Xernoton
Xernoton
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@Mushwin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502950#Comment_3502950
Defo! Like some cheap knock off, I mean Dwight was covered in bum roll during one costume so I mean, I think they could do it lol
As long as we get some cosmetics of killers dressing up as survivors too. I want Bubba to look like bunny Feng.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502905#Comment_3502905
if I remember it correctly, as long as no one can currently see you, you can teleport anywhere. as long as no one sees you there aswell
Ahh. Thanks.
Something like that was what I had in mind for Myers too. Or maybe some predestined spots in more or less secluded areas. Something to make him a bit more unpredictable and adds to the feeling that he could be anywhere stalking you or your team mates.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502386#Comment_3502386
You talking about doing something similar to Jason being able to teleport around the map in the F13 game?
I actually haven't played that one. So I'm not sure how that works.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502789#Comment_3502789
Which would still not get you close to maxing out the Objective-category. I mean, there is a reason why Prove Thyself was played and it was not the Speedboost. It was the BPs. They could have just removed the BPs and it would have had the same effect, even without the Nerf to the Speedboost.
That being said, it blows my mind that they did not increase the amount of BPs you get for completing a Gen. You spend 90 seconds on it for measly 1250 BPs. Hitting 4 Great Skill Checks on a Gen is almost the same already.
I'm not quite sure why you get so little BP for simply working on a gen but I reckon they want a decent chunk of BP be locked behind skill checks. Holding M1 is not all that eventful after all.
But they should really increase the BP gain in this category a bit. Maybe together with the Sacrifice category. That one is almost impossible to get full too. Though it's not quite as bad as objective points for survivors.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502670#Comment_3502670
"Did killers just get another nerf, that’s disguised as a bugfix, even though I never saw it declared as a bug, and it’s worked this way for years?"
I mean, if you really think that fast vaults should have the same distance after the Window as slow and medium vaults... You are really wrong on that one.
It's not the extra distance that causes hits to not connect. It's more that you seem to get more distance in slightly less time than before. This causes the actual vault speed to be faster and the survivor's hitbox to disappear behind the window more quickly.
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@Steel_Eyed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502377#Comment_3502377
Then we agree that killers should have slowed attack animations around the hook. STBFL disables around active hooks. Solves the cheese.
I just told you, STBFL does nothing when you camp. Having it deactivate around hooks would only result in people abusing that and has no further benefits. There is no cheese.
The more you limit killers in chase, the less they will engage in these chases. And a nerf to STBFL is always a nerf to the chase potential of weaker killers. Basically you achieve the opposite by nerfing the perk. Instead of reducing camping you would increase it. Because camping works even when you cannot go for chases. You don't make it stronger but more prevalent.
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It took me 10 bloodwebs to get one. A few more wouldn't hurt. It doesn't feel quite like an event, if no one brings the offerings.
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I've noticed that too and actually made a post myself. It feels a bit off. Like, some hits that I know I should get just don't connect.
And the animations look janky as well. Looking closely, you'll often find the survivor model skip frames during the animation.
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Bots can't be mind gamed safer structures, which puts the killer in a place where they have to decide, if they want to brute force their way through, bore themselves to death and maybe lose the match in a progress or chase real players that sometimes make mistakes.
On unsafe loops bots are easy prey. The devs changed something about them and now they have like a small delay to their reactions on the killer's movements. But on safer structures I have seen experienced players that couldn't do what the bots do.
Also, it's not particularly fun playing against bots, is it?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502551#Comment_3502551
i think this is latency. it is what happens with wesker's virulent bounds where you used to grab survivors on the other side of the vault. the survivor on their screen is already on other side but you as killer have latency and see them on other side a lot later.
Possible. But this would still assume they changed how hit validation works. Because before this patch latency favored the killer overall. Something like that wasn't mentioned in the patch notes though.
