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Xernoton

Xernoton

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  • @GensByDaylight said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554029#Comment_3554029

    It would realisticly be 20-30%

    Losing 35% would be due to him kicking the gen, instantly losing 32.5, and then having to wait for him to move away.

    This would only happen if the gen was 99.99%, so it is more hypothetical.

    It is still possible to win if they go down in 20-30 seconds, but with Pop, its not really possible.

    To get 20% regression out of Pop, the killer needs to kick a gen with 66.67% progress. That can happen. A few times per match. But realistically a killer won't be able to do that more than 3 times (and even that is a bit of a stretch). For 2.5% of regression after a kick, you would need to let the gen regress for 10 seconds. It's likely you won't wait quite as long to touch it again.

    That last part is true but it shouldn't be. Think about how a chase must play out for a survivor to go down in 20-30 seconds. If that happens once per match, that is not yet a guaranteed loss. But multiple times? That HAS to result in a loss. If you manage to go down in 20 seconds, then that means you didn't use an exhaustion perk and didn't use any structures effectively. This is about the time you get from holding Shift + W and pre running without using any pallets. Do literally anything to delay the killer a bit and you can get a much better time without too much of an issue.

  • @GensByDaylight said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554021#Comment_3554021

    Thats fair

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554020#Comment_3554020

    How am I supposed to prevent my solo q teamates from going down in 20 seconds and then losing 35% of my gen instantly?

    I don't know how you came up with 35%. 30% of current progress and the 2.5% base regression for the kick do not equal 35%. No matter how much progress the gen had. Most of the time the killer won't be able to use their Pop on a gen that is nearly finished anyway. So they won't get the full value out of it.

    If your solo queue team mate goes down in 20 seconds, then how can you expect to win? I know it sucks when someone else loses the game for you but, if someone goes down so fast multiple times and nobody can make up for it, then you deserve to lose. Survivor is a team game and if one member doesn't pull their weight, then they have to lose.

  • Pop Goes The Weasel is very healthy perk for the game. It doesn't work, if the killer can't get a down, which means it incentivises going for chases. And after the killer hooked someone, they also have an incentive to leave the hook to use their Pop. It's good that it's back in the meta. We all saw what the alternative was in 6.1.0. The game doesn't work without strong regression perks and as long as they work without getting any downs, that means they can be abused to play for 3gens.

    Also, Pop Goes The Weasel is a great perk. But it's definitely not overpowered. Yes, Nurse, Blight and Spirit are pretty nasty with such strong perks but that is more of a problem with these specific killers rather than the perks themself. Remember Awakened Awareness and how it had to be nerfed because of Nurse? Let's not repeat this.

    Slow down perks have and will always be meta because realistically the survivors outpace the killer. If they don't, then that means the killer plays A LOT better than them. Pop Goes the Weasel slows the game considerably as long as the killer can get downs faster than the survivors progress and push through. Meaning, if the survivors last long enough in chase, then Pop Goes The Weasel does very little.

  • @DEMONANCE said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553566#Comment_3553566

    i feel like singularity's skill floor is being exaggerated a bit too much.

    like sure the killer takes skill but personally after watching streamers play him for a bit i got a really good idea on how to play him and it's really not that hard it just requires really fast inputs.

    u set up bods in key areas and when chasing a Survivor you use them to infect them or you can just ignore setting up and directly use them in chase which is fairly easy.

    i guess if we're talking about someone who played him blindly without watching gameplay he would be very difficult to figure out?

    What you described doesn't work against any group of survivors, that don't ignore the EMPs. Doing everything in chase (multiple times) takes too long and slows you down more than anything. And even if you do end up getting to slipstream teleport in a timely manner, you still have pretty much nothing. With only 1 survivor slipstreamed you will be easy to outrun.

    This might work against very... Let's call them inexperienced survivors. But not against survivors that know this killer's weaknesses.

  • @I_CAME said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553549#Comment_3553549

    Playing killer IS easy relative to playing solo queue. How many SEAL Team Six SWFs really exist out there? Getting four insanely good survivors is far more rare than running into one sweaty killer simply due to how difficult it is to get four great players together on a single team. I am basing this on my own experience playing both roles. My kill rate is more than double my escape rate in solo queue. You say that most killers aren't that good. Neither are most survivors and the odds of getting a bad survivor are much higher. One bad survivor is all it takes for a team to completely collapse. If killer were as difficult as some people make it out to be then none of these ridiculous win streaks people go on would be possible. Even winning 10-20 games in a row would be extremely rare in a game that was well balanced.

    As I've said, you don't need a SEAL Team Six SWF to beat most killers in this game. I'm pretty bad as a survivor but my solo queue matches are fine. Because I can make up for my lack of looping skills by using my experience in this game and making smart decisions. I have beaten my fair share of sweaty killers too. It really isn't as hard as many people on this forum claim.

    How many SEAL Team Six SWFs are there? Are you really trying to tell me, that solo queue survivors die in almost all of their matches and these SWFs decrease the kill rates so much? Good luck with that theory.

    The reason why there are some people that can go on such high win streaks is fairly simple. They know every little trick about their killer. They know how to play around every tile and they also know what to look out for and how to adjust. This is a small percentage of players that are probably at the top of the MMR rating with these specific killers. You will find the number of players that are very good with one specific killer is naturally a lot higher than the amount of players that are very good against this specific killer. Because one has a lot more practise than the other.

