, you are likely going to lose quite a few matches until eventually your MMR adjusts and puts you against players, that you can beat with only your skill but it also cushions the blow on many of your losses. You played at a disadvantage, so in order to win you would need to play a lot better than the survivors.
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@rvzrvzrvz said:
Wraith is more popular then Wesker and Blight is only 10th 😕
also jolt most used killer perk is a bit sad I don't know
Jolt doesn't really suprise me. It's free and works particularly well on M1 killers.
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Are there killers, that are better against solo queue than SWF? Yes.
What killers aren't? I guess Wraith, Billy and maybe Freddy?! They perform about the same against both. But other than that, communication will always destroy killers. And if we take that as our standard, then of course everything else is going to look particularly bad in comparison. The truth is, solo queue isn't really destroyed by any killer other than maybe Pinhead, if we're being generous. It only seems like it because SWFs are so much stronger.
Every other issue, that would explain why killers perform better against solos can be summarised by the term "skill issue". Because the biggest advantage, that casual SWFs have is that there isn't any weak link like in solo queue. They know who they're playing with and they know how to manage that. That doesn't work in solo queue when one player just isn't good.
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@Raccoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557175#Comment_3557175
PC
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557259#Comment_3557259
I dunno - Multiple times in one night is a bit nuts, though,
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557166#Comment_3557166
Seems fair :(
Does it only affect the game or is your connection compromised otherwise as well?
Because, if it only affects the game, then it can't be a DDOS, right? It does sound suspicious though, that it happened multiple times a night.
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@Pulsar said:
If you vault the window, they lose the "invincibility."
True but it makes the harvester way stronger than it needs to be. Especially against killers without strong anti-loop powers. It might be alright for a Wesker, a Blight or a Clown (purple and yellow bottles should make it manageable) but these aren't exactly average killers in chase.
Wraith, Myers, Doctor (elevation counters the shock), Hillbilly, Trapper, Freddy, Pig, Nemesis (maybe in tier 3), Legion, Ghostface, Demogorgon (no chance to hit them with the shred) and Sadako will have a hard time dealing with these. So it affects once again mostly the wrong killers.
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@HarlockTaliesin said:
Yes. It doesn't happen a lot, but it does happen. It's fairly obvious when it does.
It typically happens to killers, and the same ways. The match is going about 50/50 or the survivors are ahead. Something happens that causes it to snowball in the killer's favor.
1. You're about to run down someone who's on death hook. Survivor suddenly starts running in a straight line and your swings pass through them. You can't use your killer's powers.
or
2. You're carrying a survivor to be hooked for the third time but can't interact with the hook or drop the survivor.
You're kicked to the scoreboard with an error like "network is not responding" or a disconnect error. All survivors get a free win. Killer loses everything and gets a DC timer. In some cases you may suffer other issues, like not being able to connect to anything online for a while, or have to call your ISP to have them reset your connection.
It used to happen so often that I had to get a VPN to help out preventing it. It's not perfect, but it's done wonders so far.
Isn't that just DDOS-ing? I honestly thought the devs had this under control.
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Sure. "XYZ perk butchers solo queue" always works.
Because there is no perk, that will affect SWFs as much as solos.
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Plague is a very hard killer to counter for inexperienced and uncoordinated survivors. In solo queue your best bet for the early game is to stay infected and hold her as a M1 killer. As long as she doesn't have her power, you can delay her for quite a bit. Keep in mind, she has nothing to help her get the down, she is very tall (meaning, you'll see her over many loops) and she also leaves a trail of smoke behind, that can help you track her movements even when you don't see her directly.
Without certain addons she will only have her power once. If you can make it through that, then your chances aren't bad. Otherwise you need to cleanse in strategically advantageous spots. If you already finished all the gens in one area, then she will not be very inclined to go there again, so it's save to cleanse in such a spot. On some maps you will also find fountains, that are naturally very secluded. The Plague would first need to go there to get her power and after that she would need to move across the map towards the survivors. That can already cost her a quarter of her power and allow you to maintain distance when you see her traverse the map.
The third way to counter her doesn't always work that well in solo queue. If you are infected and notice, that almost all fountains are corrupted, then you can try and overcleanse. This will turn all fountains clear again and leave the Plague with only one charge of her power, which she gets the moment you corrupt the last fountain.
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I'll admit, I too have my concerns but I will wait to see the final result.
