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Xernoton

Xernoton

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  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486887#Comment_3486887

    Or maybe we should get anti-tunnel mechanic or perk which makes survivor lose collision. Let's say for 60 seconds.

    Survivor can't use it as weapon. Killer can't chase them.

    Ofcourse this will make tunnelling less viable but for cost, they can buff killers in general.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486900#Comment_3486900

    Hey Mr Killer, please don't down me here. I am on dead zone right now, my DS will be wasted because i have not any loop near. Can you please get me down next to shack. Thank you so much!

    I think this is probably the safest option to more or less get rid of tunneling. However, there would need to be further restrictions added to the game like the collisionless survivor being unable to use a flashlight or drop a pallet to save their team mate. Otherwise this would be extremely abusable.

  • @satx3241 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487124#Comment_3487124

    That makes sense. I assume I will reach a point eventually I could make it challenging for a killer like this. Right now I can assure you I am not a challenge. Perhaps that is all this was this morning. Maybe this killer just kept getting paired with survivors like myself that just aren't that good..... yet.

    No worries. DBD has a very steep learning curve. When you start as a survivor you are likely going to die a lot until you find out what works and how to play around certain structures and killer's powers. For killers getting into the game is easier because generally inexperienced survivors are more likely to make gigantic mistakes. But keep on playing and you'll learn what works and what doesn't.

    Also, I recommend playing both sides. Your opponents will show you some tricks that you can then implement into your own play style.

  • Information perks do not make this killer much easier but more efficient. Think about it like this. He has the ability to traverse maps quicker than most other killers and can sometimes even get a down before the chase begins (also called a snipe). This player (assuming they weren't cheating) was playing into his killer's strengths.

    A common perk combination on Hillbilly that would allow for something like this to happen is Lethal Pursuer (shows all survivors' auras at the beginning of the match and extends other aura reading effects by 2 seconds) and BBQ and Chili (shows auras of survivors that are further than 40 metres away after each hook).

    The real difficulty playing killer is not finding the survivors but actually progressing the game faster than the survivors do. With Hillbilly this is quite hard because he is extremely punishing for even the smallest imperfections. I use a similar build on him and for me the match is enjoyable as long as I constantly keep finding and chasing survivors and I assume that this person feels the same way. It doesn't mean the match is easy. It just means that you can focus on the interactive part of the game a bit more. That is of course, as long as you play against decently good survivors, that can actually delay you in chase.

  • You know, Bloodlust is actually a band aid fix to BHVR's terrible map design. They know how stacked some of their maps are and they know that some killers really have no chance to deal with all of these ressources. If they removed Bloodlust, they would take away any chance for weak killers to hit survivors on strong structures. Of which there are plenty on almost every map.

    Your average M1 killer will not get a hit on a survivor that plays perfectly around Shack, Jungle Gyms, TL walls, main buildings and even most pallet loops. Because they only have a 'right play', if the survivor messes up. Like, what do you expect the Pig to do at shack? Fly?

    Bloodlust is the reason there should not be something like MFT. Not the other way around. There are still loops, where an experienced killer will give up chase because they know that they have no possible way to outplay them. Look at the Groaning Store House, Father Campbell's Chapel (with some lucky rng), Garden of Misery main building, Myers House and House of Pain for example. No matter what the killer does there, the survivor can simply react and adapt to the killer's every move. Which results in the killer relying on survivor mistakes in order to even have a chance to get a hit.

    And we haven't talked about what MFT does in these scenarios...

  • @MikaelaWantsYourBoon said:

    I just disagree with op.

    Sometimes we are getting boring and weak killers. But then we are getting interesting and fun killers. Sometimes strong killers. It's good for DbD trying to make different type killers.

    And the newest killer, the Singularity is not weak btw, he is easy A tier killer. But his power is clunky to control and honestly i found him so boring.