    I did 2 win streaks so far. One on Doctor (37) and one on Hillbilly (19). I am more than happy with these even if the numbers aren't all that impressive. Because all it takes to beat me is a group that plays good overall. Most survivors make the same mistakes. This is why killers learn certain mind games (in slightly different variations) and tricks to counter these. Survivors that learn how to play around that are scary.

    If I were to repeat these streaks now, I wouldn't make it that far. Because my own MMR has increased from me sweating so hard and now I play against more survivors that can beat me.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553286#Comment_3553286

    Singularity does not need any buff, he is just fine.

    I'd nerf EMPs a bit. Last 10 seconds will be printed by survivor. That would give him some slowdown and that's all.

    He is in fine spot, bad players should not be rewarded anyway. Nurse also has always lowest kill-rate. Should we buff her too?

    According to Nightlight, Nurse's kill rate really isn't so bad. And even if we don't consider Nightlight and go by official stats, Nurse was quite alright in high MMR. Apart from that, I could play a game of Nurse and I guarantee you, I'd perform pretty well. I'm not super good with her but slap on the brown addon and I get my downs.

    Singularity on the other hand? I have put a good amount of hours into figuring out how to play this killer and won exactly 3 games. 2 of which had a disconnect (no bots). And that was around the time they buffed him, so survivors didn't know how to play around him in loops just yet. I could not figure out what to do at all. By now I know what do to do thanks to some streamers. Singularity becomes more of a threat, when you can constantly harass survivors and get the EMPs out of the way before the chase even starts.

    But that is insanely difficult. This is the killer's skill floor and if you can't reach it, then you're gonna have a rough time. Nurse on the other hand is as simple as connect 2 dots (in theory). Invest a bit of time, build up the muscle memory and you are good to go against most survivors. A killer with a high skill floor is not necessarily a bad thing. But in Singularity's case you're either good or you suck. There is no in-between. And that is a problem. With other killers, you feel yourself constantly getting better. That is not the case with Singularity because what you do either works or it doesn't. There is no situation where you just barely miss or know immediately how to correct it next time. Basically, Singularity's learning curve is discontinuous.

    @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553165#Comment_3553165

    I was already afraid that I was really the only one who thought so.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553286#Comment_3553286

    My problem with him is not skill floor and skill ceiling, Blight has it too, but it's only about your skill and experience on him. It's okay be hard killer to master, but with Singu your skill doesn't matter here. I mean, you could be amazing Singu, best in the world, but how it stops people from denying your power several times per chase? Yes, sometimes he could renew slipstreams quickly, but it still requires so much work, which doesn't even guarantee you a hit.

    I already said in the post that I overreacted with completely removing EMPs, but i still think this amount of works shouldn't be denied THAT easy.

    Blight has very, very, very low skill floor. Seriously, it's not hard to use the power for mobility and free hits and play M1 killer in loops. His skill ceiling is incredibly high but it's not hard to use his power in a way, that benefits him.

    Singularity, will slow himself down, if he can't use his power effectively. And as I explained above, that is pretty hard. I like hard killers (I main Hillbilly) but a killer with such a high skill floor, that is so weak when you don't reach it and only ok, once you do reach it is not great. A really good Singularity player will be able to get the EMPs out of the way before they begin a chase. So they slow down the survivors and ambush them with their power once they have the opportunity. But that requires a lot of work.

  • After 7 years it's only natural that some people will leave the game. Eventually you grow tired of the same gameplay over and over again. That however does not mean that the game is in a bad spot.

    There have always been people that claimed that killer is way too easy. It's likely you play against bad survivors, if you genuinely feel that way. Against good survivors, playing killer is still immensely difficult. Half the time it's enough for survivors not to actively throw the match to put up a real challenge. And if they play good on top of it, then you're in for a hard match.

    Solo queue has never been great. But honestly I don't think it's that bad. Yes, you get the occasional Self-Care + No Mither guy (or something similar) but other than that, it's fine. You can win against most killers without too much effort because most killers aren't all that good either.

  • I have Pyramid Head on P0. I'm pretty sure I don't count as a beginner anymore.

    Just because someone plays a low prestige character, that doesn't mean they're bad. I have played against my fair share of P100s and most of them weren't all that special. They're just average players, who really like 1 character. And with killer you can assume that they might have a different killer on a higher prestige level and can carry over some of the skill built with their main.

  • @mizark3 said:

    Because no matter how much of a crutch Made for This is, it doesn't stand against a player with sufficient gamesense. Don't get me wrong, the endurance should be transplanted onto a different perk, but the speed isn't as uncounterable as people make it out to be.

    I didn't realize I still left my Anniversary meme build on Nemmy for the daily, and with Deadlock as my sole slowdown, I could still take on 3 MfTs. (No early kills either, seeing the lowest BP Survivor getting 17k.)

    https://us.v-cdn.net/6030815/uploads/F7XI3R85FLIC/madeforthisaintjackvsnemmy.png

    Oh, yes. How could I forget that game sense allows Trapper to move at 120%? Silly me.

    Seriously, can we stop using the term "game sense" as a straw man for absolutely everything? A survivor that moves 3% faster by default (which means 20% more time for the killer to catch up) cannot be countered by game sense alone. If a killer drops chase because their game sense tells them to, does that improve their situation in any way? The answer is no. A killer doesn't have time to run around and drop every other chase. Much less when you consider that more than 1 survivor will have MFT and that a killer cannot build up pressure without getting a down.