I do however understand, that this will have an impact on the overall experience of players even when you aren't getting face camped. Removing different killer strategies or nerfing them significantly makes the game more predictable and repetitive. Something that this game already struggles with. I hope the devs will keep this in mind.
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In other words: "Nerf Knight because skill issue."
You suggested some ways to counter a camping Knight yourself and I'll let you in on a little secret. You can just ignore the guard and unhook. This also makes it disappear.
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That's hit validation. The server deemed, that the stun actually happened before the hit. However, because both happened in very rapid succession, your game detected the hit before the server could respond, which caused the sound. But since the server didn't detect the hit, the survivor was not injured.
This can happen unfortunately and there is not much that the devs can do. There will always be a slight desync between what happens on your screen and what actually happens from the server's POV.
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@MikaelaWantsYourBoon said:
This and Furtive Chase changes are only good changes from PTB.
Trapper ofcourse need some more changes but i am glad he is finally getting some attention.
I agree, that the Trapper changes are probably the best thing about this patch but I don't think the Skull Merchant changes are that bad. I only played against her once on the PTB and it wasn't all that fun but I think these changes make her a lot more interesting both to play as and against. Plus, no more Caitlyn 3Genner.
I don't love the Furtive Chase rework, personally. I would prefer it, if we didn't slap Haste and Endurance effects on random perks to make them better. This makes the perk pretty uninteresting to me. Not insanely strong or weak but uninteresting in the way that you hook the obsession and then you are basically guaranteed another quick hit on the next survivor you find. It does have a more fun niche on Oni and Hillbilly though, so that is something.
Background Player also got a very nice buff. Changing it to 200% instead of 150% like almost every other exhaustion perk and increasing the duration to 5 seconds sounds nice. I might actually end up using it now.
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I don't even consider that tunneling to be honest. Tunneling is a choice that the killer can make. In this case, the survivor does it for the killer. I also did that when I played against people, who were super eager to force their DS on me before the nerf.
It's your last line of defense. If you throw it away, then you have to live with the consequences.
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I mean, it's good that it will have some use now. But I'm not sold on another Haste perk.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556723#Comment_3556723
That's exactly the point. A dedicated Trapper player will do it, but players that want the path of least resistance (which is to say, most players) won't be encouraged to pursue these strategies because they'd have to go pretty far out of their way to do it.
Think about Artist, if you'll indulge an example. Artist is a well designed killer with a pretty high skill ceiling, fun to play... but hard to learn. You could spend the time it takes to figure out timings and distances, practice your predictions and cross-map shots... or you could drop a bird at a loop and force the survivor to run for a semi-easy M1. It's clear what a lot of players prefer to do. The same goes for Knight, albeit to a slightly different degree.
It'd be the same with Trapper. You could learn the optimal trap spots and predict survivor pathing, spreading your web as thin as you can make it while maintaining your own proximity to the traps... or you could just dump all your stuff around your first hook in the basement.
It's not just about what's possible, it's about what's easy. It should be difficult for Trapper to do these things, and making them easier won't actually help him in terms of overall health.
Fair enough. But I honestly have my doubts that this would make such a big difference. If you get someone in the basement, then that person is screwed anyway. I have never seen a Trapper fail to do that and thought: "If they had all their traps, then this would have worked." Either someone can unhook them immediately or they are going to be locked down there. This wouldn't change with Trapper having all his traps at hand. It would play out in the exact same way.
If I want to play around a 3gen, then that's what I'm going to do. And if I want to drag someone down the basement and lock the whole place down, then I am going to do that too. This doesn't take a whole lot of effort. Artist is a fairly hard killer to play to her full potential. Trapper on the other hand? If you know what you're doing, then you can switch to these strategies at any point in the game pretty easy. With or without all traps at hand.
Also, there aren't a whole lot of 'optimal' trap spots left. You'll be happy, if survivors don't see your traps from miles away. But a survivor that looks out even a little won't be caught by traps that you don't force them into.
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@jesterkind said:
It would empower his most obnoxious playstyles (3-gen protection, basement camping, and proxy camping around strong hooks after first down with a million traps) and would push people away from learning how to play him properly as they wouldn't need to consider their traps carefully anymore. It's a bad idea for buffing him, and while the buff he's getting here is not exactly what I personally want, it is extremely useful.
This is going to be a great update for Trapper and I'm looking forward to playing him more frequently than I currently do.
Not really. Maybe right at the start but if a Trapper player is dedicated to play in that way, then nothing will stop them from doing it.