    Doesn't change the fact that BHVR have not done a good job regarding Singularity and the 2 chapters before. Singularity got released and INSTANTLY needed a buff. If that doesn't kill the hype for a new killer, I don't know what will. And even with the buffs it got it's still only mediocre. Not super good, not super bad. Just a mediocre killer with an incredibly high skill floor.

    Creating different killers is good but if the difference is: "One is strong and fun and the other boring and weak in comparison." that is bad design. BHVR have proven that they are capable of creating strong and fun killers. But the last 3 don't fit this category. They are all either weak or simply not fun to play and 2 of them are even worse to play against.

  • Buff one of the strongest perks in the game. Got it.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486341#Comment_3486341

    The solution to that is to what, wait years before anything happens?

    It's not even just for Wesker, for some reason, I've had a lot of Ghostfaces recently. EVERY Killer gets boring and frustrating if you throw them at someone enough, even a Killer as well-designed as Wesker.

    I can't remember the last time I saw a Ghostface. You probably got some of mine. 😉

    Repetitive gameplay always becomes tiresome at some point. But a killer repeat prevention would not deal with the actual problem. Sure, you would probably cover up the issue in the short run but eventually it won't work anymore. The more killers like Singularity BHVR release, the more they enhance the problem. If a killer has an extremely low pick rate, you won't see them either way. And with the game rapidly changing and many killers staying the same, they will not make other killers any more appealing to play. Which leads to even more players picking popular killers and the killer repeat system doing little to nothing in the long run.

    That being said, I am not completely against a killer repeat prevention. It might help with the issue in the short run and buy them more time to fix the actual cause.

  • Because they can't just nerf every killer strategy in the book without killing their game in the process. Survivors cannot play the game without a killer and vice versa.

    Going for hooks over kills is not viable for the most part, which is why we see a fairly high amount of killers resorting to slugging, camping and tunneling. Also, there are situations where you should follow one or more of these strategies because the survivors grant you the opportunity. Right now, they focus on camping (probably because it's the least interactive). Nerfing that will lead to an uprise in the other 2 and probably lower kill rates.

    It isn't as simple as: "Just punish the killer for playing mean." because it takes a lot of agency away from the killer, reduces tactical gameplay, creates more imbalance and ultimately makes killers less viable and fun. For every nerf to these play styles they will have to implement compensatory buffs. And this takes time.

    Although, BHVR could communicate a bit more about future changes to these strategies. It wouldn't kill them to say something among the lines of: "Though it's not our top priority right now we are planning to make some changes regarding X but cannot give you the details yet. Expect more news on this in the future."

  • @Pulsar said:

    First off, pause Infection upon unhook until that Survivor performs a Conspicuous Action or uses an item.

    Secondly, add a Killer Repeat Prevention System but make it based off of weight. If you've played Wesker (or any other Killer) a lot in the last, say week, it'll weight other Killers higher. It won't completely ban Wesker (or another Killer) but it'll try to get you into a match with a new Killer.

    That'd be my idea.

    I agree with the first part but a killer repeat prevention shouldn't be needed in the first place.

    It's basically the same as treating a broken limb with pain killers and hope for the best without actually splinting the fracture. You try to deal with the symptom rather than the underlying issue. Wesker's pick rate is only this high because other killers aren't as fun to play. That is what they should focus on in my opinion.

  • Honestly, I think DS should be reverted to a 5 second stun. 3 seconds makes little difference for killers without a good chase power but it's basically useless against killers that do have one. I've also thought about DS having a second effect. The main problem is that it affects killers disproportionally. That could be fixed though, if certain killers like Wesker, Blight, Spirit and Nurse lost lost their power's charges after getting hit by DS.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485344#Comment_3485344

    Yeah but OP didn't DC. So the actions of the other 3 are no excuse for what the killer chose to do to OP. OP made no generalised comments about killers as a whole, just this particular one. The other 3 DCing cut the game short, but the killer is now holding OP hostage for close to an hour. These arent comparable. So I'm also baffled by your take on these events. We know DCing isn't okay - there are penalties in place. We don't need to discuss that, they copped their punishment automatically. Now OP is being punished for what? Something outside of their control? They didn't make the other 3 DC

    Oh, I never said they did deserve that. And of course you are right that this is no excuse. I did not at any point try to defend this killer. What they did was awful and they deserve a penalty. Just as much as 3 people disconnecting do. OP didn't deserve this treatment by neither the killer or the survivors. I explained why I believe both should be measured and treated equally and I stand by that. If it was not clear before, I absolutely condemn this killer player's behavior.