    The worst thing about MFT is that it's completely useless against the strongest killers in this game but way too strong against the weaker killers. Nurse, Blight, Spirit, Artist, Plague and Wesker don't care too much about that. Compare that to M1 killers. Loops aren't designed for killers or survivors to suddenly move faster. That is why bloodlust is such a big deal.

    I have won a game as perkless pallet Freddy against a SWF with 2 P100s on Garden of Misery too. They played terrible and I won because of it. The same thing wouldn't have happened, if they hadn't played this bad. MFT on a bad survivor is useless. But MFT on a decent or even a good survivor is horrible to play against.

  • @Steakdabait said:

    What's with these increasingly bad posts that demand wild overbuffs to singu. Try reaching the skill floor of the killer before demanding a change that would make singu unbelievably op

    Regardless of how you look at it, Singularity is not in a good spot. Removing EMPs would go too far but I can't defend a killer, that has skill floor higher than Nurse and only gets mediocre to somewhat good results once you reach it.

    To get a feeling for Nurse you only need to invest maybe 1-2 hours and you even have a brown addon to help you out. Singularity on the other hand needs you constantly harass people with the Biopods, so that waste their EMPs and can't use them in chase. That takes much more effort than connecting to dots.

    On Nightlight, Singularity's kill rate has always been around 45% before Alien was released. Now it's closer to 50% (probably because the more casual players switched to Alien) but still pretty bad. Nightlight is a not perfectly reliable source but when a kill rate is this low for so long, then something is off. I believe it's that many players have no idea what to do with this killer. Compare that to Nurse or any other high skill floor killer. You always know what went wrong and what you could do, if you played better. With Singularity you only see that it went wrong. But you don't know why and you have to figure out how to play it right all by yourself. There is little feedback in that regard.

  • Most toxic survivors will crumble when the killer can stay calm. Keep this in mind. They will do everything in their power to make you miserable but they will also make themselves vulnerable. Ignore their antics and focus on using it against them.

    If you are like me and you are a bit more susceptible to noise spamming, then turn on some music or if nothing else helps turn off the sound completely (had to do that once when macros were still a thing). As soon as that becomes a non factor you can focus on having fun again.

    Having fun can mean different things. Sometimes it's about winning and sometimes it's about achieving something. Almost every killer has something that you can get good with. If you know you aren't going to win and the survivors are jerks about it, then focus on learning something new. Pig for example can do some unexpected things with her ambush, which will result in hits in some loops that other killers can only dream of (like the car tile in the corner of GoJ).

    The most important thing to remember when you play against people like this is, that it's just a game. You are not losing your job if you lose and your family most definitely won't get facecamped by a Bubba either. Sometimes you will face a group, that you just can't beat yet. Take it as a learning opportunity. Ask yourself what they did that had you struggle and why you couldn't win. Once you find out, you can focus on improving on these things. Keep that up and you will improve to a point where bullying you results in an almost guaranteed loss.

  • I have a better idea. Remove killer weapons and powers. That way you have someone that you can bully chasing after you, so that you don't feel bored but they also can't ruin your fun.

  • I have my troubles on Lery's and Haddonfield. Though I could probably deal with it, if I were to invest more time in learning Blight.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552655#Comment_3552655

    Choosing to not engage when proven wrong merely proves you further wrong. Thinking a normal match is too quick, when I was consistently winning Clown matches with the 80s gens, shows a fundamental lack of understanding in how to play Killer, whether that be in micro (chases) or macro (gens/pallets). Check guides as how to play Killer if the gen times are a legitimate issue for you. Alternatively purposely 8 hook for a week (without kills), and intentionally lower your MMR. After that, you should be able to play in less sweaty matches, win normally, then finally reach a good equilibrium of Survivors with your skill level.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552685#Comment_3552685

    The devil is in the details. Deadlock prevents multi-gen pops, so I would only consider that 'necessary' on Pig to space headtraps going red for greater pressure, or a dedicated facecamper build, but even then that is more QoL for Pig than truly necessary. Corrupt Intervention helps shore up a weak early game, which can be mitigated by playing the game on both sides and learning the spawn mechanics better, or hopping into bot matches with Lethal Pursuer for an hour and getting a 'feel' for the game. Once you have a general idea of where people will spawn and how, such as quad spawns, dual duo spawns, and split spawns, you can play accordingly and not 'need' Lethal/Corrupt anymore. I will admit I am a Lethal Pursuer addict, but I often run at least 1 other aura effect alongside it as well.

    What is the counter for camping? Don't be hooked? Ok, are Survivors designed to never go down? No, Bloodlust exists, pallets are finite, the entity blocks windows after the 3rd vault, so Survivor is designed to eventually go down. Is it possible to do anything on hook? You can end the game sooner... So you are in a situation without agency. Agency is key, as you can always make a different play as Killer, but Survivor is balanced around moments of no agency before you are allowed to play the game again. Camping denies an end to the agency-less situation. Agency is the issue. I too hate genb4fren, but camping from the onset encourages that instead. The anti-facecamp gives some semblance of agency, but still won't prevent proxycamping choke points instead.

    Survivors get an anti camping mechanic with the next patch. You can test it on the PTB. It hits the exact wrong end of the tier list (weaker killers are affected more than stronger killers) but we'll see how it turns out.

    It's also not that only Pig has a problem with multiple gens popping in rapid succession. This is a problem that all killers share. Admittedly, some less than others. But still, a killer will not be able to keep up with the pace of survivors that finish the game in 4 minutes. And if they can, you bet the survivors threw the game. This has nothing to do with the killer being inexperienced. Lethal Pursuer does not prevent the first 2 gens from getting finished before you can even hope to get a down with most killers.