But I think it's alright now that traps will also spawn closer to gens. This might actually end up with him no longer being arguably the worst killer in the game. Now we can call Freddy "Pay to Lose" in good faith.
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You JUST got an anti-camping mechanic. How is that ignoring survivors? Or solo survivors for that matter.
This is as if I would complain, that killers were ignored because only 4 killers got a buff.
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@ArthurVeloso said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554521#Comment_3554521
“A 3 seconds DS is much better than no DS at all.” What a terrible statement. Do you actually think that people should be happy with the actual situation of that perk? It is just 1.5 seconds to reach a safe area. 1.5 seconds… Almost all killers can counter this without any significant punishment. That’s the reason why people don’t use it anymore. Also, only players that tunnel used have a problem with this perk after the conspicuous action rework. However, they changed anyway and killer the perk in the same way they did with Iron Will. They wanted to increase the number of kills for killers by doing such changes, by reducing the resources available for survivor to actually play the game. Last change was with Medkits and Prove Thyself, now both of them are incredible underwhelming, what forces survivors to be injured most of the time (instead of trying to heal in a fast time) and trying to genrush individually.
I never said that you should be happy about the 3 seconds DS. I said it's much better than no DS at all. Which is true. If you are getting tunneled by a Wraith, then the 3 seconds DS will do its job just fine. The same can't be said for Nurse and Blight but really, they would get you killed even with a 5 seconds DS.
Your math is wrong by the way. It's not 1.5 seconds. Your stagger time depends on the fall height. Which differs between killers. Since we don't have any accurate information (as far as I am aware) how exactly this works for different killers, I will assume that survivors have indeed a 1.5 seconds stagger time, which implies a 3.75 metres fall height (much higher than would be the case for most killers). However, this does not mean, that you stand still for 1.5 seconds. It takes 0.375 seconds until the survivor starts moving again and then another 1.125 seconds until they reach their normal speed. In that time they accelerate evenly, which means they make 2.25 metres of distance additional to the 6 metres of distance they get in the remaining 1.5 seconds, which equals a total of 8.25 metres of distance. This is enough against most killers as it takes about 8 seconds (didn't calculate the exact time) until the killer has a chance to hit you with a lunge. This would allow you to run 32 metres. You are going to get to another good loop. A killer that isn't ranged or has a mechanic to catch up super quick and hit you again, will still be heavily affected.
You're also wrong about why people don't use it anymore. Not because it's bad. But because there are better perks. Why don't more people use Balanced Landing, Knockout, Vigil and Floods of Rage? These perks aren't bad. But there are perks, that are just better.
DS affected killers that didn't tunnel way worse than killers, who did tunnel. If I am tunneling, then you can't stop me even with a 10 seconds DS. You will die and after that, your team will fall. But if I'm not tunneling, then being forced ignore a survivor that runs up to me and bodyblocks for someone else because they know I can't pick them up hurts. The same goes for people that would run up to me trying to get in my way and blind me only to jump into a locker when I get close to them.
The part about why DS and Iron Will were nerfed is also incorrect. They were nerfed because they had been meta perks for years and 6.1.0 had the main purpose of changing the meta. The kill rates were inflated by many survivors throwing a temper tantrum and killing themselves on hook as well as the base kit buffs. Prove Thyself increased the survivor efficiency too much and needed a nerf. Medkits were nerfed because they were undoubtably too strong. A survivor should not be able to heal themself 4 times with a medkit in less than 10 seconds (in combination with Built To Last) and then have a Syringe or Styptic Agent on top of it. We had a literal spam healing meta where survivors would heal so fast and so often, that killers were forced to overcommit to bad chases because injuring someone was not worth any time investment at all. Killers needed a down or they wouldn't get any pressure. Now we're in a meta were survivors are way stronger when they stay injured, thanks to MFT + Resilience. Medkits are still very decent items. The ability to heal yourself in a timely manner will always remain good.
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For some reason, I now want to see Lara Croft shoot an arrow through Freddy Kruegers heart.
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I believe I read somewhere that they only planned to make some minor changes. Or did mix this up with something else?
Regardless, Twins would already be a lot better, if there wasn't a giant 7 seconds delay before you can switch between Victor and Charlotte. Make it so that you can switch after 3 seconds and that would already be a big improvement. Second, rework their addons. Most of them are terrible.
