Xernoton
Xernoton
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@KaTo1337 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525594#Comment_3525594
Gen-Kicks should be -5% Basekit, not -2,5%. Currently, the survivors (including myself) still tapping the gen because 2,5% is nothing.
True. 2.5% is barely enough to justify the time investment of kicking the gen in the first place. And it isn't helped by the fact that it only regresses at 0.25 c/s afterwards.
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Yes it is. You just haven't learned the forbidden tech, that is called "Play Nurse or Blight" yet.
Funnily enough, 5:03 minutes isn't that bad. They only had 1 toolbox. Imagine if all of them were running around with toolboxes and BNPs.
I'm suprised they didn't tell you to pressure gens. Last time I tried that I kicked the same gen like 10 times and that damn thing still kept its calm. It didn't seem to feel the pressure at all.
I'm going to assume that there were some moments that you didn't play perfect but it is a fact that a good coordinated group of survivors can get away with a lot more than the killer. It's even worse when you play a weaker killer.
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This can happen when matchmaking takes too long or someone dodged the lobby.
It's not great but fixing it wouldn't be all that easy.
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Only 8 killers in this game currently have an exhaustion addon. The ones that do exist are fine. It's more that 75% of killers have none.
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According to: https://deadbydaylight.fandom.com/wiki/Barbecue_%26_Chilli#Patch_7.1.0
this was an undocumented buff in patch 7.1.0. It's not a big deal in my opinion but a nice change none the less.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524643#Comment_3524643
Because in statistics, population is everything.
An English website that tracks volunteered information and is, at minimum, subject to user bias in submissions should be taken as exactly that and no more.
It's an interesting read, but to extrapolate that it's somehow better and more accurate than BHVR's 100% of the player base statistics is insane and grossly incorrect.
The margin of error can be incredibly large. Nightlight doesn't even usually include self care in the top 10 perks. BHVR consistently has self care in the top 5, usually the top 3. That's a massive difference.
While I do agree with most of what you said, I think we should at least aknowledge that this tells us how a portion of players perform with different killers. Especially when it is over a period of several months.
Take Singularity for example. We don't know the actual kill rates but we do know that the people tracked on Nightlight perform pretty bad with this killer. This is very much in line with many people on this forum saying they have no idea what they are supposed to do as nothing seems to work.
The sample size on Nightlight is not large enough for us to say for sure how high the average kill rates are but it is large enough to raise serious doubts about any attempts to purposely lower the kill rates. I usually monitor pick and kill rates for a while before I draw conclusions from this data.
After all, sometimes the kill rates on Nightlight change rapidly in the span of only 24h. But I think it's fair to assume that 1 specific killer doesn't perform too well when their kill rate is constantly below 45% (Singularity) on Nightlight. The stats don't tell us the reason behind these numbers but they can show or confirm a trend. Like Singularity being incredibly hard for a somewhat mediocre pay off.
It is true that the Nightlight stats aren't perfectly accurate. But they are still better than nothing. And the last official kill rates we got are from 6.1.0. The patch where basically every game a survivor would hook suicide and killers were arguably the strongest they have ever been. Assuming that these are still accurate is more than a stretch. It is possible but highly unlikely as the game has changed quite a lot since.
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Darn
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There are only very few killers in this game that you can play and enjoy.
When was the last time you played Trapper, Freddy, Myers, Clown, Pig, Trickster, Twins, Artist, Dregde, Hillbilly or Pinhead? The moment you queue up with any of them you either give up the match or sweat so hard that it takes years of your life. And these are only a few examples.
Most killers feel pretty bad to play right now, so it doesn't surprise me to see more killers that can deal with the current meta and less of those that can't.
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Every sinlge one. DBD has been dying for 7 years now. /s
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It doesn't matter how the killer plays. They are still a dirty tunneler and camper. Even if they manage to get to 9 (I had that once, funny bug) hooks with no kills. On top of that you can be sure that the survivors will perform the full 2 minutes of ancient butt dances and tell the killer how bad they are and how "ez" the match was.