    After that first down, you would expect survivors to take some time to recover and the killer to get into a rhythm of hooking a survivor, traversing the map, chasing and hooking the next survivor. But that is not how it works. Consider a killer that takes exactly 45 seconds to get a down (BHVR's goal), 10 seconds to hook (including animations) and 5 seconds to get into the next chase (way faster than in reality). How many hooks can they get in these 4 minutes? 3. 4, if we're being generous. And we haven't even factored in what happens when a chase takes a bit longer than 45 seconds (which is extremely short for most killers), the killer takes the time to do something other than chasing (breaking pallets / breakable walls) or can't keep up this cycle.

    But of course, the killer should be forced to run specific perks. That's why they are in the game. But survivors? No, they only have 16 perk slots (20, if we count base BT), so they can't use anti-camping perks. That is the double standard that I mentioned earlier. Either both sides have to use specific perks or suffer the consequences, or both can choose freely and get assisted by the game in case these situations occur.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552329#Comment_3552329

    The problem with that is it already is more efficient to split up on gens. Making co-op gens more inefficient will only make the problem worse in the long run. I'd argue the opposite, to have co-op be more efficient than soloing gens. If the Killer interrupts a coop gen, they disrupt 2+ Survivors, so a max of 2 gens can be pumped, but if a Killer disrupts a solo gen, they only stop 1, and leave 3 gens to be pumped.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552395#Comment_3552395

    Yeah, maybe a perk that blocks the most progressed gen for 30s when a gen pops, or another perk to block the 3 furthest gens for the first 2 minutes.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552370#Comment_3552370

    Yep develop different skillsets and raise your account MMR, that way when you swap to a normal Killer you can't stand a chance /s. That's why you don't want to get addicted to overpowered Killers. You need to lose to learn, and if you refuse to even stomach the possibility of losing, it will bite back causing you to lose more in the long run.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552427#Comment_3552427

    Gen regression is an important crutch for players learning Killer. The problem is when people refuse to take off the weights and can win through bruteforce attrition. Making gen regression for Killer similar to Exhaustion for Survivor might be better than removing it altogether, but if they did that then I'd agree with removing/reworking Survivor gen speed perks.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552454#Comment_3552454

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552458#Comment_3552458

    The problem with these arguments lies in the extremes required. Hypothetically you can have giga genrushers like seen in Hens' video with 3m22s average escape time, but if you take the opposite extreme, you can get speedruns of Killer 4king under 2 minutes with Billy/Bubba/Legion/Ghostface/Blight/Pinhead, and under 3 minutes with the vast majority of the others. The extremes mean nothing. The median and mean both matter much more.

    The average (assuming the Killer knows how to play the game) has 1 on hook/being healed, 1 in chase, 1 going for the rescue/healing, and only 1 to pump gens. Even if that 1 person teleports to the next gen after every pop, that still takes 7.5 minutes minimum with no regression.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552496#Comment_3552496

    The only way to hear 2/3 gens pop when crossmapping is to be AFK for a minute from the start. Just play the game and that won't happen.

    -- Separate from the replies above --

    Honestly I wouldn't mind a basekit scream from all Survivors with a Loud Noise at their spawn position. You could run Calm Spirit to negate it, and would make it more expected to be found early, so being AFK is all the more of a punishment. The Killer has initial intel, but nothing lingering, making Lethal Pursuer and Corrupt Intervention still have value. (I can't tell you how many locker grabs Lethal has given me from the start.)

    This seems to be the primary complaint, is the lack of knowing where to start, and fumbling for the first minute. Experienced players aren't given too much more than what they already mostly knew/assumed. That way this primarily helps the whining Eruption MMR inflation Killers who mistakenly believed they were good at the game, and now are getting stomped against Survivors of their MMR, but outclassed in skill.

    Funny how that works. "Just bring Corrupt Intervention or Deadlock." is an acceptable answer. But when killers camp and say: "Just bring Reassurance or Kinship." that is an issue that must be fixed by the game itself without any perks. This is what you call double standard.

  • I don't see why any killer would be scared to tunnel in this economy. Most survivors completely refuse to run any anti-tunneling perks but will use their base BT to bodyblock for a team mate.

    If DS / OTR were still common, that would be a slightly different story.

  • In my opinion they should add a mechanic, that prevents survivors from rushing the gens in under 4 minutes. This is only achieved by people, who focus solely on rushing gens anyway and it would already help a bit. It wouldn't hurt any of the more casual players, while helping with the absolute extremes.

    Well, either that or the long requested and frankly overdue early game help that especially low tier killers need. But that is not going to happen as it was apparently deemed unfun.

  • I think they should nerf it again just for the fun of it.

    Seriously, screw DH.

  • @totallynotamegmain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551747#Comment_3551747

    After looking at garden of joy we have decided that it is best to do absolutely nothing and duplicate the map 5 times (badham moment)

    *Billy crying in a corner*

  • Watch them somehow make the main building even stronger, make the shack window connect into a maze tile and increase the number of bushes by 5000, while adding more pallets to the street.

    A good start for a rework would be to call it the "Garden of Misery". Joy is the last thing I experience when I load in on that map.

  • Honestly, I think RPD doesn't need any changes from a balancing perspective. The 3gen problem will be solved in the future anyway. So there really isn't a need to change the map on top of it. If they were to rework them again, I hope they will design the loops a bit more interactive than they are now. Most are best brute forced until the resources are gone. That's not particularly fun for either side.

