Xernoton
Xernoton
About
- Username
- Xernoton
- Joined
- Visits
- 7,534
- Last Active
Comments
-
Agreed. If they can destroy Skull Merchant like that, then they can squeeze a few small changes for Freddy into a mid chapter.
- Let survivors start in the dream world.
- Give Freddy 7 snares (that would allow him to preset some of them).
- Allow Freddy to teleport to finished gens.
That would already help tremendously. He would remain weak but feel at least slightly better. Plus, these changes aren't super complicated, so they can be squeezed into a mid chapter.
He does need a rework anyway but until then, can't he feel at least slightly better?
@Xernoton said:
https://us.v-cdn.net/6030815/uploads/Z3849J5VJBN4/darn.jpeg
Freddy, oh Freddy, what do you see?
Chasing shadows in dreams, another futile spree.
You reach for Claudette, but she's always ahead,
while sneaky Jane hides with Head On in a closet.
Freddy, oh Freddy, what has gone wrong?
In this endless nightmare, you don't truly belong.
No lunge, now power - what's left in your grip?
Your strength has been gutted, a ghost on a slip.
Freddy, oh Freddy, you are a true tragedy.
The devs' wrath you suffered, turned into a parody.
Your snares and your pallets are but an illusion.
Once the king of dreams, you're now an intrusion.
Freddy, oh Freddy what can be done?
Once feared in nightmares, now outclassed by everyone.
Try as you might your reign's in decline,
the weakest killer - your fate is entwined.
Freddy, oh Freddy, where does it end?
After all these years, can your wounds ever mend?
Left to rot in the mud, shattered to pieces,
waiting for the day when your suffering ceases.
https://us.v-cdn.net/6030815/uploads/655BQRHNW4VK/darn2.jpg
This poem was inspired by a losing streak on dear old Freddy. I spent quite a bit of effort on this, so cookies would be appreciated. 😋
I'm curious to hear the opinions of our resident Freddy mains, @GeneralV and @CountOfTheFog.
Freddy is the only killer in this game that can get me to try my hand at poetry. That has to mean something.
-
@Rokku_Rorru said:
No we need:
-Perks visible to other survivors
-Healing progress shown
-pings or baseline better together
-Head on should show the locker your in to others
—-^ Changes like this… its absurd we havn't recieved QoL changes like this to bridge solo Q and SWF disparityThese are some very good suggestions. I agree 100%.
-
I'm not sure I'd call it overtuned necessarily but the bat form could use a a bit of a nerf. The fact that it can be used so frequently makes Dracula very unrewarding to play against.
It feels like you can outplay him quite a few times and nothing really happens because you don't make any distance on him. Combined with his 2 chase powers and the ability to eliminate many windows by using the bat's teleport ability it's not very fun to play against him at all.
-
Skill based matchmaking is already in the game. It's just not the most accurate since it only takes kills and escapes into account.
Hexes are generally considered to be not very strong. You have some good hex perks but they are still hex perks. Meaning, there is a good chance that perk will be gone in the first 30 seconds of the match (survivors quite frequently spawn next to a hex totem) and leave you with only 3 (sometimes less, depending on how many hexes were destroyed) perks for the remainder of the match.
The only perk that gives extra regression on kicks is Pop Goes The Weasel and it has to be activated by hooking a survivor. So it is a reward for the killer doing their objective. Claiming that the killer will "blow" a gen with one kick is a bit exaggerated. With Pop Goes The Weasel a killer will get 5% + 20% of current progress regression. If a gen is at 55% then that's 15% in total (equivalent to 13.5 seconds of repair time for one survivor), which is a about the time it takes a killer to pick up, carry and hook a survivor. Maybe slightly more, if the hook is close.
The big issue when you play survivor is that you alone can't win against the killer. Survivor is a team game even if it doesn't seem like it at times. You might be sweating and doing very well but as long as the others on your team aren't pulling their weight, it won't matter. That is frustrating but it is the way it has to be. Otherwise a killer will lose by default when the survivors reach a certain level of play with nothing they can do.
-
@Mandy said:
Please don't forget that survivors will only be able to use items that they find in chests on the map, flashlights are not guaranteed at all.
With 8 survivors, it is almost impossible to keep track of everyone's items, so even if the actual amount of flashlights is very limited the threat is still there and has to be played around. Not to mention that pallet saves are also possible and with the amount of survivors and pallets it's more likely than normal that someone will be there to do it.