And if the killer does end up tunneling, then they might even win. Everything else will be mostly the same (except the "ez" part).
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Chess Merchant.
Or Caitlyn 3Jenner.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522232#Comment_3522232
I thought you meant far back when there were barely any usefull perks so everyone ran BT like reeeeeally far back in the beginning of the game 5-6 years ago and so on?
No. That is not what I meant and I'm not sure how you got that idea. I mean around 2 years back when people were discussing about how great it would be if you could unhook your team mates (or get unhooked by them) without having to use a perk to ensure that you wouldn't farm them (or vice versa).
I'm not saying solo queue shouldn't get any help but there is huge difference between the game holding your hand and giving you the tools play in a more efficient way. A chat wheel (or something similar) would be more than welcome but more base kit perks can only end in a disaster.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522184#Comment_3522184
"it still worked out" yeah because people were absolute trash at the game back then, the game had literal infinites, fast vaults out of 0 momentum and many more different dumb things, if any semi decent player of today played on the old version of the game no killer besides Nurse would ever win a game, the game changed, people got better at it and balancing has to also change according to this.
Uhm... 6.1.0 was about 1 year ago.
But people were so much worse back then than they are now. Sure. Because after 6 years people still didn't know how to play the game.
I've only played this game since shortly after the Twins' release. There weren't any more infinites back then than there are now (although I am still glad that some loops from back then no longer exist). Arguably less considering that you can lose chase with a killer on GoJ's main building.
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2 base kit perks? Sounds great. Let's add Bond for good measure. And Windows of Opportunity. The killer's aura should also be revealed to all survivors as long as one of them has a direct line of sight on the killer.
SWF has this information anyway, so it wouldn't be that much of a deal, right? Wrong. Because killers aren't balanced around that kind of coordination and information and they never will be.
With every perk you add to the base kit of either side you allow them to run around with more game breaking builds. I remember when survivors had 3 perks and BT and somehow it still worked out. Now we shift goal post from 1 perk not being absolutely mandatory to survivors having all the information in the world at any given time. Base kit Kindred would only be 1 more step towards that.
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It depends. I don't mind them as a survivor but when I play Billy indoor maps are always boring to play. There are very few chances to play around with many killers powers other than brute forcing.
The worst offender in my opinion is RPD. Brute force your way through, turn off your brain and you will probably perform pretty good. But try to get a bit more creative and go for ambitious plays and it won't work out.
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I think the Engravings are completely fine the way they are.
Billy needs a few base kit adjustments and an addon rework. And BHVR should try to fix some collisions. That would help him a lot and probably make him a more popular pick.
New Hillbilly players will already have trouble managing his base speed, so they probably won't mess around with Engravings anyway.
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I already have to play around with the color blindness settings because I have trouble seeing scratch marks on some maps and now they are messing with them again? I wish we could go back to 2021 when scratch marks were so intense that you could see them halfway across the map.
The worst part is that this makes the game less accessible in the process. Players that are hearing impaired or don't use head phones already have huge disadvantages and this makes it even worse.
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This can sometimes happen, when there is a lack of players on either side. The BP incentive tells you which side is played less at the time. Even if you play together with 3 friends and you already have complete group of survivors, you can't play a match without a killer.
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Pinhead - He must be going now.
Spirit - She left parts of her body everywhere.
Plague - She can't stop vomitting.
Gabriel - He just wasn't Made For This.
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I didn't like it on RPD, I don't like it on Badham and I don't like it on Midwich.
When hook spawns are so bad that you wouldn't even get to a hook, if you had Agitation, then that needs to be fixed.
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@versacefeng said:
In this era doing anything other than gens or going for saves is pretty much throwing. But that's not my fault.
Exactly. Survivors focus on gens above all else because otherwise they get stomped by the killer. Killers tunnel and camp because they don't want to get stomped by the survivors.