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Is it really that bad for you? I haven't played in a couple days but before that it was fine for me. I would get the occasional gaming chair enthusiast but not regularly. Whatever they did, they improved the situation dramatically.
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Survivors: "Killers will just complain about the next perk, once X perk is nerfed!"
Also survivors: "I know we just got A. When do we get B thing base kit?"
You have Unbreakable. Use it. Or use Buckle Up. Stop it with the base kit perks already. This is getting tiring.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555899#Comment_3555899
BHVR may be slow and not always focused on the same things as their customers but they aren't stupid.
You say that, but then I remember Endurance used to stack.
Most popular content creators are killer mains, and so long as they remain popular, there will be enough people trying to be them playing killer. Not to mention there's always a hardcore demographic of players who have invested too much into the game to quit playing, no matter what. All BHVR has to worry about is keeping those killer players in, and it'll keep the game afloat. The casual killer player doesn't matter to them, they don't care about bleeding those numbers, because they aren't worth as much money.
Also I think survivors would be more receptive to killer bots than you think. It'd be a fix for those lengthy queue times, if they ever happened.
Survivors wouldn't enjoy playing against bots much more than killers do. And from what I've seen most killers aren't too thrilled about that. After all, bots don't have the human component to them. The always play the same and you know exactly what loops you can mind game against them and how. That gets old after a while.
We already had periods of time where survivor queue times were insanely long. If I remember correctly this happened some time before the introduction of MMR, then around the time they introduced MMR and later when they "fixed" DH and hit validation. You could queue up as killer at any given time and the moment you hit the button, you'd already be in a lobby. Meanwhile, survivors had to wait forever. I remember one time I wanted to play a game of solo queue (I believe that was before MMR) and I had to wait more than 20 minutes.
So there is precedent for something like this.
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It's not really what Trapper needed. It will help a bit but it won't fix his issues.
For other killers, I really hope they will not be that lazy. This doesn't work as a general approach to buff weaker killers. At least as long as they want to keep them enjoyable for both sides.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555801#Comment_3555801
Inevitable? That's optimistic. If the killer experience gets worse, BHVR will ignore it and leave it to rot. Maybe you'll get a few tiny useless number increases on perks nobody cares about. Maybe you'll get another 0.0015 seconds shaved off of breaking pallets and they'll declare it "good enough".
BHVR may be slow and not always focused on the same things as their customers but they aren't stupid. They know that this game cannot survive without enough people playing both sides. And we have seen their willingness to go to extreme measures, if needed. 6.1.0 was more than just a little extra speed to breaking pallets.
They won't have a choice but to do something to give more agency to killers down the line. If they don't, then the killer role becomes genuinely unfun and this could very well kill the game. Survivors wouldn't be happy playing against bots or waiting for 15 minutes to get into a match either.
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BBQ and Lethal Pursuer. I love both of them. BBQ is just nice to have and Lethal Pursuer fixes an issue as old as the game itself. Spawns.
Shadowborn is not really in my favorites. It's an addiction.
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I wonder, if you'll be as happy when the inevitable compensation for killers comes.
Removing different strategies might not seem that bad from a survivor POV. But it will have an influence on the overall performance and enjoyment of the killer role. Which in turn will force the devs to come up with a compensation.
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I wouldn't call it a failed concept. The idea isn't bad. But it's clear, that the power is worthless for your average player. So they will perform insanely bad and don't even know why. Because from their point of view they did everything right.
Set up a biopod, slipstream, EMP, set up biopod again, slipstream again and teleport until you get a hit. This is how I've seen many people play Singularity. And that doesn't work. Instead, you need to get rid of the EMPs outside of chase and constantly harass survivors everywhere, so that you can start a chase by teleporting. If you can do that, then you are pretty hard to play against.
But this goes beyond what you can expect from most players because it requires extremely good macro gameplay. It's just way too hard, considering that the absolute minimal effort on Blight and Nurse will already beat Singularity's performance.
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Hell no!
Most of his arguments in this video are so arbitrary. Like killers with M2 powers being able to save their stacks on STBFL. Really? What's the problem with that? These killers won't use STBFL anyway because they have a power that allows them to get easier hits. Bringing STBFL into the equation would afford them to play M1 killer way more often, which means they would commit to a weaker play style. The point about end game camping is somewhat understandable but his suggestion would only reverse the problem. Either the survivors can guarantee an escape or the killer can guarantee a kill. There is no in-between.