    Saloon would already be a way better map for survivors, if they were to shift a few tiles around. Put one of the maze tiles that spawn next to the water tower near the gallows and put a filler pallet there and it should be fine. Again, the 3gen issue that this map has will also be solved.

    Midwich is a bit tricky. Making this map bigger without any further adjustments will easily end in a disaster. Surprisingly, Midwich has one of the highest pallet counts out of any map. However, most of them aren't great and when the right pallets are broken, the killer creates large dead zones. They would probably need to add another outside area a bit similar to RPD.

    But seeing as how BHVR have made some maps much worse with their updates, I'm not even sure I want to see them rebalancing more maps.

  • Considering that Twins, Freddy and Blight will get some changes before that, I'd say it's more likely to happen in year 10. If at all.

    1 1/2 years have passed since they confirmed that Twins would get a rework and so far... Skull Merchant has been reworked. Twice. And Sadako.

    Interesting how the priorities changed on this. Twins were supposed to be the next killer after Legion and Ghostface to receive a rework.

  • Nurse doesn't have the best map mobility in the game (that goes to Blight) but still her mobility is great because she can travel through walls. Other killers need to go around obstacles, which means they have to take a much longer route than Nurse.

    However, UW is fine. The only thing that I would see as problematic is its synergy with DMS on high mobility killers. Other than that, it is completely fine. It is good perk and my guess is it is complained about mainly because it counters WoO. Which is pretty good considering what WoO does for survivors. You can no longer turn off your brain and have a perk tell you what to do, if the killer has UW, sorry.

    It is true though, that UW weapon isn't particularly good on low tier killers. Look at Myers, Freddy, Pig, Trapper and Wraith for example. Myers doesn't have the time to open lockers on top of everything else, Freddy makes survivors oblivious, Trapper is Trapper, Pig would already need to know where survivors are to use the information effectively and Wraith is not going to uncloak, open a locker and roam the map like that (no, the meme addon doesn't make it any better).

    But let's be honest, most good perks aren't that strong on weaker killers. Just look at the old Ruin + Undying combo, DMS, Pop Goes the Weasel and new Eruption. If a killer struggles with getting survivors off gens and getting quick downs, then all of these perks don't help in the slightest.

  • Yes. On several occasions. I remember reporting a whole 4 people SWF for harassment (they went pretty far) and a few days later I got feedback that 3 of them did indeed get penalties. I also had an encounter with a player, who had a pretty good gaming chair (3 gens in 1 minute all by themself) and I got feedback that they had banned them a day later.

  • @Killing_Time said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548517#Comment_3548517

    This is just nonsense. DH could literally extend or even win the game on a perfect placement. Blight is just another killer with fast movement. Why do you guys want every killer that it's viable NERFED?

    Blight is not only fast but also extremely forgiving, opportunistic and all around powerful. And this is without any addons. The addons are a whole different level of broken. Adrenaline Vial, Blight Tag, C33 and Alch Ring are in no way balanced addons. You can't have a killer with an incredibly strong (though somewhat fine) base power and insanely strong addons. That's just ridiculous.

    I do not want every viable killer nerfed. In fact, I think Wesker is pretty much the pinnacly of DBD's balance and I constantly ask for buffs to weaker killers and fairer maps as well as nerfs to perks like MFT, which screw over killers, that already suffer while doing little to nothing against the stronger killers.

    The comparison between DH and Blight was not about strength (although one could argue that even that isn't too far off) but about how both have not been nerfed for years. Blight is too strong. There is no denying that. I do not want them to repeat what they did with Hillbilly and butcher him but it's not ok, that he can do things like Hug Tech, has one of the strongest base kits in the entire game (only topped by Nurse) and has the BY FAR the strongest addons on top of it.

  • @brokedownpalace said:

    Nah. It's not necessary. And it would help certain killers tunnel. Or not even tunnel, but make decisions on who to go for next. For instance if they killer comes across 3 survivors working on the last gen. A killer who was actively paying attention will remember that Claudette and Jane have 1 hook and David has 2, so they can go for David to secure a kill or one of the others to spread hooks if that's what they want. But people forget either because they are distracted or just have a weaker memory. Maybe they had just a long chase with the other survivor and they are a bit frustrated because it didn't go well. Who knows. But if the game puts what basically amounts to a giant red arrow above David's head then that requires zero input on the killer's part. And that handholding could very easily turn the game in the killer's favor.

    Every time this topic comes up everybody likes to play cute and say "well I want it because I like to spread hooks 😇😇😇." It's disingenuous. If that's your goal then pay attention.

    And to people who say "well why do survivors get it? They can pay attention to!" And they can, and I'd rather have it go away for survivors before be added for killers. However, paying attention to who you personally put on a hook is way different from paying attention to the actions of two other players when you're not seeing or participating in those actions. It's not even remotely the same thing.

    So your argument is that killers shouldn't have it because they might forget who they hooked?

    That can happen. But only when they play nice. If I were to tunnel someone immediately I would only need to focus on that 1 survivor. I wouldn't need to remember how many times I've hooked them because

    1) the game tells you how many hook stages you got in total.

    2) it doesn't matter. They are going to die anyway. Whether or not it is the very next hook doesn't make a difference. They are still going to die early.

