Xernoton
Xernoton
About
- Username
- Xernoton
- Joined
- Visits
- 7,534
- Last Active
Comments
-
Singularity and Billy. Knight needs his Map Of The Realm base kit, not sure if that counts as QoL.
Freddy needs a rework just as Twins and Myers. Small changes are not enough to salvage them.
-
I don't why it was initially designed like this but now with a MMR rating different for each killer that would not be right. You could queue up with your lowest MMR killer to get the easiest possible match and then change to your strongest killer.
-
Freddy. Playing him shows you who the real killers in this game are.
-
Probably Freddy. Have you seen the iri Paintbrush? It actually does something useful! That is not in line with his other addons!
After that probably Nemesis. People still use Marvin's Blood over everything else.
Billy barely avoided an addon nerf and the devs even aknowledged him as one of the community's favorite killers. Seems unlikely they'd butcher him again. Then again, BHVR have been know to subvert our expectations from time to time.
-
The day I'd take old DH over MFT is the day I become a Chess Merchant main.
-
@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517949#Comment_3517949
I agree. I brought this discussion up because they don't seem to want to do either of these things. Doesn't it seem a lot more likely, knowing the devs, that they would introduce certain perks as base instead of doing a massive overhaul of all the issues?
I don't think so. After all, they could have just settled for base kit Bond but instead they introduced an entirely overhauled HUD.
I don't know why we don't have a chat wheel or something similar yet but I think this would be a much better option than more base kit perks.
-
Enough with the base kit perks already.
The changes that survivors need are not base kit perks but a way to communicate in order to help out with solo queue issues. A chat wheel would be a better option than just adding half a douzen perks to the survivors' base kits because: "SWF hAVe iT AnYwAY."
Killers don't need base kit perks either. Because instead of adding band aid after band aid the devs should fix the underlying issues. Like killers having no early game.
-
@spagz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517388#Comment_3517388
I don’t think killers understand that’s our main objective during this event. It’s the event offering for us to get extra bps after completing gens. Only this event have I seen “gen rushing”. Even when survivors aren’t gen rushing, killers claim “well idk what your progress is on gens” as if that’s an excuse. It’s also a reason why they are trying to push BBQ&C for this event. This whole thing about killers having to “apply pressure” has been overused. If anything the survivors have been putting pressure on the killers with trying to do their objective. I personally think killers are so used to winning and getting what they want, that they can’t handle when gens get done fast. This isn’t for every killer either. Like I said before I’m ok with the bleeding, tunneling, camping etc when it’s last resort and it’s not every game I play.
Killer players do unterstand that perfectly fine. That doesn't mean they will just accept to lose every single game during the event. And seeing as many survivors have noticed how effective this is, I doubt it will go back to normal after the event. It is literally the survivors' only objective.
The faster the survivor progress the faster the killer will try to progress too. That's how it works. You said it yourself. The survivors put pressure on the killer. That is normal for this game but when 3 gens are done in the first 80 seconds of the match and the next 2 follow suit then the killer is forced to eliminate someone to even stand a chance of winning. For survivors something like this happens rarely. Most of the time 1 person just gives up when the match doesn't go their way and there is no coming back from that. But the game isn't over until it's over.
Camping and tunneling don't work as a last resort anymore. When the game takes 5 minutes on average, then the killer can't decide they will start to tunnel or camp because they only have 3 hooks at 1 gen left. In that situation the suvivors brute themselves through and win anyway. You either start the tunneling / camping early on or you will need to try and slug to make a comeback.
I could probably go on a win streak right now, if I was willing to tunnel every single game. There is nothing stopping a killer from doing so and it is the most effective way to win in general. Camping is more situational. Killers don't need to worry about any anti-tunnel perks because they aren't used anyway. So why wouldn't the killer tunnel at 5 gens? This almost guarantees they'll win.