I am just trying to make sense of what happened here.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502539#Comment_3502539
fast vaults are suppose to keep momentum meaning that once a survivor completes fast-vault, they are out of the range of an m1 swing but medium vaults do not keep momentum meaning that the killer can still hit the survivor on the other side of the vault after completing the medium vault. you need walk like 0.5 second away from window to not get hit. apparently somewhere down the line, they bugged the momentum on fast vaults and nobody noticed.
We all know how it should work and that's not the issue. The issue is that survivors can't be hit DURING the animation. And even if you didn't experience that, you have probably seen that the animations are off. I'm pretty sure they broke something here.
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@Emeal said:
After bHVR have been trying everything they can do to make those strategies impossible to do isnt that like... sending mixed messages? If they view it as an exploit, what other exploit themed skins would killers be getting? Forever Freddy? 3gen Skull Merchant?
Come on. It's just some innocent fun. And everyone understood why they removed Space Billy. I mean, you could literally leave the map. The part about Sky Billy is a different story but we don't need to get into that again. Also, in some way Space Billy is coming back anyway (assuming we get a space ship as the next map).
But how funny would it be, if he got an outfit like that? I don't think that would send mixed messages at all. It would be more of a fun memento to the old days of DBD. And honestly I think fun should always be a priority in a video game.
BHVR have a bit of a history of creating memes even when they didn't exactly plan to do that. But they handle this situation with dignity and in a responsible way. I mean, they even aknowledged the "nerf Pig" meme. This would be a similar instance in my opinion and it shows that the developers are engaged with their community, which is always good.
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Wait, what? Your suggestion to counter Devour Hope is to incentivise camping?
That's a great idea. Can't imagine anyone would be unhappy about that.
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Have him start in tier 2. Completely rework tier 1 to be more of a ressource than a downside. Have stalk replenish over time. Probably some mobility as well.
Like, have you ever seen Michael Myers just casually walking around the streets in one of the Halloween movies? No. Because he is just kind of there and then he disappears. There are a lot hints that Myers seems to manifest himself from darkness throughout the different movies.
Resistance to stuns and Brutal Strength base kit in tier 3. Not like Sadako but more of a reduced stun time. Lastly, some new addons. No more Tombstone Piece.
@ARTRA said:
T1 to T2 should be instant, just enought for a first jumpscare and start a chase.
A button to activate T3 like Onis rage, instead of 99% you reach 100% and press thst button. Is mostly the same , mostly a QoL.
Juice from survivors dont end OR recharge over time.
Smaller terror radious in T2 (28 merers?).
Something new that helps mayers not be basic M1.
Addon pass.
Myers already has a 16 metres TR in tier 2.
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@Steel_Eyed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501633#Comment_3501633
Killers should not be hitting faster than the unhook animation. Which is 2.0 seconds. Compared to old versions or not, it’s cheese in the game.
My prescription would be to lower the effectiveness of STBFL or increase the unhook timer.
And the cheeseheads in this thread whomst think killers have a right to camp hooks, and tell survivors to just not save: That is killer entitlement in its purest and I believe the developers have made it clear they are doing away with that level of camping. Clutch your pearls.
This game needs to encourage the chase interactions and not strategies that supersede it.
And what difference does that make? You hit faster than the unhook animation so what? Affraid you're not going to get an unhook against STBFL?
Well, then today is your lucky day. You still get the unhook because for some reason getting hit and downed doesn't stop it, BHVR made sure of that. So you get an exchange either way. And for an exchange the killer doesn't need STBFL but a M1 key. Literally every killer in the game can force an exchange without STBFL. So, no, it does not make you better at camping.
Read your last sentence again. The more you nerf killers in chase (by nerfing chase perks) the less chases killers will go for.
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I started with Doctor, then Billy and now I added Bubba to the list.
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Challenge accepted. That Feng is not going to get me killed.
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@katoptris said:
It equality for me. I hook everyone even the hooks themselves.
Now, that I wanna see!
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@Justa335i said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502106#Comment_3502106
See him floating in space since he got launched from dead dawg lol.