Both sides create their worst enemies.
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@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520934#Comment_3520934
Thanks for the tips, but I'm actually okay with Piggy for the most part. Mainly I brought that up because of the maps I mentioned playing on — Mother's Dwelling isn't terrible despite being huge, but they had solid RNG on their side with a good window open and a decent one across from it, connected tiles, etc.
Ahh, ok. Sorry about that.
I agree that Mother's Dwelling, Eyrie of Crows and Garden of Misery are pretty hard for M1 killers even, if they do have some redeeming qualities for specific killers.
For some killers it can help to ignore a part of the map and instead to burn through the survivors' ressources everywhere else. That doesn't necessarily mean defending a 3 gen but avoiding the strongest parts of the map (like some main buildings or very well connected shacks). For Pig that is not always an option but it can help to leave a chase early on when you see a survivor running toward a set up that is too strong for you to deal with in a timely manner. If you don't use it already, I recommend including Save The Best For Last in your build because it allows you to catch up to a survivor that you just hit a lot quicker and can prevent them from running towards any of the stronger set ups.
As bad as it sounds, you'll need to accept that certain maps are a disadvantage for you. That doesn't mean, that you absolutely cannot win on them but it does mean that winning will be a lot harder and you might need to play relentless to stand a chance against good survivors. Meaning, when you have an opportunity to increase the pressure by tunneling or camping, then that is what you will need to do more often than not.
Something that can come in clutch is Pig's stealth. Especially on maps that have very strong set ups, getting close to the survivor before they start running can help tremendously. It depends on the map and what part of the map the survivor is in.
The most important part is to keep a level head. As long as you can manage that, you are still only 1 survivor's mistake away from a hit, which can potentially turn an entire game around. This certainly isn't always easy but it will come with experience.
I hope that helps a little.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520979#Comment_3520979
MFT is the abbreviation, not MTS.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520958#Comment_3520958
I do agree that the perk should have an indicator, and I do agree that it should lose the endurance. I also agree with the removal of haste stacking.
I think that having it cause exhaustion but allowing it to work while exhausted just removes one of the only three counters the perk has, and I'm not so sure that's such a good idea.
It would be less of a problem if there were more perks and add-ons that cause exhaustion.
Fair point about the exhaustion part. I didn't consider the possibility of countering it that way all that much.
Most anti-exhaustion perks just aren't good and giving up a perk slot to have a chance of countering exhaustion perks occasionally throughout the game isn't the most promising strategy either. As it is with addons. Maybe, if they were a bit better or if there were more different ways to inflict exhaustion that could be a viable counter strategy but as it stands, I don't see it that way.
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@versacefeng said:
I honestly think you'd have a heart attack if you played in 2017.
That was a dark age. I didn't experience it first hand but I know some of the horrors through videos and people talking on the forums.
That being said op is only partially wrong. There are a lot of things in the game now that are anything but ideal. And killers are getting the short end of the stick here.
I wouldn't go as far as to say that killer is the worst it's been in the time I've played (that would be either release CoH or DH validation) but it's not the best / easiest it has been in this time either. That would be right after 6.1.0.
It just feels awful to have all these little things adding up. Because it doesn't happen only once or twice a match but so often that you need to expect it at every turn.
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If you are so desperate to keep your 3% haste effect, then we should at least change it to have some actual downsides.
I think MFT should make you permanently exhausted but lose the downside of it not working while exhausted. This would remove any synergy with other exhaustion perks. Something that I've seen people claim is the case anyway in the defense of MFT. So it shouldn't make that much of a difference, right?
Second, the Endurance effect is stupid. You do not need to have an insanely strong perk and give it an additional effect that is also strong. And you shouldn't have so many possibilities to gain Endurance that the killer has no possible way of knowing how you got it.
Third, there should be an indicator on the HUD telling the killer, that a survivor has an active haste effect.