I personally don't do that but I've stopped going for 12 hooks. Instead I will just chase whoever I find, which mostly leads to a kill at 5 to 6 hooks and is considered hard tunneling by some. If I had any reason at all not to tunnel (even just a simple bodyblock), then I wouldn't do it. I prefer to go for many hooks but when gens fly and survivors start predropping, then this is not an option. Your chases take forever and you can't slow the game down naturally.
-
@EvilSerje said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517388#Comment_3517388
That's a basic substitution of concept.
There are situations SOMETIMES, but ABUSING cheap ways to almost guaranteed win is rampant. So why defend common exploit with rare situation?
First of all, in your example when survivors swarm the hook, it's trade. Nothing wrong with that. No need to camp.
Second of all, camping in EGC is pretty ok and no one complains about it.
To the third, whe could block with rare situations every change:
- sometimes killer have too much slowdown, 90 seconds gen time is too much
- sometimes killer need to down unhooked survivor, 5 second BT is too much
etc. etc.
I think everyone could survive if "sometimes" something is not available anymore, but at the same time HUGE amount of low-mid MMR players would be happy and some killer-players finally start to learn how to play.
You miss the point. There are a number of ways where survivors make camping the absolute right option for the killer. Removing these takes away any risk in that and allows survivors to brute force themselves through the killer, who when their best strategies are punished / removed from the equation becomes nothing more than a tool for survivors to get BP.
This is a general issue with the game. That survivors can play reckless and beat the killer by doing so because they simply lack the power to prevent that. They can't really solve it either because then solo queue becomes unplayable.
I'm not against an anti-camping mechanic by any means. But you need to understand that this will not just remove the camping part and make the game more enjoyable for everyone. Because this will result in a nerf to killers in general and a buff to survivors. A heavy nerf actually. And it would need to result in compensatory buffs. Buffs that might make everything worse.
-
@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517388#Comment_3517388
Okay fair enough, everyone is proxy camping/tunneling anyway it's the meta, I was talking more about actual facecamping like staying in 5m radius of the hook with oneshot characters, just played right now against a pinky finger clown facecamping you can't even trade it's a bit cringe, imo even if they do nothing against camping they can at least deactivate chainsaws and exposed effects
The Pinky Finger needs a full on rework, agreed. As for chainsaws and other insta down abilities, you can't solve this problem quite so easy. If Bubba's chainsaw is deactivated within a 5 metres range around the hook, then he'll just wait 5.1 metres away and down both of you immediately after the unhook. So you'd have to increase the radius. 8 metres and we'd still have the same problem. 10 metres would still not change it.
12 metres might actually do something because then you'd have a realistic chance to unhook before you go down. But 12 metres is also quite a lot. Especially on The Game, Midwich and RPD this would be highly abusable because this radius would work across different floors. When Bubba carries you down the basement stairs then it is a fact that you will die down there, if it is his wish. Any potential fix would cause more problems than it would solve. At least until the announced self-unhook mechanic is added.
They could change something about the base BT though that would help a bit. Base BT should make the survivor lose collision with the killer. That way it would at least be a bit harder to turn 1 basement hook into 2. It would also solve another issue (BT bodyblocks => tunneling).
-
@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517290#Comment_3517290
Explain why it's a bad idea to nerf facecamp, even tunneling is fun compared to dying on first hook to a bubba
Because there are situations where the survivors give you every reason to camp someone out. If I hook someone and all 3 survivors swarm me around the hook, then guess what I'll do?
I'm not going to run across the map and wait for them to reset and remove any pressure I have on them. The same is true when even 1 survivor is obviously near the hook. 2 survivors are not progressing faster than I am in that situation. When all survivors are injured and I have someone on a hook, then why wouldn't I camp them? Before they can even attempt to get an exchange they will need to heal.
By nerfing tunneling and camping you also make the survivor role more forgiving for mistakes because you take away any possibility for the killer to capitalise on their mistakes, which incentivises them to play even more reckless. This is already a problem. I've seen a lot more Deliverances over the past couple days. Why could that be? Surely it's not because they can simply rush the hook, get an unhook because I can no longer stop them and get their Deliverance for free, is it?