    @CatnipLove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485344#Comment_3485344

    Nobody said anything about killers being toxic. They were just talking about the killer who was holding the OP hostage. You preemptively jumped in to say that the players who DC'd are also bad, which wasn't really necessary. It's weird that you see a survivor being griefed for doing absolutely nothing wrong and your first thought is something along the lines of: "Well, the survivors who DC'd are also bad". I'm pretty sure everyone knows and recognises this. So I'm not sure what the point in saying it was.

    Also, the players who DC'd are not as bad as the Nurse player who decided to punish the one player who didn't DC because the others left. Not even close.

    I explained why to me both are the same kind of bad behabior.

    OP's post was specifically about the killer who held them hostage being toxic, disregarding the fact that this was an extremely bad game overall. You can feel free to disagree but in my opinion op got screwed by both sides. I don't know how the Nurse would have played, if the others didn't disconnect so I won't speculate on it but I still stand by what I said. Both sides were extremely toxic in this example.

    If there is no point in saying that disconnecting is bad, then there is no point in saying that holding someone hostage is bad either. Both are against the rules and both deserve to be punished accordingly.

    You are right though, that my initial post had suboptimal wording. After reading it multiple times over I can see how someone might jump to the conclusion I was actually trying to defend the killer, which was not the case. I have edited my post accordingly.

  • We have seen how well it worked every time they removed the dc penalty even for a week. Survivors and killers would dc on a whim in a majority of games. Bots should help the teammates some jerk screwed over not the one that disconnected because: "I just didn't feel like playing against you." If you don't want to play the game, then don't play the game. Don't make it everyone else's problem.

    In my opinion the penalties for disconnecting are way too low. Compare that to other games with similar issues and you notice that higher penalties actually do work. Because then you either play the game that you queued up for and might even find some enjoyment in a match that that you deemed lost or you don't play at all.

    And before you say anything about hook suicides, why is that even a part of this game to begin with? Does it add anything to the overall experience? Not really. There is a perk that allows you to self-unhook and that is enough. Luck is an outdated mechanic anyway and could use a rework as well.

    The third option these people have is giving up and running into the killer, which should also result in harsher penalties. If BHVR do not want to go as far as to ban these players, then they could at least change match making to put these people in lobbies with each other.

  • @Aven_Fallen said:

    Not really a fan of this. BHVR wants to be consistent with their Terror Radius (granted, Deathslinger is the only Killer with 32m while being only 4.4m/s). But all of their Terror Radius-ranges are multiplications of 8. (16 for Myers Tier 2, 24 for most 4.4m/s Killers, 32 for Standard and 40 for Wesker)

    Also I dont really want to see a Deathslinger with 20m Terror Radius when using M&A. In general, I never really got why he was at 24m to begin with. Huntress gets a big Lullaby to announce her presence and Deathslinger was the stealthiest guy ever.

    That's not quite right. Myers also has a 6 metres TR in tier 1 according to the game itself. Only that now that undectable exists it doesn't have any effect anymore. Also, DIstressing grants a factor of 1.26 to the normal TR (+8.32 metres). So there is precedence of them modifying the TR outside of multiplications of 8.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485227#Comment_3485227

    Baffling that you turn the action of a Jerk (the Killer who bodyblocks OP in a corner and holds them hostage) into "Bad Survivors, they disconnected".

    I didn't. As I said, they deserve their reports (assuming op did report them). But framing it as: "Look, killers are so toxic." isn't right when both sides did it. It was 4 players that deserved to be reported here, not just 1.