Fourth, haste stacking should not be a thing. The killer already has no early game, as they will be busy walking across the map to find the first survivor, while the survivors already get a head start on their objective. 3 genning is due for a nerf, which results in a significantly weaker late game for the killer. Haste stacking on top of that removes the killer's end game. If you manage to get caught while you move at 110% speed, than that is the worst case of skill issue I can imagine.
We want killers to play nice and not tunnel, camp and slug all the time and not run the strongest regression perks every game but we simultaneously shorten matches and remove more and more ways for them to create pressure. At some point, I've got to ask: "When is the killer actually expected to get stuff done?" Especially when matches can already end in well under 5 minutes and BHVR want the average chase to take about 45 seconds (which let's be real, is way shorter than in reality for many killers and isn't helped by MFT's existence either).
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I fear no man. But that thing scares me!
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As @Shroompy said, your grade has no effect on matchmaking. Reaching Iri 1 is only a personal achievement for you, that is rewarded with 1 million BP at grade reset.
I'm not super good with Pig, so I can't give you a detailed guide on her. But I do know a bit about her strengths and weaknesses. The most obvious is that she lacks power in chase. The ambush is not going to help you in many loops. However, in somewhat secluded loops you can be quite lethal, if you play your cards right. For inspiration on how to use the ambush, I recommend you watch some of CMWinter's videos.
She does have another strength in chase as well. Pig is a small and very quiet killer. That means, that a survivor will have a much harder time to keep track of you once they don't have a direct line of sight on you than they would with Oni or Nemesis for example. This makes your mind games a lot harder to predict and more lethal.
Her real strength is in her traps. There is a fixed amount of searches the survivors have to do to get rid of all 4 of them. If you can figure out how many searches that first survivor had, you can predict how the rest will go. This also allows you to adapt and pressure survivors away from the boxes more often, so that they won't only serve as slow down but extra lethality. If you find yourself in a situation where you can trigger the Endurance effect of a survivor with an active trap, do it! The more side objectives that 1 survivor has, the more likely they are to get overwhelmed and die. Do not try to tunnel a survivor that has a trap on. They won't work on gens anyway, so you can focus on the ones that don't have one.
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J. Jonah Jameson.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520679#Comment_3520679
you got Billy to 100 yet?
That's gonna take me a while. I'm P74.
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That is very subjective.
For me the most fun (but also the most frustrating) killer is Hillbilly. He takes a lot of effort to get good with but it feels so rewarding when you surprise yourself with the things you can pull off.
I also like playing Doctor. He has a more tactical approach and takes a lot of experience to play to his full potential.
Wesker and Blight are also pretty fun and have a lot of little tricks for you to learn and use.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520461#Comment_3520461
I agree with most but i want to change or add something.
Clown's problem won't be fixed with that. His bottles are enough already, even default is fine. His problem is map pressure/mobility.
Pig yes, she would feel much better.
Trapper need to start with his all traps or at least let him reload from lockers.
Doctor i agree.
Wraith i agree.
Myers i def agree. And his mori add-ons need to be reworked. They are very unhealthy.
Demo add-ons are not that bad but his weak add-ons should be buffed. But instead of this, BHVR is nerfing his best add-on for no reason.
Billy and PH agree. I'd add Nemmy too here.
Freddy need another rework but i doubt devs will do this. At least add dream pallets to his base-kit. So he can use both of his powers. And ofcourse add-ons pass as well.
Clown would be better with 1 more bottle because it would allow him to use yellow bottles for mobility more often. But as it is now you can maybe throw 1 yellow bottle because you will need 2-3 bottles for the chase. It wouldn't fix his issues completely but it would help a little.
Trapper still wouldn't perform much better, if he could reload at lockers. You see his traps from miles away and that pretty much counters him completely.
Myers should keep his Tombstone Addon to some capacity. There is an achievement associated with it after all and it is something that makes him unique. The Tombstone Piece however shouldn't exist.