The funny thing about tunneling is that right now it's stronger than it has ever been. Because instead of healing, they'll rush gens with Resilience, which also takes away the possibilities of a safe bodyblock. Instead of running DS and OTR there are a lot MFTs and WoOs. Basically survivors try to progress their own objective as fast as possible and completely ignore any defenses they might need. 1 year ago before 6.1.0 killers actually had a risk when tunneling someone. That risk is no longer there. And that is to a degree on the survivors themselves, that make it so easy and so much more necessary.
-
I have no idea how you are supposed to do this either but for me it worked to show the survivors that I would not kill them. I instead stared at myself through a Biopod and waited for them to show up. Before that I tried duration addons combined with Coup de Grâce but even that wouldn't work.
-
This part could definitely use some work. Although thankfully BHVR are not going to attempt to solve this with base kit Unbreakable (god, that PTB sucked).
The thing is that the killer is incentivised to slug for the 4k. You get more BP, are more likely going to pip and there is also the fact that 3 < 4. If they did something about the first 2, then that could already help.
-
Seems normal to me. I've had it a few times since the rework.
-
If you are starting out as killer then I recommend you pick a M1 killer first. M1 killers teach you a basic understanding of the killer role and are therefore perfectly suited to show you the ropes. Some good options are Wraith, Legion, Doctor and to a degree Myers.
All of them follow the basic gameplay loop of looking for survivor, chasing survivor, hooking survivor and repeat with a lot of decisions you'll have to make in all of these parts. If you have it unlocked, then I advise you use Lethal Pursuer to learn the survivors' spawns on different maps. It helps tremendously even when you start to get a grasp on it. BBQ is another great perk. It will help you get into your next chase quicker and reduce the time you waste looking for survivors. It can also teach you about basic survivor movements.
With M1 killers you will soon realise that most filler pallets cannot be mind gamed until they are dropped. And even once they are dropped you might want to get rid of them to stop the next survivor from using it against you. Mind games mostly come in play at loops where a survivor can't see you. There are a few exceptions of killers that utilise their power in mind games too but for the most part you cannot mind game a survivor that can see you as long as the loop is not super unsafe. To improve in chase you need to take risks and see what works.
This can sometimes mean committing to the best looper in the group to find out how you can outplay them. Especially while you are still learning, there really is no shame in throwing a game to try something out. There are some loops where you can never mind game a survivor as a M1 killer as long as they play good. Shack is one of these. They can see you everywhere and there is even a spot where they can simply wait for you and still make it through the window before you can hit them. In these situations it's best to brute force yourself through the loop until the pallet is gone / the window blocks.
I heavily advise you against going full meta right off the bat. It will help you win but it will also push you to play against survivors that you just aren't ready for yet and it deprives you of major learning opportunities. Even when you lose with only 3 hooks you can still learn something. Many killer mains have thousands of hours in this game and still learn new things.
Learning how to play killer is a lot of trial and error. You will try different tactics and eventually you will learn what works, what can work and what doesn't work. The most important thing is to enjoy yourself while playing. Even the best of us sometimes have trouble to compete. As long as you have fun that doesn't matter too much. Keep it up and you will be a good killer in no time.
-
@MikaelaWantsYourBoon said:
Probably Nemesis.
Then Billy again.
Then Slinger again.
Then Pig again.
Then Pyramid Head maybe.
They can revisit Spirit again.
Probably new killers will be aged at this point and they will get nerfs too.
But Blight? I don't think he will get any nerf.
No. Please. No! Don't give them ideas! My boy Billy has suffered enough.
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516744#Comment_3516744
Lery's looks more horror ish now doesn't it? I would think so.
With these bright lights? I disagree.
-
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516851#Comment_3516851
Just wait for next mid-chapter. I am sure they will nerf Nemmy's tentacle tech and his base-kit before Blight gets his judgment.