That could be a fun easter egg!
What if BHVR added one spot specifically for doing SpaceBilly jumps? Like an airlock or something similar. I would never play any other map again no matter how survivor sided or otherwise flawed the map might be.
They probably won't but it's fun to fantasize about it.
No matter what though, I am convinced that one of these days the spaghetti code will do its work and SpaceBilly will return. And when that happens, I'll be ready.
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They are mostly chill. Because for them it's not super hard. It's just that it's a lot of fun for them to put the killer in situations where they are basically reduced to a rat trapped in a maze, frantically running around, not realising they can't escape. It's strength in numbers and the feeling of turning the tables. Talking about bully squads here, of course. Not every SWF is out to get you as killer. Some just want to play the game with their friends.
The best thing you can do as killer in those situations, is to stay calm (close your eyes, count to 10 and take a deep breath) and then stop playing nice. If they want to deny you any hooks, then don't hook them and let them bleed out for 4 minutes. If you see a chance to camp or tunnel someone to death, then do it. If they are trying to keep you hostage, do something else and let them tire themselves out. If you see 4 flashlights in a lobby and can't be bothered to play around them, then bring Lightborn. If they try bm you at every turn, focus on something else like using your killer's power around certain loops. If they find you still enjoying the game, then that means they failed. Most bully squads rely on their power to upset the killer to make mistakes. But if the killer stays calm, then they are much more likely to punish the survivors for playing reckless.
I'm not saying you should play like a jerk in every match but if your opponents want to make the game unfun for you, you are not obligated to play in a way that is fun for them either. You aren't exactly obligated to do that anyway but you get what I mean.
And if you get upset over a majority of your games, then it's best to take a break and see how you feel about it in a few days. I've been there too (like probably most people that play a lot of killer) and every once in a while I still take a break from playing. Coming back a week later with a fresh mind can really help you enjoy the game more.
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@tippy2k2 said:
I try to but as a killer, it can be really hard to tell if someone is trolling their teammates, their teammates are being useless (and so the "troller" is just trying to get something good out of the game), or various other things
If it's 100% obvious, I will kill the troll and let everyone else go but if it's questionable or unknown, I'll usually kill them all and let The Entity sort it out 😅
This.
Sometimes you don't even realise, that they were ratting their team out before it's too late. Had a match like that just earlier today and it sucked. I killed 2 survivors before I realised what was really going on.
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I love playing against Billy and Doctor. Probably because I have lot of experience on them myself and know how to counter them effectively.
Other killers I enjoy going against are Trapper (keeps me on my toes looking out for traps), Huntress, Wesker, Oni, Nemesis, Demogorgon, to a degree Cenobite (as long as my solo queue team doesn't completely ignore the box), Freddy, Myers, Pyramid Head and Dredge.
The only killers I really hate playing against are Spirit (I play without head phones), Knight (chases are quite boring against this guy) and Dull Merchant (I hate literally everything about her).
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It will help you develop a basic understanding of the killer role and also find some ways to play around tiles you otherwise wouldn't think of, understand character specific limitations (you are not going to be able to fly as Trapper no matter how good you are) as well as give you some appreciation for different killers. But if you really want to be really good at playing killer, then it's best to focus on only a handful of killers. If you try to do everything, then your bound to fail at something.
Most killers have some nuances that take a lot of effort to really play out effectively. Sometimes hundreds or thousands of hours. And they vary between different killers even if they are similar. For example you might be good at finding perfect shots with Deathslinger but this will not mean that you are just as good at Huntress. Because Huntress's hatchets work very different.
I am currently learning how to play Bubba. His skill floor is inredibly low but using his chainsaw to the maximum potential is incredibly hard. Before that I learned how to play Billy (and still continue learning). And while both killers do have some similarities the overall gameplay is completely different. Playing a new killer is difficult and can be incredibly painful until you start to get better. The amount of tantrums I've gotten with Bubba over the past 2 days is probably higher than the total amount I've had before. And I've played this killer every now and then for 2 years. But it's so worth it when you get that first hit the survivor didn't expect and even surprise yourself at how much better you have gotten.