    Also, I didn't say anything about 'bad survivors'. To me disconnecting and holding someone hostage are the same. They are both against the rules and when you start to measure bannable offenses with different metrics it's a slippery slope. This only leads you to a point where you tolerate some bannable offenses and condemn others, which in the process makes you a hypocrit.

  • Don't get me wrong, the killer definitely was a jerk for doing that and deserves their report but this is not just an example of the "killer's toxic behavior" but the "community's toxic behavior" overall. 3 disconnects at 5 gens is not ok either. And it just goes to show that people really do not care about the time penalty after a disconnect.

  • Nurse is not as hard as many people claim.

  • I don't think it should be bannable. Exploits should only be bannable, if you cause physical harm to other players or actually break the game.

    However, I agree that Hug Tech should be removed. BHVR created precedent that they are willing to remove exploits for being exploits. Blight should not be treated different. If they are going to remove exploits regardless of how impactful they are they have to follow through even on the golden child. Everything else is inconsequential and will look like hypocrisy. Hell, it looks like hypcrisy already. Forever ago they announced that Hug Tech would get fixed but we haven't heard anything since. As compared to other exploits, that were fixed without any warning.

    @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483844#Comment_3483844

    I mean not necessarily, as said in my first post on this thread some techs have been in this game for YEARS and have never been fixed. Hell one of the main reasons the Survivor movement update didnt go through is because moonwalking was harder to do and looked funky as hell.

    Most techs are just fun little things that can help you distinguish a good player, from a veteran player.

    And yet all of these 'techs' fit the definition of an exploit. An exploit is the use of a bug or glitch, or use of intended features to work in unintended ways. If you want BHVR to officially add Hug Tech as a part of the Blight's kit, you can say so in Feedback and Suggestions. But claiming that these techs aren't exploits is factually wrong.

  • I understand that it's not fun to play against a 3 genning killer but the more this gets reduced the more brain dead and safe gen rushing becomes. I remember back when everyone was saying stuff like: "Yeah, but survivors gen rush themselves into 3 gens. So it's not that big of a deal because you can punish them for doing that." And now we're literally talking about getting rid of this.

    Also, weakening 3 gens basically means nerfing the killer's late game. At some point I have to ask, when is the killer actually supposed to get stuff done? We're ok with the fact the the killer will easily lose 2-3 gens for their first hook. Because after that the game turns more in their favor. But when the killer can only defend the 4th gen because the 5th is gonna get done anyway I struggle to understand how the killer is expected to actually achieve something. And keep in mind, games get shorter the more you nerf gen regression and territorial play styles like camping and 3 genning. Which also results in killers having less time to reduce the survivor's ressources and in turn to more ressources available during the end game. Which screws the killer again because then they can't even hope to defend the exit gates (as unlikely as that already is with multiple survivors still alive).

  • Bubba is definitely top tier. I remember shortly after I started playing I got a bully squad with Bubba. They had fun and tbagged and macro spammed for a while. Until I got a down and a hook in the basement. Needless to say they suddenly stopped mocking me.

    Legion I'd say is also great. Can't get a down? Outplay them at their own game. Start a war of attrition and stab them until they don't have fun anymore. At some point they will get bored of mending every 5 seconds.

    I'm not sure where I would place Myers. As long as he doesn't have the addon of doom he is not really that much of a threat. And a bully quad will use that against him.

    With the right build and addons Doctor can get pretty nasty as well. Have you ever played against a gen hostage Doctor on The Game? Because I have. I have also done it. And it's definitely not fun to go against. You pretty much hold them in tier 3 madness all game and keep stalling until you break their morale. That should work against bully squads just as well.

    I'm not 100% sure if I'd place Wesker that high up in the list. If you are an inexperienced Wesker, a real bully squad will break you. I'm talking making you vault stuff on accident and teabagging you during every cooldown as well as blinds and head on stuns everywhere. If you are more experienced however you have good chances of turning such a game around.