Demo's stealth addons are useless. Buffing them won't change that. And the addon that reduces his teleport's cooldown isn't much better.
Nemesis I completely forgot about. But you're right. His addons are terrible.
Freddy is pretty much the worst adaptation they've done. You could pass him off as an original character with a new character model and nobody would suspect a thing. His old kit as terrible as it was at least made a bit of sense.
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@Steakdabait said:
It probably should end if everyone is replaced with bots, but i think it's far funnier that being forced to play vs bots is kinda a form of punishment for killers if you are actually that unpleasant to play against that all 4 survivors dc on you
Would by kinda funny, if people wouldn't always find a reason to dc.
I had 4 people dc on me because I brought a sacrificial ward once. Was I truly that unpleasant to play against or were they just salty that their plan to abuse the old RPD library didn't work out?
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While Nightlight isn't a 100% reliable source, Singularities kill rate has been ~45% whenever I checked.
This tells us, that at least in the games tracked on Nightlight people don't perform all that good with this killer. Which is not all that surprising when you consider that you need to be extremely good with this killer to get some kind of value out of its power.
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It could be a string of bad luck.
Or maybe you have reached the lower threshold of your MMR bracket. At that point it takes a while until your MMR will go even lower.
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The TCM devs know that they can't compete with DBD and so far it seems like they won't try. Which is good. TCM is meant to be a party game where as DBD has become more competitive.
So it absolutely makes sense to play both games. If they ever try go the competitive route though, DBD will crush TCM like it did with all the others.
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Good for you. Enjoy TCM as long as you can.
You'll be back in a few months anyway.
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We do not need another 6.1.0. That would cause more problems than it would solve. What we need however is killer specific buffs.
Clown could use 1 more bottle by default.
Pig's stealth could be a bit faster and the roar of her ambush could be delayed by a bit.
Trapper needs maps with thick grass.
Doctor could use the brown range addon as base kit.
Wraith's lunge could use a slight buff.
Myers needs a rework. There are too many things wrong with his kit to fix them all with just a buff.
Demogorgon needs an addon pass.
As does Billy. And Pyramid Head.
And Freddy needs a gun. And an addon pass. And a new base kit.
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@Merudo said:
What were your perks? I had a similar experience as reported here: https://forums.bhvr.com/dead-by-daylight/discussion/388618/stealth-billy-doesnt-start-chases#latest
I have used different builds and it happened a few more times (full stealth, full aura reading, full chase). It also happened once without me running any perks at all. It seems that it's not directly connected to the perks the killer runs.
I have encountered this issue as Billy, Bubba and Clown so far and I know from a friend that it can also be triggered with Pig.
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@UnknownKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519926#Comment_3519926
Why? Im one defender of no counterplay just softcounters
Would you like a killer that just instantly kills everyone at the start of the match? Probably not. The reason why is that it makes absolutely no difference how good you are because all your skill and experience get nullified when something has no counterplay. You get reduced to a bot.
And if I can't influence how the game goes in any way, then I won't play it. That's something I'd expect of a film but not of a game.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519926#Comment_3519926
Do you really need the game to tell you what exactly your opponent brang to the match to guarantee counterplay? Or do you use your own skill and knowledge to figure out what's going on around you? Which one is more bot-like?
As long as I have a realistic chance to figure it out, I don't need the game to tell me. But perks like MFT with a 3% haste effect have subtle but very strong effects, that you can't reliably call out. This is something that subtle cheaters do. They give themselves slight advantages in every situation, so that you can't tell what's going on. Ultimately this isn't healthy. You gaslight your opponent into second guessing everything and even after the game they can't tell what was going on.
Coup de Grâce is a perk that you can easily call out. Brutal Strength and BBQ are the same. Even Lethal Pursuer is quite recognisable. These are things that you can use your brain to call out and counter.
The same can't be said for MFT, some main buildings, Nurse and some addons (Tombstone Piece comes to mind). You cannot play around them by using your brain.