    Again, this is not going to help with tunneling. A killer that wants to tunnel will still play the exact same way no matter, if they have that information or not. If my memory would make it troublesome for me to count hook stages, you can bet I would tunnel from the get go. That doesn't require me to do anything other than focus on one survivor. I think it's fair to say that everyone, who plays this game is capable of that.

    The reason I would like to see this feature is because tunneling requires less brain power than spreading hooks. You don't need to count hook stages to tunnel. Just remember which survivor you wan to kill. It's not difficult. Basically, there are a million things that incentivise the killer to tunnel and none against it.

    I don't need this feature but it is not a nice feeling when you have to pay attention to play 'fair', when tunneling on the other hand is doesn't require that. You either tunnel or you go out of your way and put more effort into playing nice. Shouldn't it be the other way around? But since that is not really achievable, it would only make sense to support killers, who go for different survivors, no?

  • Good question, honestly. I'm not sure how the math applies here.

    I think it is actually a multiplyer because most modifyers are applied that way. So it would be 1×1.25×1.4=1.75 (75% more speed) on the obsession and 1×1.25=1.25 (25% more speed) on every other survivor.

    I could be wrong though. If anyone knows how it works, please tell me.

  • I prefer playing killer. It gives me a feeling of control over the match and I also like the mechanical skill expression, that some killers have.

    However, for me killer is also the more stressful and frustrating role. I can play a bunch of survivor matches, die in every single one of them and still have the time of my life because I couldn't give a flying ######### about whether or not I escape myself. I'll be the one, that runs back after the exit gates have been opened and my team mates have already left to save the Feng, that is being camped by a Deathslinger with noed or die trying.

  • As I said before, Nightlight's data is not sufficient to tell us exactly what is going on in the game as a whole. It does however point at certain things and confirms trends for a portion of players.

    For example, Twins pick rate has been the lowest out of any killer for as long as I can remember. It indicates that their pick rate did not change much and judging by the fact that Twins are actually pretty rare, this data can be used as confirmation of a suspicion.

    Up until a while Singularity's pick rate was quite alright (something of about 3%) with a pretty low kill rate (around 45% for at least 2 months). Now, the pick rate has dropped considerably and the kill rate is about 50%. This indicates, that as I and many others have suspected most people have no idea how this killer actually works and that Singularity is in fact not weak but incredibly hard to play effectively because now that the people who only tried out this killer have switched to something else and only the people that know how Singularity works remain, this killer doesn't actually perform so bad.

    Also, we all agreed years ago that kill rates alone are insufficient to determine balance. Old Haddonfield for example was one of the most survivor sided maps this game has ever seen. However, it never had a particularly high escape rate. A more ongoing example would be Nurse. She is the strongest killer in the game but her kill rate has never been the highest (unless I am missing some very old piece of data).

  • Ace Visconti.

    Nothing says: "You don't scare me, Mr. Killer" like a survivor that smiles even when he is being moried. Also:

    ace.jpg


  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550075#Comment_3550075

    Both RPD variants, Midwich, Eyrie, all but like one of the Coldwind maps, the MacMillan estate maps minus Storehouse (and possibly ironworks of killer doesn’t break door), Haddonfield (two strong houses but the rest is deadzone), Toba Landing in a way, maybe more but I’m not in a position to look them all up. But there are a lot of maps that aren’t good for survivors. Far more than 5.

    RPD West Wing is not a great map for killers by any means. Well, as long as you don't play Nurse. But if Nurse is our standard of balance, then we are in deep trouble.

    The Coldwinds are still survivor sided. Rancid Abbatoir has the potential to spawn very few pallets, which are weak on top of it but the rest is still more than favorable when you play survivor. Rotten Fields is ridiculous in the number of main tiles that it spawns, Thompson House and Torment Creek are in no way good maps for killers and Cowshed still spawns these obnoxious long tiles (sometimes interconnecting with each other) and a good amount of main tiles.

    McMillan is survivor sided. The Coal Tower is more or less balanced depending on rng but besides that all of them are great for survivors. Even the previously killer sided Shelter Woods is now a good map for survivors with its abundance of pallets and a good main building. Suffocation Pit has a big problem with its 5gen spawn, I'll give you that. I don't know when this started because it wasn't always like this but it's a problem that I hope they will get around to fixing. Other than that, it's still a good map for survivors.

    I don't know what version of Haddonfield you have been playing on but last time I checked there were 3 strong houses and little reason to actually leave them. The streets are extremely unsafe but the houses are as safe as it gets. None of them can be mind gamed and none of them can be disarmed. Plus, you reach one from anywhere on the map.

    Toba Landing is more or less fair but with its main building and some of the pallets and other tiles that it spawns it's definitely not a killer sided map. I have noticed though, that since the last patch there doesn't seem to be any chance to spawn double windows anymore, which is definitely a good change (god that was awful).

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549897#Comment_3549897

    It’s impossible to balance all maps for every killer. And they do need to be balanced for survivors as well. But like Lery’s and Toba are great for stealth killers yet bad for ranged killers. You can’t really make those maps good for both because those two classes of killers function in completely different ways. And none of that considers that maps still need to be balanced for survivors as well.

    You're right about that. But it doesn't mean, that they should completely disregard killer powers when it comes to maps. I mean, Trapper and Billy are 2 of their original killers and they get worse with every new map and map rework because they don't take the time to take different killer powers into consideration at all. And this is only going to get worse. Unless they rework these map dependent killers completely.