A little piece of advice when you go against better players. Don't focus too much on "winning" but prioritise "learning". Sometimes that means overcommitting to chase a survivor that you know you can't down quickly. Good opponents teach you a lot about what you do wrong, your killer's weaknesses and common counterplays.
The most important thing however is, that you have fun. If you have fun playing all killers in the roaster, then that's what you should do.
See you in the fog.
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For killers:
BBQ: I love that perk. Information right when I need it. It might not be the strongest info perk but it helps me bridge the time between chases.
Lethal Pursuer: Synergy with BBQ and a helping hand in the early game. I know most survivor spawns but it's still nice to see where everyone spawned. Especially on maps like Haddonfield where spawns can be a bit unpredictable.
Basically I love perks that help me get into chases.
For survivors:
WoO: I can turn my head off and have the game tell me where to go. Makes for very relaxing games.
Bond: Completely underrated. So much information with this 1 perk and it helps avoiding huge solo queue mistakes.
Open Handed: Again, super underrated. Combine it with the right perks and you can see auras across the whole map. What more could you possibly need?
Alert: Helps me know which ressources are depleted and tells me the killer's location. Also counters the 'looking down to fake breaking a pallet' mind game.
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It might not be a real player but it's better than nothing. It will try and do gens, heal me or others and even distract the killer for a bit. I wouldn't save a bot in end game but otherwise I'd play like it is a somewhat inexperienced player. Plus more BP for unhooking and healing it.
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@leviivel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501504#Comment_3501504
oh I’m very aware of the amount of add-ons I complained about. He honestly needs an add-on pass because of how many overlapping things he has.
yes, stealth killers focus on surprise attacks, nothing against it. My point is because of how painfully his power is designed, every match against him feels the same because his power only rewards a very specific playstyle while other stealth killers can be rewarded in different manners or do other things.
he honestly needs a mini rework.
What about other killers with addons that do mostly the same, then? This used to be a pretty common thing. A few useful effects with different numbers. Recently they haven't done that anymore but looking at older killers that haven't had an addon pass over last 2 years you find multiple examples of this design philosophy. From the top of my head I can think of Myers, Doctor, Wraith, Freddy, Hag, Spirit and Pyramid Head.
Personally, I don't like playing against Wraith either but that is definitely a "me" issue. There are a lot of people who like him or at least don't mind playing against him.
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@HR_Helios said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499354#Comment_3499354
It wouldn't nerf demo. It would actually make the greater player base of demos better because actively not using m2s except for to zone for an M1 and hit obsession (what most stbfl demos do) makes you bad at the killer. Demo literally has a medium range huntress hatchet with him as the hatchet as a power and people just don't use it when they have stbfl. Use your M2 and you'll do infinitely better and be a stronger demo. Pig is just an M1 killer. Im fine with stbfl on m1s as they are pretty weak in most cases and the little help stbfl provides is useful to them. But on M2 killers like demo, Wesker, and nemesis using stbfl cause people to use their powers less actively making them worse at the killer
If you are bad at the killer, you are bad at the killer. But nerfing one of a killer's best perks is not a buff to them. With 8 stacks a Demogorgon can do a whole lot more than just zone someone and go for the M1. If they don't, then that's a skill issue.
Also, it is absolutely overrated on Wesker. But again, it doesn't make people worse at the killer. If they want to play a killer in a specific way, then they are allowed to do that even if it's by far not the best option to play them. They will learn that eventually or stay bad.
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Why nerf a perk that keeps weaker killers in the game and does little for stronger killers?
You focus on the wrong end of the tier list.
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The problem with WoO is that you basically have a manual that tells you where to go and what to do in chase. That wouldn't be too much of an issue, if there was a way to outplay that or reliably create dead zones but with the game's current pacing that isn't really the case. It could use a nerf but I'd rather BHVR fix the actual issue. Maps.