NWO is not a problem for the 1v1. Yes, the survivor is basically screwed in that situation but how is that a bad thing? The killer already won TWICE before that. First they got 3 kills, then they found the hatch first. Does the last survivor really need a second chance to their second chance? Also, considering that the killer could just slug for the 4k, which would work without NWO too and is less engaging for the survivor, I really don't see this as an issue.
Boil Over in my opinion also isn't problematic anymore. It's a bit annoying to play against at times but the real issue is that there are still hook dead zones on some maps. If they didn't exist, then Boil Over wouldn't hurt as much.
Pentimento being a problematic perk is a stretch. How hard is it to remember the spot where you just got rid of a totem?
OTR is also completely fine. 80 seconds is a long time but an anti-tunnel perk should be strong enough to actually warrant a perk slot. DS does that against 50% of the killers in this game. The others don't care because they can instantly down you again. So you could make an argument that DS belongs in the "Kinda Weird" category.
NOED is kinda dumb honestly but his suggestion to fix it is just weird. Make NOED relocate to another totem when the killer hooks close to it and be done with it.
At this point I give up on defending UW. Just nerf it already. A handful of killers are extremely oppressive with it but since we aren't going to address the actual problem, we can just as well repeat the whole Awakened Awareness situation again. Plus, it counters Windows of Crutch and we can't have that.
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Neither, really. If a killer wants to camp, they will camp. With or without UW. And if they want to leave, then they will do that. With or without UW.
It works in both situations.
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I use it sometimes but I'm not sure it does anything.
Would be cool, if you could earn shards by getting the thumbs up.
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I play many different killers but my mains are Billy, Bubba and Freddy.
I can play a couple games of Billy back to back but eventually I will switch to a different killer just so I don't have to concentrate quite as hard. Bubba is a bit more relaxing to me. And if I absolutely can't be bothered, I play Freddy. I'm gonna lose anyway, so why not commit to the pain-train?
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/393089/thoughts-on-hug-tech
Should curve billy be allowed? Certainly it wasn't intended that billy could do a 90+ degree curve around a corner.
This type of thing is actually good for the game because it adds depth to the game. In games, it often is the "unintended things" that actually make the game have more lasting power.
Look at games like Marvel vs Capcom, that game's scene exists because of all the crazy bugs and glitches they found.
Look at Smash Bros. An entire competitive scene was built around a game that was designed to be the next mario kart because of a few bugs and glitches.
Halo 1, the pistol was unintended to be as strong as it was, it was "just a side arm" after all, you started with the AR equiped, but because people got good with hitting headshots, it redefined the genre such that now you'd be hard pressed to find a game without a BR style rifle that is a staple of the game.
Bunny hopping in Half-life and CS was certainly a bug, and led to a whole mechanic of traversing the map that spawned new custom games bhop maps, and surf maps.
Air acceleration in quake was completely unintended, but redefined the shooter genre into the fast paced action that "boomer shooters" offer.
It's pretty safe to say that Curve Billy is not an exploit. When you start the chainsaw you have 0.75 seconds of increased sensitivity (412°/s). After that, his turn rate is decreased to 32°/s. If it wasn't intended, then he this wouldn't be a thing. He was specifically designed that way. The devs knew that players would use this increased turn rate somehow. This is neither an oversight nor an exploit.
Blight's Hug Tech on the other hand was obviously not intended. They didn't design him specifically to be able to slide off walls. It's a flaw somewhere in Blight's code, that makes him unable to bump under certain circumstances. But because he still has the momentum of the rush and his body's hitbox makes it impossible for him to move through objects, he moves to the side.
It's kind of similar to Billy being unable to hit survivors sometimes. There are ways to safely bodyblock a Hillbilly and stop his chainsaw without getting hit. Because for some reason when Billy doesn't move for a set period of time while using the chainsaw, the game ends it automatically. Something blocks your path and there are only 3 options for what can happen. Either you bump, slide off, or get stuck (mostly happens between 2 unhittable objects). Technically, the chainsaw doesn't collide with the object, so you don't bump. But your own body does collide with it, so you can't go through.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555111#Comment_3555111
don't forget random extra cooldowns, power not recharging when it should be, some attacks just don't have a hitbox, some lethal rush attacks just work like a normal lunge for some reason, blights a mess
Random extra cooldowns and power not recharging? These are news to me. I also haven't heard of Blight's attacks not having a hitbox.