Nemesis was a bit overperforming, so we decided to get him closer to other kills. These nerfs will make him better for both sides.
If they do go that route, then they'll do it Freddy-style. Freddy has been shadow nerfed for a while now. They removed any synergy his dream pallets had with perks without saying anything in the patch notes.
Nemesis will probably be the same. One day you won't be able to hit over obstacles anymore. Then, the patch after that breaking pallets with the tentacle will no longer charge Spirit Fury. And suddenly his zombies will no longer show up to work.
-
Excel spreadsheet says it's fine. His addons have good pick rates (because almost all of them are broken) and Blight performs well in general. Nothing out of the ordinary when it comes to numbers.
It's funny though, that they announced that Hug Tech would be removed forever ago and here we are. Hug Tech is still a thing but we nerfed a bunch of other techs in the meantime that weren't nearly as strong as Blight's Hug Tech.
This must be the perks of being the golden child of DBD.
-
I am not dealing with another For The People, Buckle Up, Saboteur, Boil Over group on Badham with basement in shack.
Other than that, bring what perks you like. I don't care too much. MFT is not great to go against but it's not that bad.
-
10 metres is about 5.78 Feng Mins.
-
@versacefeng said:
Why do people complain about Coldwind being set during the day but not Ormond?
Because Coldwind has almost no color contras. It's all different shades of yellow and brown with an occasional red object sprinkled in there. Ormond has at least that. But you are right. Ormond would look better at night too.
I've seen videos of the old Ormond and my lord it was ugly but the atmosphere was way better. Even the old Lery's looked better in that regard. I miss dark maps. Coldwind used to look like it actually belonged in a horror game. The same goes for Ormond and Lery's.
-
The killer tried to win?! Report them. A killer player should always play by the survivor rule book!
Seriously, I get it being slugged isn't nice but it's not the killer's fault the hatch exists. If hatch wasn't a thing, then this wouldn't happen either. But of course we can't remove hatch. After all, how is the last remaining survivor supposed to escape (win) then? And there must be a way to get the best possible result in any given situation. Almost as if this was exactly the same as what is frowned upon when a killer does it.
They could take their 3k and be done with it. But when you win you always try to go for the best results. Survivors try to go for saves in end game when they could simply leave too and nobody blames them. Also, the Devout Category won't fill up to the max, if the killer doesn't get the 4k. This means they will have a harder time reaching Iri 1 grade and earning their 1 million BP. This makes a big difference when playing a killer that doesn't grade up all that good anyway.
There are multiple things that incentivise the killer to slug for the 4k but somehow we still pretend like we don't understand why anyone would do that.
-
Do we know for a fact that the thumps up does nothing?
If so, why is it even there?
-
We do. And half of them are bad. From the remaining 16, survivors hate at least 6. So now we only have 10 killers to choose from. And out of those 10 killers at least 5 aren't fun. The remaining 5 are either incredibly difficult and not worth the effort or they feel clunky.
-
Get a therapist. This is killer is depressing.
In all seriousness, there are a lot of different opportunities to hit a survivor with Victor. Practise jumping over pallets and small obstacles. The Toy Sword is a nessecity against survivors that know how to counter you.
Once you start going against better survivors try to avoid injuring them with Victor and instead use him to deal the second blow. Otherwise they might take him hostage.
For further inspiration watch some of Lynxi's videos. She is probably the best Twins main there is.
-
@Tsulan said:
I think they should remove the option to suicide. Give survivors something else to do on hooks, something that gives bloodpoints but doesn't kill you, if you fail.
Oh and they should toss out temp bans for rage quitters. If the teammates report and the game logs show no input or running straight to the killer = temp ban.
Of course not on the first time. RL could be the cause for afk. But when it happens regularly, there should definitely be some sort of warning.
Preach!
-
If you walk 3 miles in 1 hour, you are slower than if you walked 4 miles in 1 hour. It takes the same amount of time but you travel a greater distance.