If the intention was to minimise slugging, then you (not you in specific but the people that decided on these changes) sadly dropped the ball here and I reckon that will be very noticeable both in feedback and also stats.
-
There is a middle ground. "Too strong" for solo queue and "too weak" for full SWFs isn't perfect but it is a possibility. I'm putting this on quotes because there are a lot of factors that can shift the balance in a different way, so we can only focus on balance as a whole and not the individual cases.
I think that's also the best way to balance. You can give solo queue more tools so that they come a little closer to SWFs and then try to sandwich killers in between. That would mean that solo queue players will be at a slight disadvantage while full SWFs have an advantage on the killer but it would improve on the overall balance.
More important than the actual balance in my opinion is game health. Both sides have issues that should be looked at regardless of who is stronger.
-
@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811169#Comment_3811169
I think all classes are getting base-kit Unbreakable. And an infinite version at that:
“Players can pick themselves up by using/consuming their ability if it’s charged”.
Though not much has been said about the new survivor class abilities or what those cooldowns are.
Oh, was that the way they put it? I don't remember. Thanks for correcting me on that.
Either way, I have my doubts this will end slugging in 2v8, especially with the other changes they made.
-
@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/428726/a-dive-into-gen-regression
Don't buy into the fantasy that power creep will solve the issue. Buffing gen regression is kicking the can down the road yet again until inevitably you are met with the same question. The cyclical: buff it → survivor experience suffers → nerf it → killers are not 4k-ing every match → killers complain → buff it → on and on and on.
A killer should not be able to substantially override the survivor's effort into completing their objective simply by spending 2 seconds kicking a generator and nothing else. This is why you are selling ruin short. Ruin is a fantastic perk on the killers that can apply pressure to multiple parts of the map quickly. Just because ruin isn't 200% like it used to be back when it was busted doesn't mean it's something to scoff at now. A good plague, blight, billy, dredge, etc. can use ruin to it's fullest potential and dominate games with it. Also, Pop and Pain Res are wonderful perks in theory, but the execution is what makes the survivor experience horrible. On killers that have no chase power, they are great rewards, but for killers that can snowball very easily, they are used to further secure their chances of winning in the pregame lobby before the match even starts.
This is why I've said, and will continue to say, that this game needs a fundamental overhaul in base game mechanics. The only way you will get away from this horrible power creep between gen regression, gen times, etc. is by giving survivors and killers more ways to win and lose. That is the only long term solution that actually addresses the core problem at hand.
But, if we must stay limited with only gens and the subsequent gen regression topic: if gen regression does get buffed and chase times stay as short as they are on average, enjoy seeing commodious toolboxes with brand new parts every game, because survivors will have to adapt if that comes to pass.
I specifically mentioned that if the base regression was nerfed it would need to come with compensatory nerfs on instant regression. So I'm not sure where that would lead to powercreep.
And can we stop with this "Killers cry as soon as they don't 4k every match!" nonsensense? Sure, you have a bunch of entitled players on both sides but this is not about that. It's about a base value that is simply too low to be of much use and perks that are bad because they affect this number. I even said, that I'm not really sold on the idea to buff base regression, so posting this as a response to me is misplaced at best.
Ruin isn't what does the work on these killers you mentioned. There are a bunch of other perks they could use that would provide them with more value and it's not all meta perks. The effect of Ruin is good in theory but falls short in practice. Passive regression sounds great but when you think about how much time Ruin actually provides, you quickly come to the conclusion that you could use douzens of other perks and get more value. Especially without the instant 5% regression on kicks and the risk of it being eliminated right at the start of the match, which is not very rare.
Side objectives would in theory be the best way to get around the whole slowdown problem but on one hand we know that the devs are not very fond of that idea and on the other hand this would always come as nerf to solo queue players too. I'm not quite sure what you mean by "more ways to win and lose". That will never happen simply because the game is designed around the idea of killers trying to kill survivors and survivors trying to escape. There is no room for an alternative win condition here, is there?
I'm not quite sure what this has to do with chase times either. Especially when we consider that it's instant regression perks like Pop, Pain Res, Surge and Eruption that benefit from short chases because you can use them more frequently, while CoB, Overcharge and Ruin only work over time and have no clause that they activate / deactivate with chases / hooks / downs. Obviously these perks will be better, if the killer can keep their chases short because then the killer already puts so much pressure on the survivors, that they have trouble dealing with that alone and cannot really take care of the killer's perks but that is true for about 95% of all perks in this game.