  • @rafajsp said:

    Skill in Wesker ...

    He is just broken it's a Nurse without skill.

    But don't worry OP he will be nerfed ... it's the same loop everytime:

    Broken -> everyone buy the DLC -> Nerf into the ground -> GG

    Except Nurse goes through objects, hits you literally everywhere, pallets and windows don't mean anything against her, her cooldowns are lower than Wesker's, she doesn't care about elevation and will always catch up by taking the shortest route. Wesker is nowhere near Nurse's power level. Not by a long shot.

    I'd also argue that Wesker's skill ceiling is higher than Nurse's. Once you get the muscle memory down and manage to flick correctly there really isn't much to learn with her anymore. Wesker on the other hand is more complex. There are things like Hug Tech, Urobend and the Rebound Tech as well as M1 killer mindgames, triangle dashes and learning how to play around different structures.

  • Solid argument.

    Although I wouldn't say Wesker is simple. There is a lot more to him than just rush in a direction and hit the survivor.

  • Myers has BY FAR the weakest early game of all killers. That is one huge problem.

    After he gets out of tier 1 he is a pretty much a normal killer. A 16 metres TR is not enough to make up for the fact that he is a normal M1 killer otherwise.

    When Myers reaches tier 3 he will get 1 down at the least (otherwise he'd keep it at 99%). After that though, he has to hook that survivor (10 seconds), walk across the map (10 seconds) to get into the next chase and then make this chase count. As a M1 killer with a longer lunge and faster vault. On maps where survivors will predrop and Shift + W away. He is basically the ultimate M1 killer. In a game where M1 killers are pretty bad.

    Myers is trapped in a cycle of stalking, chasing, hooking and map traversal. But all of these things take too much time. How much time in a match does he waste just stalking survivors? Apart from that, he is heavily reliant on survivor mistakes. If survivors spread on gens they automatically counter multiple parts of his kit. He has no mobility, so getting across the map takes a lot of time. Time Myers doesn't have. Also, because the number of times he can activate tier 3 is limited, he has to make every single one count. Otherwise he risks losing his power before the match is over. You won't run out of stalk on survivors frequently. But you will stalk 1 or 2 survivors empty in pretty much every match.

    Also, once he leaves tier 1, he is no longer a stealth killer. A smaller TR means nothing when the killer is huge and will be seen everywhere (a white mask and a dark overall will do that).

    Ghostface always has his power available. He cannot run out of it and he can even benefit from exposing a survivor he won't chase (i. e. denying unhooks). He can approach survivors without being seen and he can expose survivor faster, more frequent and with less limitations than Myers. The lack of a red stain also means that it's way easier to make a mistake against him than it is against Myers.

  • It's fine as long as the killer is strong enough to warrant it. Look at Wesker for example. If there was no way to get rid of his infection, he'd be beyond broken. But in his current state, suvivors have a chance to counter that part of hid power, which instead helps him control the overall pacing of the match.

    For Nemesis you can make a similar argument. Although he is limited by the fact that he needs to hit a survivor 3 times to end a chase, which is a big a more severe downside.

  • @Evan_ said:

    Of course there is counter to EMPs - using your power to infect survivors, and locking down gens with pods. Do these fast and oppressively enough, and survivors will have to keep burning EMPs constantly to progress objectives and not have a murderbot with a massive number of built-in effects teleporting in their backs.

    "In order to win games you just have to win games." That is basically the message of this post.

    We all know what this killer could do in theory but most of us don't seem to get the "oppressive" part down. It would be more helpful, if you explained how to actually do that instead of basically telling us to "git gud".

    @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481875#Comment_3481875

    It wasnt even a day. He was released 11pm my time, and I hopped on the forum at 7am when I got up to get the kids ready for school, to see how the update was going, and there were posts like that that were hours old. People expected to be mastering him immediately.