This is what all of the complaints about her recovery came down to. You had more charges when running these addons but it also changed the speed at which you recovered these charges so that the actual time it took you to recover your power was the same. This is exactly how Otz explained it too. The worst part is that because you had more time to use your power, you'd use a smaller percentage in your average chase, which would result in a quicker recovery in total.
This nerf was completely justified. A killer as strong as Spirit does not need addons that have a super strong effect and a super strong side effect.
-
@RakimSockem said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514904#Comment_3514904
Idk, I'm solo queued so I can't say exactly what they did but you don't get a lot of BP on survivor no matter what you do. I've had entire games play out and escape with like barely 15k BP and other games where I have like 24k so it's so finnicky.
But just using game sense and what I saw on the hud, after that first down, the other two got downed back to back within seconds so I assume they just ran to the killer and died on purpose
Wow. The depths of hell that are also called solo queue really weren't nice to you.
I wish you good luck for your next matches.
-
@RakimSockem said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514881#Comment_3514881
I'm guessing you didn't..... read what I wrote XD
After 1st person got downed and hooked, the other 2 ran to the killer and got downed together. it's literally in the post above but i guess that was too much to read lol
I did read it but even then, these are so few BP. Did you all spawn right next to the Clown? And did none of the others even attempt to work on a gen. Because when they ran into the killer that should have triggered chase. And that would naturally give them a small BP boost.
-
How did you even manage to die that fast? No offense but this looks like you all ran right into the killer to die as fast as possible.
I'm honestly shocked.
-
For survivors: MFT. Definitely. If not for the haste effect, then everything else.
For killers: Not really nerfed. More like reworked. I hate that Deadlock activates even when the killer does nothing. I also don't like that Pain Res is a great camping perk.
-
I give hatch to survivors that I want to show my respect to. For example when I realize that they try to do everything in their power to carry their team or they are incredible in chase. It's not every match but every so often it happens.
Sometimes I'll even let multiple survivors go, if they only lost because of bad luck. That happened yesterday. I had a Kate that was pretty good in chase and I was about to lose the match. But then she got unlucky and I landed a very scatchy hit on her that could have won me the game. Instead I picked her up and let her wiggle out and escape through the gates along with the others. They beat me fair and square and if we were to play the same match again they would win anyway.
-
Yeah. Survivors absolutely needed to heal themselves in 5 seconds multiple times per match with only an item and addons. Because there is definitely no other way to play the game. Would be nice if there was a way for survivors to heal each other instead...
Reading this I wonder how any of us played survivor before you had 4 items in every single lobby. Let alone the strongest items possible.
-
@[Deleted User] said:
I'm just jealous you're a 69 Billy. *sigh I'll get there one day.
Definitely. Prestige means very little and I have spent almost all of my BP on Billy since the prestige update. Good luck with them BP!
-
@Annso_x said:
One more penny in "so literally everything is toxic in DBD?" jar ig
As for being countered, it feels like everytime i run a healer build for a challenge I get matched against a Plague lol. Also, that one time I used No Mither and got Oni.
That is some bad luck. I bet the Oni had the time of his life though.
-
@Moonras2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514125#Comment_3514125
I dont mean this to come off bad or anything but as a killer I've had to explain a lot of things to newer/lower hour survivors. I've been accused of wallhacking because of bbq, and other perks or add-ons, more times than I can count. It's just a product of being new.
I'm not against giving the information to killers on some perks like MFT though. Letting them know someone has it so they can adjust. I'd prefer it be noticeable but even if it's like a slight brightening of scratch marks, or something, it would help.
Perks like BBQ can be called out rather easy. The killer always finds someone immediately after hooking a survivor? Well, then you know what perk they have. And even if you don't know you can still counter it by sitting behind a gen, hiding in a locker or using a variety of perks. I remember when I was new to the game and BBQ was a nightmare for me to go against (because I was incredibly bad in chase) but I learned quickly how to notice if it was in the game and how to counter it.