@DeBecker said:
While suffering from regression meta for years, people still want it to be buffed is really amazing. No words for this.
Regression will always be meta. The question is what regression perks will be used. Right now it's a small selection that also synergise pretty well, which might get a bit better, if we mix it up a little.
I also didn't say anything about a net buff. Please read the third to last section of my post again.
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/428726/a-dive-into-gen-regression
I normally like Ardetha vids, but the logic in this one was awful.
It takes 16 seconds to heal a survivor, it only takes 2.7 seconds for a killer to wipe their blade, therefore survivor healing speeds should be much faster.
Same logic as what he employed in this video.
I agree that some of these numbers are just completely arbitrary but it is true that the base regression speed is very low. The direct comparison between instant regression and base regression is what made this video interesting enough for me to start a discussion around it.
-
@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811381#Comment_3811381
good thing they introduced a self-pickup method. Balanced around the survivors ability cooldown. Though we don’t quite know what that duration is yet, or when exactly survivors could trigger it. So now you have a choice to leave them to eventually get picked up (but they’re currently unable to perform other actions), based on your observation on if they’ve used their ability recently or not.
That doesn't matter. If I can slug through 4 Unbreakables, then I can slug through this as well.
One thing I can say for sure though. Demanding that killers will stick together the entire match is not going to work. People will stop playing before they let anyone dictate their play style. We'll see how bad it gets but this is definitely a step in the wrong direction.
-
@AssortedSorting said:
Or maybe if it's too much a problem, that other mysterious being you're queued up with could try to intercept/harass the flashlighters. In an almost… co-operative fashion?
I have a better idea. How about killers just don't hook you? That's a safe way to stop flashlight saves, it doesn't trigger the anti snowball mechanic and it also doesn't force both killers to stay together the entire time.
No matter how you look at it, this was not a good move. The less convenient and more risky picking up becomes, the more you incentivise slugging.
-
- Freddy has become the worst nerfed killer in this game's history.
- You can unhook without BT and not worry about farming your teammates.
- Haddonfield has become an incredibly killer sided map.
-
I dunno, I had a pretty decent win rate as a survivor the last time around. I think it just depended way more than usual on how well each individual survivor / killer played.
I'm not an insane survivor or anything but for the most part it felt like you could play against everyone but Nurse, which isn't much different from the normal game. Especially considering that gens were flying left and right whenever the killers didn't apply enough pressure.
The next version might actually end up more killer sided because slugging will be more common. Killers will benefit from the anti snowball mechanic and just slug, which also circumvents the extra gen speed when a survivor is hooked and the possibility for flashlight / pallet safes. Huge oversight, devs.
The best way for survivors to counter that is to run the class with base kit Unbreakable but then they won't benefit from the other classes as much. So either way, these changes aren't good.
-
Finesse and Resilience are already in the game and they are used quite often.
More vault speed only punishes killers for playing with a good ping. A laggy killer will still hit you because from their POV it's not even close. A killer with a good ping however needs to get some of these close hits because that's the way loops are designed.
-
I really want a Bioshock chapter. Rapture has so much potential to be a unique, complex and atmospheric map. Imagine narrow, dark halways, rooms that can be flooded with water and the feeling of being kilometres beneath the surface.
Also, a Bouncer as a killer would be amazing.
Well, either that or Super Mario Brothers with Toad as a killer. You can't tell me that Toad is anything other than a psychopath that is trying to slowly poison Mario with these mushrooms.
-
@Bookern said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810157#Comment_3810157
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810198#Comment_3810198
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810351#Comment_3810351
Thankfully these concerns arent gonna be considered since Dracs Tome and legendary skin they NEED to make money from so he guaranteed wont be nerfed also Dracs Cycle of updates are finished so hes at the back of the line for a year or two Devs are to busy with Freddy and Skull Merchants reworks atm
History has taught us differently. Also, how long does it take to change a number in code? 5 minutes, if you count the cup of coffee, that person will drink.
A number change can always be squeezed in and it would already make Dracula a lot more fair to play against.
-
@Xernoton said:
https://us.v-cdn.net/6030815/uploads/Z3849J5VJBN4/darn.jpeg
Freddy, oh Freddy, what do you see?
Chasing shadows in dreams, another futile spree.