    Peanits has a post up in another thread where he mentions that they don't make killers under the assumption that everybody will play them. They expect people to have a few they prefer above the rest. That tells me the devs recognize that some killers will be less popular than others, and that it's okay. I see Singularity regularly, and the ones I face now are good. Sharp contrast to the first few days of his release. Some people put in the hours and it pays off.

    No one expected to master this killer immediately. It's just that nobody was happy with getting stomped constantly for multiple hours with no real chance to improve because they had nothing to work with.

    Even now I genuinely don't see how one could be expected to try and get better with this killer, when it's easier to get into Nurse and Blight. Any of the top performing killers take less effort than Singularity and they get better results as well.

  • @SantaKlawz1 said:

    I play against him often and against killers who know how to play it extremely well. I think too many killers just don't know how to play him effectively so they just complain instead of changing the way they play. I've gone up against a few that just don't put up very many cameras or don't use them at all. Those players get demolished quickly.

    You raise a good point but really why should anyone spend the time learning how to play the Singularity and get mediocre to somewhat good results, when they could play Wesker, Blight, Nurse or any A tier killer and get better results with less effort?

    I have played this killer for hours and won exactly 3 of my games (including 1 dc and 1 hook suicide). In that time I could learn how to play Nurse and dominate survivors. Actually no. It'd take me less time to get Nurse's flicks down than to get somewhat average results with Singularity.

  • Wesker having a high pick rate is only symptom of a larger issue. Most killers genuinely aren't as fun as he is. We've got Trapper, Pig, Clown, Myers, Freddy, Knight, Dull Merchant, Wraith, Legion, Twins etc. that all have their mains but ultimately they just aren't as fun to play as Wesker. Some simply lack the strength. Others are a nightmare to play.

    That is further enhanced by the fact that most killers we got recently were incredibly weak at release. And if you can't get people to play a new killer straight after their release it's likely nobody will want to play this killer later on either.

  • There really is nothing you can do (besides fixing matchmaking) that'd make solo queue better without completely breaking the game.

    Most issues solo queue has are caused by things that can best be descriped as either a skill issue or the wrong attitude. You can have coordination even in solo queue. But for that you need 4 competent players that all pay attention to what their team mates are doing and sometimes perks to help with that. I have started playing survivor with Bond and the difference is night and day.

    Apart from that there is a lot of bad attitude in solo queue as well. "Something didn't go my way, so I'll throw the game." is a pretty common mind set in solo queue. This can't be fixed. More severe punishments for disconnecting, being afk or giving up might help a little but it will not fix the underlying issue.

  • @sluc16 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480783#Comment_3480783

    How is it fair that ping always favors the killer? I'm playing correctly, doing what I should do and still get punished

    It doesn't. Hit validation is still a thing. Only it happens very rarely.

    BHVR already tried to turn this completely in the survivors' favor and it was horrible. Killers were getting robbed off hits left and right with survivors screaming, blood on the killer's screen and sometimes even hit animations on validated hits. Needless to say survivor queues were 15 minutes long.

  • I know how you feel. I also don't run addons in a vast majority of my games. For some reason there is a small part of me that fears they might run out eventually. Although, that really isn't going to happen on my main killer. I have the brown addons more 2000 times. Even if I wanted, I could never use them all.

    I sometimes use addons when I commit for a meme build or when I play Freddy. Freddy is awful either way but I prefer running dream pallets over snares.

  • Not completely. They did get it right on The Game in my opinion. Breaking one of these walls is always a tactical decision. It makes traversing the map easier but it also removes some dead ends. You can profit from both depending on the situation.

    On maps like the Saloon on the other hand, they really missed the mark. You should always break the wall in shack, the one wall on the second floor of main building (next to the window) and the ones at the jungle gym / whatever structure you get. all the others completely useless and you shouldn't break them (especially not the ones on the second floor of mainbuilding with that one room that can only be entered via a window).

  • @bbqBilly said:

    He's a strong killer that requires some skill to use effectively, that rules out a majority of killer players unfortunately since if the killer doesn't play itself then its too much for most people.

    Wesker would like a word with you.