With MFT you cannot reliably tell, if it is in the game or not and you cannot really counter it by adjusting your play style during the match. But you need assume that every survivor has it. My idea would be to do something with the survivor icon during chase. That would be noticeable but not distracting or detrimental for either side.
-
I miss the old Coldwinds so much. I wish there was a way to play on them again. I remember my first ever DBD match was on one of them (I think Thompson House). The textures were an awful blurry mess but if they had just updated these (like they did with old Haddonfield years ago) and left the overall atmosphere and color pallete intact it would be so much better.
It was unsettling and playing survivor on Rancid Abattoir felt so uncomfortable (in the best way possible). Now I feel out of place playing Billy and running through the corn fields at noon, always wondering why the survivors are invading my home.
I also wish they'd bring back blue haddonfield again. Haddonfield today looks good but I liked the old version more from a visual perspective. I don't know why but everything looks so grey and green-ish nowadays. It's more realistic but it also makes maps feel less special. Besides, some just don't have an atmosphere that is even remotely fitting for a "horror" game.
-
@Sackboy123 said:
Not rewarded really, you sacrifice a health state, vulnerable just to get some benefit out of the perk
Wrong. You don't sacrifice anything.
The killer either hits you in chase and tries to progress their objective and then you get bailed out by a perk. Or the perk doesn't activate and you win anyway. The same goes for Resilience. You do not work for it but instead you let the killer do it for you. Sounds stupid? Probably because it is.
MFT does need a nerf. If nerfing the haste effect is out of the question, then how about making it an actual exhaustion perk? It could work when exhausted but it would make you exhausted and unable to get rid of it throughout the match. That way it really wouldn't work with exhaustion perks. Something that many people claim is already the case, so this shouldn't be a big deal, right?
The endurance effect is unnecessary, stupid and should be removed. We do not need survivors get endurance from a perk that already has a very strong effect.
And lastly there should be some kind of warning that the perk is in play. 3% is something that subtle hackers do. It is enough to make quite the difference but too little to notice right away. And even then the killer can only guess. A perk that gaslights players into questioning, if their opponent has it, is a cheater or if they just imagine things cannot be healthy.
Imagine explaining this to a new player. "Yeah, there is this perk, you see. It makes survivors 3% faster, which can help them tremendously and you have to find out without any hints if it is in play or not and then act accordingly." That will definitely get them invested in the game.
-
@indieeden7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513740#Comment_3513740
Hexes however have stronger effects, are map wide, and do not have a sound queue to make them easier to find. It isn't fair to compare a perk that increases healing speed by 100% to one that let's you insta down AND mori survivors.
Right. One is deactivated at the start of the match or (worst case scenario) found by one of the 4 people that run around the map like truffle pigs and deactivated then. The other is set up in a part of the map where the killer has no business and will remain there until the game ends.
If you can't be bothered to look out for the killer's perks, then you deserve to get hit hard. The same goes for the killer. With the difference that they don't have the luxury of dealing with totems away from the gens.
Both aren't in a good state but I'd argue that boons are still better off than hexes. Especially considering how bad some of these hex perks are even if they aren't cleansed.
-
Billy. I main him and I know how hard he is. I love to play against other Billy players because it feels like a constant back and forth and I can sometimes learn from them.
Huntress. I played against a Huntress that hit me with double hatchets once. That was one of the most incredible things I've seen a killer do in my games. Mad respect for anyone that can pull off some insane snipes with her.
Oni. Another very hard and very demanding killer with a lot of counterplay and constant back and forth in chase.
Nemesis. I love playing against Nemesis. Especially when they use the tentacle to go for some ambitious hits.
-
Some people do enjoy playing her and there are people that claim they don't play for the 3 gen and it's for them. I personally gave up on this killer. I hate her and the chance to give myself a haste effect and become pretty much unloopable is not something I consider fun.
I will not play for a 3 gen and I will not chase the survivor, set up a drone, run after the survivor to the next loop, set up another drone, rinse and repeat until I get a hit.