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Nea. For obvious reasons. The entitity herself should be a killer. Although she'd probably be stronger than Nurse.
Feng. Behind those bunny ears and innocent face lies something trule evil. Have you ever looked into her eyes? I swear, Feng is the one pulling the strings on even the entitity. She is the one that made the Doctor what he is.
Bill. After Left 4 Dead, he is definitely messed up mentally. And probably has some issues with anger management. I can almost see him shooting the crap out of the Meg that teabagged him earlier.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500997#Comment_3500997
It's like you didn't read my post.
1500 hours to unlock every character is egregious. Especially when you'd have to spend 100s of dollars to buy them otherwise.
That's only for killers though, isn't it? I'm pretty sure you're not gonna get all original survivors too in that time.
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Nah. That's not gonna happen. They want to sell their skins. And most of us hate this killer. Would you buy a skin for a killer you hate? Because I wouldn't.
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Fixing an ingame issue that has been in the game since its launch and only allows the killer to play the game as intended (immediately engaging in chases) is op now.
What's next? Brutal Strength?
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500854#Comment_3500854
I agree expect I think the MMR system has way way way more Lobby Dodges to deal with rn than normal. After a week after Singularity release I would just get hardcore juicers as Survivors and it just continued. There has to be more people above me in MMR who dodges lobby and it widens enough to include me.
Really? I can't say I've noticed too much of a difference there. Then again it's not like I paid attention specifically to how many lobby dodgers I saw. Overall, my matches have been challenging but I figured that might have more to do with me playing different and weaker killers than usual.
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Are you really trying to unlock the killers with shards? That is commendable. I have more than 2k hours in the game and I think even I wouldn't be through, had I bought all original killers with shards. Nowadays I can do it because I already own all the killers and in 3 months I can easily get 9k shards.
But you are right that it shouldn't be this bad. We already pay for the game and unlocking stuff with shards just takes forever. I can understand that they don't want us to buy all original content with shards but this is getting a bit out of hand. Especially when you consider, that shards are used to unlock characters, cosmetics and even perks from the shrine.
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@Emeal said:
This suggestion is kinda speculatory unless we get bHVR to spill the beans about soloQ vs. SWF again.
idd like to get a word on how the new HUD info worked and improved the game, answering these questions.
- Current SWF / SoloQ winrate difference?
- what has HUD info changed?
- Are there any next steps?
That's really sad that we don't have any info yet on how well this worked out. My guess is that they can't say too much about the differences now compared to before the new HUD because all this data is not really substantial.
If the MMR system is working mostly correct (and I assume it is because I haven't really seen anything that would suggest otherwise) it should balance out win rates overall. So the difference would be minimal.
Also, they'd have to differentiate between 3 SWF and 1 solo, 2x2 SWFs, 2 SWF and 2 solos and 4 SWF and different MMRs. It's only logical that new players don't benefit from the improved HUD as much as more experienced players do. When nobody knows what they are doing, vague information is likely not going to make much of a difference.
Especially point 3 is interesting. I don't know why BHVR are so reluctant to share future plans on specific things like solo queue improvements or killer updates / reworks. Even something like: "We can't promise anything yet but it is on our radar and will be closely monitored." can help and will leave us reassured.
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@I_am_Negan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500201#Comment_3500201
The word around the campfire is you can get yourself off the hook 2 time.
Tunneled down put back on the hook until your dead.
The punishment for getting yourself off the hook the first time is getting hit over and over again nonstop with head nodding.
But isn't that still better than dieing in 2 minutes without any chance to do anything other than hope someone has reassurance?
It will trigger OTR, so you can unhook yourself at the last second and then still have a 2 health state chase.
Also, hook smacking is the same as teabagging. You shouldn't let it get to you. I know that's easier said than done, though.