    And let's be honest, how many maps are there, that aren't good for survivors? Midwich, Dead Dawg Saloon, Wrecker's Yard, RPD East Wing and maybe the new Rancid Abbatoir on a bad day. But that's about it. That's 5 out of 42. That's a 12% chance you get a hard map. That's really not that bad.

  • Nope. Stalking in tier 2 does not make you undetectable. You keep your 16 metres TR.

  • I'm mostly fine with playing against streamers.

    As long as it's not a full blown SWF with their best loadouts that will go out of their way to leave a bunch of slurs and inappropriate symbols under my steam profile again. Once was enough.

  • You can try and use weaker perks and more off-meta loadouts. That way, you know that you are at a severe disadvantage and if you lose that can cushion the blow a bit. Also, sometimes it's better to not focus on winning but learning. Eventually this will teach you how to approach the game a bit more casual.

    Focus on what is fun for you. If you like playing competitive then that is what you should do. If you enjoy chasing part more than anything else, then focus on that. And when a match still is rough and you find yourself close to rage quitting, then close your eyes, count to 10, take a deep breath and keep playing. As dumb as it might sound, it actually helps.

  • @MistyShadowWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548758#Comment_3548758

    I think it was Micheal Myers, I kept sabotaging the same hooks, over and over again. It happened in a match against Oni too. Before this I only really watched H2O Delirous playing DbD, which is how I found out about the game and decided to give it a try. But trying to kill a hook and having it reappear was rather disheartening to say the least lol! So far I've only really been playing survivor because every time I try to play as killer it never loads hahaha! I've had some friendly folks helping me out, and some killers who realized I was new and weren't jerks about it even though I was most definitely an easy kill. And I have a friend who will be helping me practice with bots as a killer, so far my practice with Trapper has been... less than successful lmao. All in all, I'm having a lot of fun, even though people keep telling me to run away while I still can... which, that's not happening. Been a fan of the game since it came out and now I can finally play it.

    So if I understand you correclty, you are confused about the hooks respawning? The reason for that is fairly simple. The killer's objective is to hook survivors. And when survivors can potentially break all hooks in an area permanently, that makes the killer unable to progress their own objective.

    Sabotage is best used to prevent the killer from getting to a specific hook while they carry a survivor. This can potentially allow the survivor to wiggle off or deny the killer hooks in strategic areas. You'll learn to identify when that is the case as you play.

    The game is quite hard when you just started playing, so it's normal to struggle on either side. The best thing you can do is to take every loss as a learning opportunity. This also helps with keeping a positive attitude towards the game and the community.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549501#Comment_3549501

    people forget who they hooked. that is why your asking a UI to not forget. this is something survivor seeing gen aura's. counting hook is a basic killer skill.

    People remember when they hooked 1 survivor. If they do want to tunnel, they will focus on that. But counting hook stages on 4 different people is a different story. It's easy to mix up when you go for different survivors.

  • @AmpersandUnderscore said:

    Because if you aren't keeping track of your own objective it can bite you, and the game shouldn't default to telling the player 'do this next and you'll probably win'.

    It's the same reason survivors don't know every gen location by default. Sure, losing track of your objective and focusing on the wrong one can 3 gen your team and throw the game, but the match doesn't have a UI element or even any feedback at all to tell you that's happening. It's up to game sense of the player(s) to avoid that situation.

    There's no reason to replace the game sense element of 'which objective is optimal for me to pursue next' for either side. That includes the killer.

    Hook counting has nothing to do with game sense though. It's just a little chore the killer has to do. It's not hard but I don't see why it needs to be done in the first place.

  • @Chocolate_Cosmos said:

    Yes, they should please.

    The thing is, Killers who will want to tunnel you don't need the hook stage counter anyway since they will just know who their main target is and which state they are atm.

    For Killers who want to play more fairly or sometimes even don't want to kill Survivors, you can forget who on which stage is and yep... RIP. Also some perks reguire you to have alive Survivor for the perk to work, killing them (forgeting the stage) or placing something like Trap as Pig on someone dead, will just backfire you.

    It would only really effect Killers who want to keep some Survivor(s) alive. Killers who go for kills don't need and it doesn't effect them.

    Just give more QoL stuff to Killers too please, not just Survivors.

    Good point about certain killer powers and perks. That is something that I hadn't considered before.

    @Marc_go_solo said:

    I wouldn't feel any changes are needed for seeing hook stages, since there is already a counter for overall hook stages and I presume most people playing will have a memory and the rudimentary knowledge of mathematics to keep track regardless.

    It feels unnecessary to me, because all it would do at most is encourage a small handful of killers to target survivors. It doesn't really add anything more beneficial.

    Basically, there are more pressing matters for BHVR to be pushing ahead with than something which will really do nothing overall.

    It's not the most pressing concern by far but it is something that I think they could squeeze into a mid chapter patch. I mean, they already have the code written, so the only thing left to do is to implement it again for killers.

    @tjt85 said:

    I can't for the life of me keep track of hook counts. There's just too many other things to focus on and I'll almost certainly lose count at some point. So even if I want to play nice and 8 hook everyone before I get a kill, I can't. And I've accidentally killed survivors that I've wanted to spare in the past. So after a certain point, I just stop hooking on those rare occasions when I want to turn friendly and let everyone go.

    So yes, I'd like to see this change. It will let me spread my hooks against weaker teams and like others have said, tunnellers don't need the help to do what they do anyway. They know who they'll be dumping out of the game early.

    That said, there's an argument to be made that hook management is a skill Killers need to develop and letting them know exactly who they need to target at a key point of the game will give them an unfair advantage.