If these are indeed bugs, then of course they should be fixed as well. In my opinion EVERY killer should work as intended. Even the strongest ones.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555127#Comment_3555127
Sadako isn’t that bad though? Her condemned strategy gives amazing map pressure, gen defense, and lowkey lets you steamroll through most survivor teams. It’s not like she’s very common now though so it shouldn’t be too tough to put up with. Plus you’re a killer main so I dunno why you’d complain about her. You normally defend every killer playstyle but for some reason you draw the line with her.
I never said she was weak. I just find her incredibly boring to play now. I don't need to think about what I'm doing when I play her. Just teleport when survivors don't have tapes and play hit and run. Eventually you will have someone, that you know is almost completely condemned. Then you focus on them and from there everything goes south for the survivors.
I haven't complained about her play style. I just find her both annoying to play as and against. The same way I find a good Doctor or Pig annoying to play against. Because they can make your match very unpleasant. If you have fun facing her, then good for you. But it's pretty obvious, that Sadako is not very high up on the list of fun killers to play against. She doesn't chase all that much and she is pretty nasty for solo queue survivors to face.
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@Pulsar said:
Doctor was weak and felt terrible to play.
Legion was awful to play as and against with the 2nd worst design in DBD.
Freddy was horrifically weak.
Bubba was horrible.
Ghostface was weak.
Sadako was weak.
Oh yeah, lot of just horrible reworks there that made Killers worse.
Oh wait
I mean, you aren't wrong. But Freddy went from weak but interesting to broken and boring to weak and boring.
So that isn't much of an improvement. Can't say, if it's an improvement at all because I never got to play pre rework Freddy and the game has changed quite a bit too.
I also, don't agree that Sadako was that weak. She could be played in a different way (focused on condemnation) even without addons and that was pretty strong. Now she is just annoying.
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@Akumakaji said:
Wouldn't it be cool if we got certain cosmetics unlocked for doing certain actions? Imagine if there was an actual "boop the snout" score event and every character that did this would get this mask.
I sorta roleplay this myself: every time I verse Pinhead, I try to escape with the box and score the "Seeker of Pleasure" score event (I bet most of you didn't know about that!), and every survivor that I manage to do so I equip with the box charme - its roleplaying, I could just equip everyone with that charme, but I like the small stories this tells. But it would be cool if we had some actual smoll reward for doing this kinda challenges and I think some charms would be perfect for this.
I think all the killer items can be upducted out of the trial, so all of this could be a cute and fun little charm in itself. And obviously, Boob the Snout is the biggest contender. And then there is Maurice ... I can never play on the chapel map without trying to pet Maurice together with the killer. Most don't get it, but those moments that do are always special. And in the room above the bathroom in The Game, there is a TV set. I invited a couple of killers to watch the jigsaw killer with me there, this could also be one of this instances. There is much potential here, BHVR!
I miss Bubba's faces for the same reason. It was so fun unlocking these. So many Megs, Claudettes, Dwights and Jakes felt Bubba's love back then. Now he facecamps us all equally. Shame that they removed all of them.
Would be cool, if they did something like this again for a select few community favorites. Nothing too crazy but maybe a special weapon or face cosmetic for the original 3 killers and T-shirts for the original 4 survivors and another every few chapters. Charms would work too, if cosmetics are too much work. They could even make them super hard to acquire to show that you main a killer or have beaten a killer a huge number of times.
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They have removed several techs because they were exploits over the years. I said it back then with infinite locker safes and the removal of Skybilly and Spacebilly as well as the introduction of invisible walls to counter these. If we are going to remove exploits for the sake of removing exploits, then we have to be consequential about it. Meaning, no matter how much of an impact an exploit has, it should be fixed. Otherwise, it looks like very obvious favoritism.
In Blight's case, I think Hug Tech is just unnecessary. Why does he need it? Isn't he strong enough without it? I think it's fair to remove it. But, if they are going to fix Hug Tech, then they should also take care of Blight's other bugs. No more sliding off of trees and colliding into things that aren't even your screen.
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@ArthurVeloso said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554440#Comment_3554440
I did not quote the wrong post. I know you from your previous posts about tunneling, that’s why I said what I said.
Also, survivors don’t bring up anti tunneling perks because they are very easily counterable and Decisive Strike is not as much effective as before.