You reach for Claudette, but she's always ahead,
while sneaky Jane hides with Head On in a closet.
Freddy, oh Freddy, what has gone wrong?
In this endless nightmare, you don't truly belong.
No lunge, now power - what's left in your grip?
Your strength has been gutted, a ghost on a slip.
Freddy, oh Freddy, you are a true tragedy.
The devs' wrath you suffered, turned into a parody.
Your snares and your pallets are but an illusion.
Once the king of dreams, you're now an intrusion.
Freddy, oh Freddy what can be done?
Once feared in nightmares, now outclassed by everyone.
Try as you might your reign's in decline,
the weakest killer - your fate is entwined.
Freddy, oh Freddy, where does it end?
After all these years, can your wounds ever mend?
Left to rot in the mud, shattered to pieces,
waiting for the day when your suffering ceases.
https://us.v-cdn.net/6030815/uploads/655BQRHNW4VK/darn2.jpg
This poem was inspired by a losing streak on dear old Freddy. I spent quite a bit of effort on this, so cookies would be appreciated. 😋
I'm curious to hear the opinions of our resident Freddy mains, @GeneralV and @CountOfTheFog.
They can't keep getting away with this.
-
There is no visual indicator for skill in lobbies. You can't see anyone's grades anymore, not that it mattered since grades have no effect on matchmaking.
Likewise prestige doesn't tell you anything about someone's skill. I could have thousands of hours as a survivor and be a comp player but then switch to a survivor I only prestiged for their perks. Would that make me play worse? Probably not. For killers, prestige says slightly more because experience on specific killers matters but it's still not enough to tell whether or not someone will be a particularly good player.
-
Distressing isn't super meta but I like it. It's a perk that only serves to synergise with other TR perks or Doctor / Wesker.
It definitely messes with a survivor's head when they hear your TR for the entire match too. It's a niche but fun perk.
-
Father forgive me, for I have sinned. I was part of a team that made a Freddy disonnect. I didn't give him a free hit and worked on a gen.
-
That's the sole reason I immediately stop trying when an exit gate is opened. I don't go anywhere near that.
I can do without watching the 1.000.000th episode of "The Fog's Next Butt Dancer", thankyouverymuch.
Eventually they'll grow tired and just leave.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810169#Comment_3810169
why nerf killer's skill expression? killer optimizes ability → survivor ask for nerf for killer playing well. :(
That's the thing though. It doesn't add much skill expression that you can basically spam the bat and it lowers his skill floor drastically because any number of mistakes barely matters thanks to the bat's ability to always catch up quickly.
That's the main issue I have with Dracula.
-
Freddy doesn't have a particularly high pick rate. Neither does Pig. So 10 games in a row sounds a bit... Exeggerated.
Not to mention all of these killers have to use an addon for that. Freddy is barely a killer even with this addon (which should be base kit) and Pig gives up her power thrpughout the match for a better early game.
Only Wesker is even strong enough for this to matter and I still think it's not that big of a deal. I have played against plenty of Weskers with this addon and it's fine. You spend a couple seconds in the early game getting rid of the infection and that's it.
-
There are a lot of entitled people on both sides and unfortunately no matter how you play, someone will be upset.
Play killer without slowdown or info and go for 12 hooks - Someone will call you out for "abusing MMR" or something similar.
Don't go out of your way to be a dick and you're already golden in my book.
-
@Gastongard said:
I dont think that is toxic, but it definitely needs a revision, how come the strongest token is the first one? 30% (i think it is) gen repairing punishment should be at least the 3rd or 4th token. Not the first one. Its the same as devour hope exposing people on the first token. Even devour hope needs at least 3 tokens (i think) to expose people and get the strongest debuff.
Pentimento needs a rework.That would mean the killer has to wait until up to 3 of their perks are gone to use Pentimento and as soon as a totem is cleansed the only worthwhile effect would be gone. Nobody uses Pentimento for any of the of the other effects, so you'd basically eliminate the perk altogether.
Don't get me wrong, I would be fine with some changes to Pentimento but this is not it.
-
As a killer I win more than usual, which is not surprising, considering that these random builds are often better than what I'd normally use.
As a survivor it's slightly less than 50% I think, so slightly more than normal.
-
@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806845#Comment_3806845
No it's not. That statistic was that each player is chased for 1 mintute throughout the ENTIRE MATCH. Please we have enough misinformation on here. So if you are chased 3 times one for each state that would be 20 seconds.