    It's not a shame, if people have trouble with keeping tracks of mulitple things at once, while simultaneously concentrating on the actual gameplay. It's quite a bit of (to me) unnecessary cognitive load, that doesn't need to be there in the first place. Especially when it is easier to tunnel because that entails less cognitive load. That's the main reason why I would like this feature for killers.

  • @Rudjohns said:

    This perk is disgusting

    No counter for the entire perk except for Calm Spirit and perhaps Vigil

    But calm Spirit just hinders you by doing totems and chests 30% slower

    Soon you won't scream from inside a locker, but that doesn't help at all when the killer can just spam the perk every 60 seconds

    Also promotes slugging for the 4k

    And you know whats funny? Apparently the perk works even if the killer gets undetectable at the same time they open the locker (the Huntress add-on)

    Terrible perk, but hey, its not a survivor perk so no nerfs at sight

    I am loosing my marbles at the sheer bias on display here. There are a bunch of perks that have no counter. If that is what makes a perk overpowered, then I guess it's time to nerf Self-Care again?! I thought we agreed that it was pretty weak.

    A perk that can be used every 60 seconds? I guess Sprint Burst isn't a thing. Or any other exhaustion perk for that matter. Didn't realise they removed them. Or WoO, that stays active the whole game. Or MFT again, which stays active for as long as you aren't exhausted.

    UW DOES NOT PROMOTE SLUGGING FOR THE 4K. Absolutely not! If anything, shouldn't you be happy, if a killer does it with UW? They would do it anyway but with UW you're not going to be left on the floor for 3 minutes at least.

    Also, why would anyone use the undetectable addon combined with Ultimate Weapon? That defies the whole purpose of being undectable. If you scream and get blindness, then you already know, that the killer has this perk. And if they don't have a TR, then you also know that they are coming for you with the undetectable status.

    That last part is hilarious. UW is only a few weeks old and yet here we are with people who complain that it hasn't been nerfed. Funny how MFT on the other hand hasn't been nerfed after 3 months. But hey, MFT is not a killer perk, so no nerfs in sight. ;-)

  • @Zraith said:

    there is also the lightweight perk

    I know. But nobody runs Lightweight and it still happens without the perk. That's what's bothering me and others too.

  • That whole map needs a rework. You can't just remove 15 god pallets and be done with it. But you also can't replace them with 2 jungle gyms, a TL wall and a random main tile and hope everything works out. In both cases you'd make this map even worse than it already is.

  • Neither side is unplayable. Killer can be fun or frustrating depending on your attitude. I'm currently taking a break from my main killer because I got too frustrated with all the issues that he has. Instead, I play a bit more Freddy, Blight and Bubba. When I play Freddy, I can't expect to have a fair game. Especially not with a weaker build. So I changed my personal win condition to 5 hooks = win (mostly because I know I would perform much better, if I played any other killer).

    I will say though, that I feel way more "on the clock" as killer than I do as survivor. As a survivor I can mostly just play and see how things work out. Make a few smart decisions here and there, help a team mate that gets tunneled and don't go down in chase immediately and things aren't so bad. Even in solo queue. My team mates are mostly decent too. Sure, I get the occasional Dwight hiding in a locker but other than that it's fine.

  • Welcome to the fog.

    DBD is a fairly complex game with a bunch of different mechanics, maps and combinations of powers, addons, items and perks. It takes a while to get used to all of it. Don't expect to learn everything right away. It takes time. Many people here have thousands of hours and I assure you, we still learn. Be patient, look at what perks other killers / survivors run and practise identifying them throughout the match.

    Playing both sides also helps you learn how others play. Sometimes other survivors will teach you how chasing actually works and killers will demonstrate how to use different powers. It helps keeping the game fresh and engaging too, since it's otherwise a bit repetitive.

    When it comes to which survivor would best be suited to start with, I recommend Meg Thomas because of her perks. Sprint Burst is a very strong perk, that can help you in different situations, Quick & Quiet is a good perk to give you a little extra edge in some chases and Adrenaline is a pretty strong perk too. Other than that, it doesn't really matter too much what survivor you pick first. All survivors have the same abilities and only differ in their visual design as well as their voices and teachables. Other good perks for beginning survivor players are Lithe (teachable perk of Feng Min) and Windows Of Opportunity (teachable of Kate Denson). Bill has the teachable Unbreakable, which is pretty strong as well but you're most likely not going to need it as you start playing as it is a counter to a strategy, that experienced killers would use more often than beginners.

    There isn't really any perk, that prevents sabotage in particular. Dying Light and Thanatophobia make it slower but other than that, there isn't really a perk that would counter it. Could you give us a bit more information, like what killer you played against and what exactly the problem was? It's a bit hard to tell what was going on otherwise.

  • Not sure how Any Means Necessary is countered by UW. You can still pick up the pallet. Just not while the killer is near you.

    UW might be the first genuinely good blindness perk because it does the one thing that makes blindness actually useful at just the right moment. It counters WoO when the killer approaches. If you are that reliant on WoO, then that means you use it as a crutch. You still know where to run because you saw everything before the blindness kicked in. Isn't that enough? Seems like people don't run WoO because they need to know what resources were used by their team mates after all.

    The only problematic part about this perk is the synergy with DMS. Other than that, it's a fine info perk.

  • For me it's the cheapest path and some addons that I will never have enough of. I have more than 1.5k of both Engravings on my Billy but I still need more. I could run out of them after all (not really tho).

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