Second, I was responding to other posts talking about the ways to counter 100 Iron Will. There are plenty of perks that can be used inside and outside of chase. If you need something useful in both scenarios, there is Bloodhound, which many killers did not use because they preferred to invest on Slowdown perks like Pop, Ruin, Jolt, etc. If you need an extra help, there are a lot of aura reading perks at the moment (nowhere to hide, bbq, hex face the darkness, etc). It is not that much hard to track survivors that have 100% Iron Will because once you have an idea of their location, your can pretty much rely on blood trails and scratch marks.
Also, as I stated in my numerous replies before this one to you, my main killer was Clown and I did not have any problems with Iron Will players. The main problem before 6.1.0 was old dead hard.
A 3 seconds DS is much better than no DS at all. And OTR hasn't changed since 6.1.0. Still, both of these perks aren't used anymore. Can't say I'm surprised that so many people complain about tunneling now. They make themselves vulnerable and wonder why their opponent capitalises on that. The only ways to counter these perks is to not tunnel. And if you don't get tunneled, isn't that good?
Bloodhound does not counter Iron Will. Do you even know what these perks do? First you brought up Beast of Prey and now Bloodhound. Both are terrible and don't provide any beneficial effect. Who cares, if the blood is a bit brighter? You still can't see the blood through walls, so it doesn't help when you try to mind game. Which is exactly what Iron Will makes less effective. Bloodhound has absolutely no purpose. There is no situation where Bloodhound would provide any value. You see the blood anyway. And if you don't, then Bloodhound won't help you either. The reason no killer runs it is because it's useless. You might as well use nothing at all.
Reading through your post, I am convinced you didn't read mine. Let me repeat it for you: Iron Will makes mind gaming a lot harder because you cannot hear the survivor to get an idea of their location behind line of sight blockers. This also allows you to leave the loop at just the right moment, so that you make a lot of distance on the killer because they didn't notice that you left. They don't lose you. They just have no way to tell where you are as soon as they can't see you directly. It also allows you to hide in certain spots while you are injured. If you do it right, that all but guarantees you escape chase with nothing the killer can do (other than Oni).
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@ArthurVeloso said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554407#Comment_3554407
Here it comes the guy who advocates in favor of tunneling in this forum.
If you are not able to track survivors by following the blood, that’s a skill issue. There are many perks to support tracking for survivors that are not used because your basically don’t need them in the current state of DBD perks for survivors. Making Iron Will 100% will still make possible for killers to counter it with already available perks if they struggle to track survivors.
Did you quote the wrong post? I didn't say anything about tunneling. Not even remotely. I suggest you actually the read the post before you say things like: "I am advocating for tunneling." I don't think you saw me advocating in favor of tunneling anywhere. I'd be happy, if tunneling was obsolete. But it isn't. And as long as that's the case, killers will continue to tunnel. Especially, when survivors don't use any anti-tunnel perks. But that is material for a different discussion.
The tracking part of Iron Will is only relevant outside of chase and when it comes to mind games. It won't help you escape chase just like that. But you suggested, that the killer should have to use perks just so they don't lose the survivor they chase. This is not how this game works and it never has been. If it did, then we'd have a real problem.
What tracking perks are there, that killers don't use but aren't incredibly bad? Don't get me started on Bloodhound and Predator. Both of these perks are literally useless. They don't do anything beneficial for you. Then there is Stridor. Which is somewhat alright but mostly unnecessary. No, turning Iron Will back to 100% will not make Stridor any more useful. Iron Will counters Stridor, not the other way around. So what tracking perks are there, that aren't used? I really can't think of a single example.
Aura perks hardly qualify. The killer can't reliably use them to keep track of survivors during chase.
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@ArthurVeloso said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553752#Comment_3553752
It is when you loose a perk slot and leave scratch marks and pools of blood. You want more tracking, bring beast of prey.
This made me laugh. It shouldn't but it did. Beast of Prey is not a tracking perk. I'm not sure how a few extra BP and undetectable status while in bloodlust will help the killer track a survivor. 🤣
Also, audio has one huge advantage over scratch marks and blood. Audio can help even when the survivor is behind a wall. That is how many mind games are played. Iron Will completely removed grunts of pain. So you basically could leave a loop as soon as the as you were able to break line of sight and would get away.
Tracking has always been crucial for the killer. As soon as tracking becomes an issue, everything else stops working too. Well, everything but one strategy, which is going to receive a nerf some time next year (3gens). Even suggesting that the killer should use a perk to help them track survivors IN CHASE is ridiculous. The game revolves around chases not hide and seek. If survivors can reliably win chases by getting away, that puts killers in a terrible spot.