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@Venusa said:
Why do we have to know each other's perks at all times? Why does everything have to have an outplay or counter?
Can't we just get hit by Coup De Grace and say "OMG they had that niche perk and they got me!" instead of "Ugh I didn't know he had that perk and my looping is invalid now this is so unfair and unfun!"
I feel like it's just a thought he had at that moment that isn't worth having a discussion about LOL.
As soon as something has no counter, you reduce your opponent to a mere bot. That is not exactly fun.
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I play both sides. Although I enjoy playing killer more than survivor.
Especially as of late I play a lot less survivor.
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I'd do daylies more often, if they gave you shards as a reward.
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I wouldn't go that far. The easiest it's ever been was right after 6.1.0. Survivors killed themselves on first hook in 2/3 games and OverBrine + Eruption was a thing.
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518800#Comment_3518800
I think you mean 4 instead of 3 😜
That's just what they expect me to do. Gotta be unpredictable.
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518733#Comment_3518733
Just run it all the time, like I did back then.
All hail to our lord and saviour Lightborn 😎
I could do that. But I prefer running 3 perks instead of 4. 😎
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Of course many of them play the game. But they work on it like we work at our jobs every day. You can't expect anyone to be invested in the things they work on in their free time as well. No matter how much they love their job.
Seeing posts like this, I can honestly understand why they don't show us how they play the game. That would end in a disaster. Our expectations would be to see some kind of god level players when in reality the devs are probably only average to good at the game. Which is fine. But it would lead to a lot of harassment.
I have 2.3k hours in this game by now and I consider myself to be a fairly average player. The people I play with sometimes have only couple hundred hours or they might even have up to 10k (highest I've ever seen personally) hours. And as much as we all like to brag about how good we are at the game, chances are that 80% of us are just average with very few exceptions of people at the bottom and top.
BHVR have made questionable decisions and changes to the game. Like the Sadako rework, the Hillbilly nerfs, Blight still existing in his current form etc. But they have the data. They have to make the decisions and more often than not I am glad they don't just listen to everything someone says here on the forum.
They did a commendable job keeping this game alive for 7 years and reading through the forum it sounds like the game would die any day now. But the truth is that it won't. Because DBD still reigns supreme. And TCM will not change that. It might be a good contender for a while but it will not dethrone DBD and it will not be around for long if the TCM devs try to rival DBD.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518666#Comment_3518666
Or just remove the ability killer seeing survivors in lobby. Problem solved.
As long as I can switch to Lightborn mid match, fine. There are perks that are designed with this in mind. Changing that is an unnecessary nerf to these.
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I gave up on Singularity. I put a few hours into him and I couldn't figure out what I was supposed to do because whenever I used his power it ended up proving inefficient and a downgrade to simply playing M1 killer with nothing else.
That's the only killer I got this problem with. Singularity has a (in my opinion) way too high skill floor and you get very little feedback on why the things you do don't work out. The worst part though is that before you get a grasp on this killer it's boring and frustrating to play as. And if you don't have fun playing a killer, then chances are you won't get all that invested in it and switch to something else instead.
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Now that's the neat thing. You can't.
At least not during the actual game. You might get suspicious but you will not be able to tell without recording the match and watching it closely again. 3% haste (MFT) is enough to gaslight killers into thinking everyone has it and when they look at the lobby after the game, that 1 survivor who looked way too fast didn't have it. You don't know and that is possibly the worst part about subtle cheaters.
I'd rather play against a flying Nea again then someone that simply has a little boost for everything they do. Funnily enough, I had a match just earlier today where I suspected that 1 Vittorio was cheating because he always just barely seemed to make it through the next window before I could hit him. I found out that I was right, when I hooked someone in basement and when I came up, I found that he had finished a gen right next to it that was at 0% just seconds ago all by himself so fast that my Tinkerer didn't activate before it was done. I got the Undetetable effect as soon as it was finished.