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Yes, please. The random perks archives were so fun. They could add it just like that and it would be a great addition.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500382#Comment_3500382
If i read correctly it says you do not get ultra rare ITEMS. Not addons.
https://us.v-cdn.net/6030815/uploads/Q0OZ42UFLB60/screenshot-20230801-105144-chrome.jpg
So The addons might still be free game (bnps and the like you just cannot get event ones) you just cant get like a purple beamer (said above)
Wow. That's awful. I couldn't care less, if the medkit you get with this perk is green or purple as long as you don't get a syringe or styptic agent on top of that. That is really a bit too much imo.
The part about event addons is sad. That was so funny and overall probably a healthy addition. It helped create more of these random stupid but fun moments.
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@Dwight_Fairfield said:
https://us.v-cdn.net/6030815/uploads/NC0CNTTMBU4M/evil.jpg
Getting this again for a second time.
Ohhhh. I remember when I tried to get that one. That was one of the most sweaty matches I've ever had. Congrats.
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She is still a terrible designed killer.
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@Header said:
well you can try doing it again. every challenge is easy if you get lucky enough
Believe me, I will. 😂
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Yes please. Hurry up so we can buff killers again.
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Let's see. We have a new HUD, base kit BT, Windows of Opportunity, Deja Vu, most killer meta perks nerfed, specifically Overcharge, a bunch of endurance effects on random perks, a lot of hand holding against recent killers like particle effects on bio pods and the Knight's orb, no more hook grabs and an anti-camping mechanic on the horizon.
It's the opposite. You have perks that literally tell you how to play the game as survivor. An experienced SWF doesn't need that. These are all things that cater to the baby Meg that uses her Sprint Burst to run into the nearest wall.
In short: BHVR are trying to balance around very inexperienced survivors.
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Well put.
Tunneling is the most efficient play style for the killer. You win matches you would otherwise lose decisively.
However, when the first survivor is dead and there are still gens to do the game is pretty much over. You basically sacrifice fun for victory.
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499864#Comment_3499864
I unironically think you should get endurance while working on pig boxes.
It's a good thing that's not the case. This would actually buff Pig quite a bit... And not in a nice way. Sometimes it's better to go down and get hooked than to have to mend before searching a box and die to the timer.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499855#Comment_3499855
wow that is great idea for a perk. imagine a perk where if you get endurance when the generator is reaches 95% completion.
Or after unhooking someone you get endurance too!
Every perk should have an endurance side effect. Then you get endurance, I get endurance, we all get endurance! Even the killer should get endurance.
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@DavidHypnos said:
A LOT of pallets on The Game aren’t very safe at all.
The amount of unsafe pallets on The Game I can probably count on 1 hand. The amount of safe pallets however? That number is way higher.
A pallet where you can stand, wait and react with perfect vision on the killer (like 90% of these pallets) is safe.
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@o7o said:
No, there's a bug with Nurse that's been around for a bit idk how is still slipping passed the patch notes. Probably just people abusing.
Agitation/Spasmodic Breath gives her faster movement speed, faster if they use Matchbox too. They'll use Iron Grasp and Starstruck with this build to run people down while carrying survivors.
Perks of being a S-tier killer. If it was Freddy it would only take them an hour to killswitch him and a week to fix it. Probably combined with another nerf.
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@Motionlessmask said:
This wouldn't of happened if killers didn't hook camp.
Wait, what? How is MFT, For The People and Buckle Up gonna help when you get camped? Camping is actually a way to avoid endurance. Or it was as hook grabs are no longer a thing.
Endurance would not be an issue, if BHVR didn't suddenly have the great idea to add endurance effects to random perks. I remember when MoM and BT were basically the only sources a survivor would get endurance from (alternatives weren't used as often). Good old days. But hey. At least we don't have to wait after the survivors anymore to avoid their endurance. They're just gonna tank the hit anyway.
Maybe they should add endurance to Lithe next: "Vault a window, get a speed boost and then get endurance for 20 seconds." Or Prove Thyself: "Work on a gen together and now you all have endurance for 10 seconds."