Teach me your secrets, please. How do I keep the average chase around 20 seconds? I am genuinely curious because it seems that I missed something very important in this game's design.
20 seconds per hit is closer to the truth and even that is cutting it close on some killers. I mean, when I play Freddy I'm happy to get a hit after 30-40 seconds. And that's with STBFL because otherwise I'd need even longer just to catch up after a hit.
-
How would that even work? Is there a dev that monitors your game and always gives you worse perks than your opponent?
Come on, it's random. There's a good chance you'll end up with something terrible. But the same goes for your opponent. Many of us like this game mode because it brings back the randomness that was lost when people started optimising the fun out of the game.
Plus, this game mode teaches you to appreciate some perks you wouldn't use otherwise, so you may even come up with some fun builds when the randomiser is gone.
-
@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/428312/i-cant-feel-relax-playing-killer
To be honest it's pretty chill at the moment outside of funny swfs with eyrie of crows offerings. You can tunnel very easily even through ds 90% of the time (at least with chucky), slugs are only relevant to be carefull with in case of flashbangs, flashlights or palettestuns and even then it's okay most of the time. At least with chucky hit'n run is also very easy a lot of the time. You also don't have to get the toolbox, I use lethal most of the time and I just chase the nearest one I find in a good position because the first gen gets done anyways. You can miss m2 a relatively huge amount of the time but of course that depends on the genspeed.
Why Eyrie though? Did I miss something?
-
@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808413#Comment_3808413
One pretty fun TR build I tried on Doctor is Distressing, Agitation double Calm Addons and Septic Touch + Starstruck. As long as your Static Blast is up, there is almost no way for them to escape your TR and Agitation takes care of the rest.
Wow this build sounds evil hahaha I can’t wait to try it! Starstruck is so much fun. Thanks again so much. This game is like a ball of yarn for curious people. I appreciate you indulging my curiosity.
I can’t believe how fun it is to play as the Doctor.
⚡️🧠⚡️… 🤪🤪🤪😱
You're very welcome, friend. I love coming up with gimmicks to challenge myself.
Now go make these naughty survivors scream!
-
@AhoyWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808400#Comment_3808400
If you wanna invest some time you could download some old dbd builds and try it out, but not sure how hard it is to set everything up haha
Is that still a thing? I seem to recall there being a server that was taken down but maybe I'm mixing that up. I'm also not quite sure how legal this is. I reckon it would be treated similar to pirating.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808168#Comment_3808168
I don't have a negative opinion about the Forums, in fact I think the discussions here are a lot better and more civil than they used to be.
Especially if compared to 2021.
I agree. We have had some disagreements on here but for the most it's pretty mature and actually really nice debating on some things.
Plus we have a few gems in our community like yourself, @CountOfTheFog, @Shroompy, @C3Tooth, @GoodBoyKaru and many others. My apologies to those I didn't mention but I'd be here all day if I was to list each of you beautiful souls. 😘
-
@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808393#Comment_3808393
That was a great answer and is exactly what I’m looking for, thank you! 😊
Off-chance would you happen to know a good build centered around max terror radius? So like distressing, agitation, monitor and abuse (?), and… I’m stumped on the fourth perk choice.
I'm happy to help. 😃
I believe these are the only 3 perks in the game that can actually increase your TR. You have the Calm Addons for a bit more range while Static Blast is up. If it's for Static Blast though, Agitation won't help because it's only active while you're carrying a survivor.
One pretty fun TR build I tried on Doctor is Distressing, Agitation double Calm Addons and Septic Touch + Starstruck. As long as your Static Blast is up, there is almost no way for them to escape your TR and Agitation takes care of the rest.
-
@LadyOwO said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808289#Comment_3808289
I'm never going to use Gideon meat plant offerings because unless you're playing killer bringing that offering is basically throwing
Yeah... Tell that to any killer who can't deal with these pallets. Of which there are a lot...
The Game is always horrible just not in the same way. Play Doc and the survivors will reconsider their life choices, play Freddy and you'll wonder what it would be like if you had a power.
-
@GeneralV said:
Original iteration of Hillbilly, the eternal gold standard of killer balance.
It makes me sad that I'll never experience original Billy on the old maps. What I wouldn't give for that... Or even just playing new Billy on the old Coldwinds and Haddonfield again.