    Framing it like this shows you don't understand the actual issue. A killer that has a super high skill ceiling is not automatically awful. It's more that a killer with a high skill floor, little potential until you reach it and a mediocre power when you do reach it doesn't add up. Singularity has the difficulty part down but ultimately lacks the strength.

    Your name is bbqBilly, so I take it you have at least some experience with killers that have high skill ceilings. Most of them however, are not hard to get into. Billy, Blight, Wesker and Huntress are good examples of this. Singularity is different. Its power won't do anything for you unless you already way better than you could be expected when you start with a killer. This kind of reminds me of Nurse. Only Nurse has the strength to warrant such a high skill floor.

  • @NoOneKnowsNova said:

    I don't want to sound too blunt, but I think the best thing to do is not care about what survivors think. You create your own fun in this game. Tunnel if you want to. Just don't be suprised if that leads to more toxicity.

    While this is true, it's not quite so easy. There are people that will go out of their way to harass you. I once had a SWF that spammed inappropriate symbols under my steam profile. That was the first time I didn't only report someone in game but on steam as well. It's worse, if you are a streamer and play against other streamers. I've seen this get pretty nasty.

  • Bloodlust is the exact reason there shouldn't be a perk like MFT not the other way around. If you remove bloodlust, you automatically nerf the weakest killers in this game because they all have something in common. They can't end chases quick enough to compete with the game's pacing.

    It was added as a means to counter terrible map design and help exactly those killers who need it most. Stronger killers have chasing powers that they use constantly. So they don't get bloodlust anyway. And if they do, they are worse off than if they just used their power. Gutting it would go against everything survivor and killer players alike want. Killer players would feel it as a huge nerf, which would make weaker killers even less viable and survivors would feel the consequences in the form of even more Weskers, Blights and Nurses than now.

    Basically, by gutting bloodlust you screw both sides.

  • No. Wesker is pretty much the pinnacle of balance when it comes to killers in this game.

    Although, he could use some small tweaks to limit his tunneling potential a bit.

  • @th3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478565#Comment_3478565

    Counterpoint, you get matched as close as you can be to have a 50/50 chance of winning (more like 60/40 when playing killer). At some point this isnt an sbmm issue its the player not playing well.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478823#Comment_3478823

    Or perhaps its the definition of a skill issue because there is no way you can lose 20 games in a row as any role, unless you are intentionally not trying to win or purposefully playing bad.

    That would only be possible if op played at the absolute lowest end of the MMR range. Otherwise MMR should not place them so high that everyone they face in douzens of games is better than them. I find that unlikely. Especially when other players have reported similar experiences every so often.

  • Embrace it. Shadowborn now rules your game. Slowly yet surely it will claim its price. Your soul for the pleasure of not getting motion sick. All hail Shadowborn!

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478552#Comment_3478552

    Hooks are a resource killers just need to manage them better

    That's not always possible. There are hooks on some maps that are so secluded you cannot have them break without risking survivors to run there every time they might go down. And if the killer can't hook you, even after downing you, that is really just bad game design. Midwich is a prime example of this (although I feel it's not as bad as it used to).

    Imagine if you worked on a gen for 45 seconds and then without anything happening 30 seconds of that progress is lost because... Well, you just got screwed by the game. Now have fun doing it again but with a different gen or the same will happen.

  • @th3 said:

    Or maybe after 20 games of just losing, you maybe aren't that good. Best of luck with nurse tho

    Even then SBMM should prevent something like this from happening.

    I've experienced this too. Every so often it feels like my games are completely unwinnable and I can't do anything. Then I'll lose a few douzen games and some days later my games are super easy. I have a theory that the MMR threshold is actually a point of discontinuity regarding matchmaking. You reach it but then you aren't accurately placed at the lowest / highest end of that MMR bracket but more towards the middle. That would also explain what the devs mentioned about it taking a while to drop down a MMR bracket again.

  • I get it for scourge hooks but otherwise I feel it's an outdated mechanic.