Playing against her is pretty much always awful. In a loop it is boring Shift + W and pre drops. And when she doesn't go for chases, then you have to play chess. I'd rather play an actual game of chess instead of Chess Merchant chess.
-
I think it's a good decision they didn't give Xenomorph Facehuggers. Because they could make a lot of people unable to play. There is such a thing as arachnophobia and they are quite similar from a visual perspective. Even I am disgusted by these things and I've got to say that this is a new experience for me. I haven't felt that in any other horror film I've watched.
The part about climbing on walls is very nice in theory but we also have to consider technical limitations. The game can't even handle more than 2 zombies at once. This would definitely be too much. Plus, they'd have to change a bunch of maps to make this power work.
The turret thing is maybe not the most original but it is a way to force survivors to interact with the killer and give them a side objective. Which is something that we've asked for. There probably will be some more adjustments to these in the future. On the PTB it looked mostly fine to me and like a good way to counter an otherwise very strong chase power.
The mobility of this killer is pretty much unrivaled. This is interesting to me. I think this killer will be great with a variety of different perks and even when you get burned by a turret you can get your power back immediately. Xenomorph might be the strongest hit and run killer yet.
I think we'll have to wait and see how it turns out. It does look promising but I hope they will make the tail attack a bit nicer to use (felt a bit clunky on the PTB). I wouldn't say you are wrong by not being totally hyped. Just cautious. Which is fine. Once it goes live we will know, how much we like the killer. And judging by Singularity, I think the devs won't be affraid to make some quick changes to turrets and whatever else if necessary.
-
I use WoO, Open Handed, Bond and Lithe and for me it's really not that bad. Yes, there are quite a few matches where I'll die and feel disappointed because the match wasn't all that fun. But for the most part I really have no issue with it.
When playing survivor I mainly focus on getting better at looping, so I don't focus on escaping primarily. That doesn't mean I will go out of my way and throw the game but I will take chase for a team mate even when it might not be necessary.
Basically I do the same as I do on killer. I shift my focus away from winning as the top priority and more towards having fun. It does work for the most part and I don't do too terrible in my games.
-
@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513847#Comment_3513847
Matchmaking has been weird since the event started. I either get completely stomped or stomp. No in between.
But i really don´t get why people get that salty because of meme builds. Like, it isn´t 4 slowdown perks and you can do the event gens freely. Just let me carry a survivor over the map, so i can finish the challenge. But noooo
I guess it's because they had specific plans for how the match should go. In my case they swarmed me and made it quite obvious that they would do anything to deny me any hooks. The only problem was that my build countered all of their efforts. The worst part is what would have happened, if they had played against someone with less experience and a build that wouldn't help them. That would have ended in pure torture. And seeing as they brought these perks I think it's fair to assume that they would have been fine with that. You could probably call these guys a bully squad.
But I agree. They really shouldn't take it that serious. I could have played way more nasty. Or worse, I could play Chess Merchant instead.
-
Keys:
Allow survivors to unlock doors on the map. These doors would be a new addition to each map. Each of these doors would allow the survivors access to specific loops or allow them to make some loops stronger. This could work particularly well on some main buildings. Nothin too crazy. Just a little extra edge.
Maps are somewhat fine imho. Although they could be buffed to reveal auras of gens and chests on the entire map.
-
@Tsulan said:
Thats almost the same reaction i had, when i made the same archives challenge.
Some people are really salty for no reason.
Sometimes the matchmaking is just priceless. Like, what are the odds?
-
Hillbilly
Oily Springs: Once per Chainsaw Sprint when the Hillbilly hits a window with the chainsaw he jumps over it and continues the sprint. Just like with Lo-Pro Chains you would then get another 0.75 seconds of increased turn rate. A survivor hit after that is damaged for 1 health state.
-
@Raconteurminator said:
You're prestige 69 and not one person said "nice."
Shame on them.