BHVR, we need a nostalgia mode. Pretty please with extra sugar and sprinkles on top.
-
I recommend Eruption or Dragon's Grip, Thwack!, Distressing and Infectious Fright. For addons I recommend either Calm addons or Order addons in whatever combination you like. You'll have people screaming non stop especially on smaller maps. Although for the love of all that is holy, don't send yourself to The Game. That is simply too painful to play against.
If you shock someone with Shock Therapy, then they are unable to interact with hooks, survivors, totems, chests, gens, windows and pallets for 2.5 seconds. You'll need to look out for latency though. Sometimes you'll have a survivor scream and still vault or drop a pallet. This does not work with Static Blast as far as I know.
-
This is sadly one of DBD's core design flaws. The survivors know that they don't have any way to win anymore but they aren't obligated to help the killer find them. And because the hatch works the way it does, they both have a reason to try and survive longer than the other survivor.
I suggest a simple mechanic like revealing one survivor with the least hook stages via killer instinct when the killer hasn't been in chase for a prolonged amount of time. About 3 minutes should suffice for it to not come into play in a normal match but I'd be fine with anything up to 5 minutes and it should last until the killer either starts a chase, gets within a certain proximity (so close, that they will definitely find that survivor) or gets a hit. The important thing is that the match ends without everyone having to wait for the game to shut down.
It's only a bandaid fix but this would definitely solve the issue.
@LadyOwO said:
It's not at all holding the game hostage in anyway shape or form
Whether or not you want to call it holding the game hostage, it is reportable. The devs have clarified that, if players refuse to partake in normal gameplay and or prevent progression for a prolonged amount of time, that is against the rules.
-
You seem a little angry... If you want to vent go ahead but if this is genuinely how you feel about the game, then it might be better to take a little break.
Many of us have done that and it really helps. Especially when you feel frustrated it can become a downwards spiral. You feel angry / frustrated and make more mistakes than usual, which leads to worse games and more frustration.
If you need a comfort build for killer, I recommend Agitation, Lightborn, BBQ / Nowhere To Hide (whichever you prefer) and Bamboozle. It has something to deal with pretty much any annoyance you might encounter but it isn't very win-oriented, which means, you'll likely lose a few games. That however can be a positive because the game will pair you with people that you are better suited to deal with.
-
@Ayodam said:
it only affected killer queues. And even now killer queues are a little slower throughout the day and night in my region, but it’s nothing drastic. I think 2v8 reinvigorated the game for some. I don’t know that it’ll have much longevity since it doesn’t really bring anything new for survivors yet requires such a larger survivor presence. Also, at least near the middle and end of it, killers had worked out how to proxy camp and tunnel. That affected match quality for some people.
And even now killer queues are a little slower throughout the day and night in my region, but it’s nothing drastic.
Really? For me it was always very short no matter if I played killer or survivor. The incentive seemed to be a little off though. I had a 50% survivor incentive the other day but my queue times as a killer were barely 5 seconds while I waited about a minute as a survivor.
I agree, that 2v8 needs something more unique for survivors. I don't think the game mode was terribly unfair or anything but playing killer with a friend is a bit more special than having different classes as a survivor. I liked both but I prefered to play killer. It's just so much fun with a friend.
It's hard to make this game mode more attractive to survivors. Increasing their overall strength might help at first (who doesn't like winning?) but it would get old after a while. Especially since my escape rate in 2v8 was pretty good already.
-
I dislike Dracula. He doesn't feel very rewarding to play against because any number of mistakes hardly matter, since you make no distance thanks to the bat, he doesn't really need to play around most windows and he has 2 chase powers for pallets.
So it feels like it doesn't matter what you do or how many times he messes up because the bat and his 2 chase powers always bail him out.
-
You can relax as a killer. Just as you can as a survivor. This just means, that the chance you are going to lose is much higher.
If you go into a match and expect to win, then of course it will be hard to relax. If your only objective is a nice chase, then you'll have a much easier time. It all depends on what you expect.
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808101#Comment_3808101
Maybe if they’re meme perks. I know survivors have quite a few of those but how many do killers have?
Huntress Lullaby, Distressing, Fire Up, Hoarder, Two Can Play, Beast of Prey, Territorial Imperative, Overcharge, Dark Arrogance (just use Bamboozle for a better effect with no downside), Deerstalker and Insidious to name some... That's 11 already... And these are just from the top of my head. If I included perks that are just very niche, it would be a lot more.