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I agree with many of these but I don't think Lery's is the absolute worst for Blight, Bubba and Billy.
For Blight I'm not completely sure. Would be nice to hear the opinion of an actual Blight main on this.
But Billy and Bubba have worse maps than Lery's. Lery's is pretty terrible for them but they can still use their powers and sometimes get a hit. In my opinion Garden of Misery takes the cake for Billy. It's ridiculously stacked, has terrible collisions and that obnoxious main building. It's also overall a much stronger map than Lery's. For Bubba I'm not 100% sure. I have my problems playing him on Mother's Dwelling. You really feel his lack of map pressure there. And of course there are these terrible bushes again.
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@FlameGNG said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553549#Comment_3553549
I can partly agree on that but i think the way they are nerfing survivors only really affect soloQ survivors. I mean if i play with friends i win more matches than i lose. So taking away those perks that are cheap but can make up for a mistake is a bad way when the nerfs need to affect people with communication. I mean people playing soloQ will ALWAYS be less efficient and make more mistakes.
I think a good approach would be to minimize the difference between soloQ and SWF and then balance the game from that
I somewhat agree with that last part. But I must say I am not entirely convinced that that is a good idea.
SWFs are way stronger than solo survivors. That is a known fact. Balancing around that would require further killer buffs. However, how exactly would you buff killers like Trapper, Myers, Freddy, Clown, Pig and about 15 others without making them an absolute nightmare to play against? Buff their chase potential and you basically can't do anything other than hiding from them. Buff their 1v4 and you end up in a situation similar to Skull Merchant where it is an abolute slog to play around them.
Don't get me wrong, I'd love for solo queue to be a more enjoyable experience but this will have consequences, that might actually make the game less fun than it is now. For both sides.
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There is the HUD... And apart from this the AFC mechanic is coming as well as the anounced solution to 3gens.
Voice chat isn't the best idea. How many games have you played in which some douche felt the need to disconnect or kill themself on hook? Now imagine them screaming slurs into their vacuum cleaner and telling you things about your family that even you didn't know yet because it's obviously your fault, that they got mind gamed on one of The Game's god pallets. Thanks but I think I'll pass.
A chat wheel would be the better option. No language barrier, no need for a microphone and zero risk of having to listen to some 13 year old's five minutes of hate speech. But it would get the job done. Top it off with the ability to see your team mates perks in the lobby (maybe ingame as well) and solo queue should be mostly fine.
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You can try and play a more tactical approach. That can mean tunneling, camping, slugging, 3genning, hit and run. Whatever gives you an edge. I take it this is what @Pulsar meant too. You don't necessarily need the strongest perks or a different killer.
Ormond is a bit rough indeed because there aren't a whole lot of spots that would benefit you for camping (other than the hook near the hut or basement in main building) and the map has quite a few strong pallets and strong loops that connect into each other, so tunneling can also be rough. Playing territorial to get the resources out of the way and slugging can help. Especially with Jolt. But that isn't a guaranteed win either.
It's hard to say what exactly you could do with no footage of the game but it's likely you could have played something different to get better results. There is always room for improvement. The chances to run into a group that is so stacked that you really cannot win no matter what you do are very low.
By the way, it's not a good idea to be condescending towards people, who give you genuinely good advice. Especially not veteran players. I disagree with @Pulsar on a great many things but they know what they're talking about. And they were 100% right about this.
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It might be you stumbled into a MMR bracket that you genuinely don't belong in just yet. When you reach a new MMR bracket it takes forever to drop down again and your matches are likely much harder than usual.
It's also possible, that you aren't at your peak. This can happen when you lose a bunch of matches back to back and start to feel frustrated. In which case, the best you can do is take a break. Play something else for a few days, then see how you feel. Most of us here have probably done that too.
Most killers are quite decent, if you play them right. However, playing a killer right is easier said than done. Pretty much every killer has something for you to learn and get better at and it's impossible to be super good with all of them. Pick your favorite killers and see how you can improve. YouTube can be a good source of inspiration. There are montages for every (other than SM, I think), that will show you a few things that you can do, if play well enough.
You can always improve and for that it's better not focus on slow down but on information. This can teach you about survivor movements and allows you to take more chases.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553961#Comment_3553961
same can be said for literally any other killer
I've never been hurt by an EMP while playing Myers. 😜
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I mostly don't kick gens. No use to do so without specific perks. Base regression is almost non-existent.