    They could remove it from the game and it'd have only positive effects. Like not having to bleed out a survivor that has no clue they're in a hook dead zone.

  • I am a little surprised that that Billy is only at 107. I know that this killer is beyond punishing even for the smallest imperfections but compared to some of the other killers I'm surprised he is not higher. Still impressive, of course.

    Also, I can't believe someone actually plays Twins. Are you sure that isn't just wishful thinking?

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478159#Comment_3478159

    Why do people punished for using existing game mechanics? that's stupid.

    Do not implement a thing that will be penalized for doing, just remove it.

    That's like saying: "Why do I get punished for abusing X bug?" It's an existing game mechanic after all.

    In my opinion they can remove it alltogether but then we'd have to look at luck offerings, Slippery Meat, Up The Ante and Deliverance again. Punishing players that obviously use this as a means to leave matches faster is the easier solution.

  • I'm pretty sure the game can track how frequent someone kobes. That combined with multiple reports should lead to harsher punisment. Think about how other games handle this. There are a lot of games that will not allow you to dc in the middle of the match and there is a punishment for throwing the game or being afk as well.

    That is in my opinion how BHVR should handle this situation too.

  • Can we not? We don't need people disconnecting on a whim in every single game.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477497#Comment_3477497

    Just gave Sadako another reason to be pissed off. First I gotta climb out of a well, now I gotta climb out of the downstairs.

    Good job. Now you've given me a mental image of Sadako, fed up with the game, crawling up the stairs instead of walking normally.

    Poor girl.

  • @GentlemanFridge said:

    I mean, of all things Roblox seems like such a strange place to start this up again? DbD makes far more sense.

    Netflix are a very, very curious bunch. Dead set in their ways, though what actually drives them is beyond anyone’s understanding. Even if it is purely money, they sure play their hands in a very strange way.

    Don't you get it? It's probably just a huge meme fest to them. Every once in a while they'll produce an amazing series, then follow up with a bunch of crap nobody watches, do a crossover with DBD jut to pull out again and have good laugh about it.

  • Playing Demogorgon and coming out of that match with 26k BP is kind of impressive tbh. So, I'd say you did pretty good regardless.

    Still, survivors have ways to tip the scales so much that the killer basically loses before the game even starts (and vice versa, if you look at Blight and Nurse). That is definitely not fun to play against. I've had the same experience over the past couple days, which is kind of inexplicable to me since I let most survivors leave to get their crowns (more than 90% of my games) during the event but I'll just have to deal with it.

    I guess it's the season of super competitive DBD again. Hopefully it won't last for too long.

  • Billy. Incredibly demanding from a mechanical point of view but with a high reward and many fun spots to learn how to curve around and mind game. He also has some different play styles like Jumpscare Billy, Speedy Billy, Sniping Billy (watered down version of Driftking Billy) and good old "I don't give a ######### about your pallets." Billy.

  • Nic Cage, Bill and Yui.

    I don't know why but somehow when I see a Bill my mind always goes: "Well, that guy is not going to allow the killer to gain any ground. He'll smash generators in literal seconds while healing the entire team at once, if necessary." Yuis are mostly pretty good. I remember some Yuis that carried some of my games as a survivor completey by themselves. Nic Cage is kinda mandatory. I mean, he's literally Nic freakin' Cage.

  • TVs spawn within a certain range of generators. The Game is a bit unique because technically that range defines a sphere, which allows TVs to be placed up and downstairs from TVs as long as it is within range. So, it isn't impossible to have all TVs downstairs but it's still highly unusual.

  • According to their data Myers is fine. I'm not exactly sure how that is possible because he really struggles against anyone familiar with the concept of looping but here we are. I can only guess it has something to do with the people that play him being pretty good and one Tombstone Piece addon.

    I'm kind of scared what they would do to Myers if they decided to change him. After what they almost did to Billy and now plan to do to Sadako I'd rather they don't touch him. We don't need survivors running around the map and grabbing fire arms to temporarily stun him from a safe distance.

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