Again, not every perk has to be super meta but the greater the amount of useful perks on both sides, the more perk variety you get. Isn't that a positive?
-
DBD is the horror genre's Smash Bros., so that alone makes it pretty special already. On top of that it has an extremely addictive gameplay loop and it offers something for pretty much all different kinds of people. You can play strategically, mechanically demanding, coordinated or just for fun and you will always find a perk / character to suit your style of play.
In short: Nicely done, devs. You created a game that we all hate to love and love to hate but still come back to. 😘
-
They did that a while ago and it was not received well...
-
WHen I think of Sweeny Todd, I unironically think of Johny Depp as well. And when I think of him, I always think of Willy Wonka... So, yes. I would love that. It would definitely play into DBD's horror theme.
-
That depends on the match, the survivors, your killer, the map, your loadout and a variety of other things. Unfortunately there is no one size fits all approach here.
Personally I almost always play completely without slowdown, so I cannot chase after someone for a long time. That means I'll look for an opportunity to get an easy hit and when I realise, I won't get it, I'll take the first convenient moment to switch targets.
Especially on high mobility killers I often drop chases and begin "poking" the survivors until something has to give and I get an easy hit / down. However, you cannot do that forever. At some point you will need something to slow down the game, so you'll have to commit to a chase even when it may take a little longer.
Some ways to make your chases shorter are to play around exhaustion perks, use your own chase perks, know which tiles to mind game and which to brute force, picking your target(s) and proper zoning.
If you can pressure a survivor towards the edge of the map when they use their exhaustion perk it becomes a lot harder for them to get to stronger loops. Likewise you can try to bait out an exhaustion perk and immediately switch targets if even for a moment. You'll have a chance to find that survivor again while they're still exhausted.
Perks like STBFL, Bamboozle, Brutal Strength and Rapid Brutality can shorten your chases quite a bit.
Some tiles in the game are so strong, that it's not worth it to spend time on mind gaming. Especially if the survivors look out for you and use check spots. The shack is one such loop for almost all M1 killers (Doctor is a bit of an exception) and so are jungle gyms and some main buildings. By extension even brute forcing can take too long, so if you need a really quick down on a killer without an effective chase power for that loop, it might be better to leave as soon as you realise they'll make it there.
Picking your target is a strategical decision that survivors won't always appreciate but in general, you want to go after the survivor with the least protection. Meaning, if you find someone that's injured, they'll likely be a better target than someone that's healthy. The same is true when you see 2 survivors and one is much further away or far more skilled than the other. Some games I'll ignore one survivor until they are an easy target either because they are in a bad spot or all the resources are gone.
Proper zoning can make a huge difference. All killers have the ability to zone survivors because the survivor has to maintain distance. If you can position yourself between a survivor and their strongest available loop, then they won't get there without giving you something in return (mostly a health state or exhaustion perk). This also very important when you break pallets or chase someone around a loop. You pretty much always want to stand between them and their strongest available resources. There are some exceptions with specific perks and killers.
With more experience you'll learn to recognise some hints on when to leave a chase and how to keep a chase short. But everyone has a bit of a different approach to these questions.
-
@Ayodam said:
Somewhere in that 60+% kill rate I’d imagine.
A greater amount of useful perks wouldn't necessarily lead to higher kill rates though.
It might even help with perk variety, which is always good.
-
I don't particularly dislike it but it might become a bit of an accessibility problem for people with hearing impairments. Or people that play without headphones.
-
I think he could use a little more of a cooldown for missing. It doesn't feel very punishing anymore, so it feels like you can spam it until that survivor is down. That is not ideal.
@FrostySeal explained it perfectly. Nemesis doesn't have many strengths, so in order to be balanced he has to be incredibly powerful in one way to make up for all the ways he isn't. Unfortunately that doesn't make him the most engaging killer to play against.
-
I know what you mean. It's not the same without a Billy jumping around the map.
-
Wow. That's a new one. I gotta hand it to you, this is the most original balancing complaint I have seen in a while.
Although, I don't get how a game mode that literally randomises loadouts could be balanced towards one side's favor. Especially considering how many other factors there are that shift balance as well. You might get lucky and up with Deadlock, Hubris, Gearhead and Grim Embrace on Blight (this was the strongest I used in months) but you have as much of a chance to play Freddy with Pentimento, Hoarder, Insidious and Distressing.

