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Xernoton

Xernoton

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Xernoton
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  • For me it started a few weeks ago and it's great. Everyone has a vague idea of what they are supposed to do and sometimes even make some really good plays. Breaking 3-gens early on, spreading on gens, taking hits, sitting on gens as soon as possible. Good stuff, really.

    Obviously, there are still some matches where 1 jerk doesn't get their will and throws a hissy fit (Talking about you, Dwight with The Game offering!) but really I don't think my solo matches have ever felt better.

  • Sometimes it's about pride. It can feel pretty bad getting looped for so long and then leaving chase. It's basically admitting defeat.

    Sometimes it's just that the killer wants to chase someone that is really good. It's more fun than chasing someone that pre drops every pallet.

  • I had a few months with no hackers but now I see some weird things again. Like, 1 game were no survivor mad any sounds at all (no vaulting sounds or footsteps either) and a few survivors that moved so quick, they couldn't even control it themself and ran into objects.

    Last hacker I saw was quite subtle for the longest part of the game. Until I saw them fly with Bond. That wasn't quite so subtle.

  • Red Forest. It wasn't great before but now it's way worse. I have no idea how they actually managed to do that but here we are. They look great but really no matter how beautiful a map is, that will not be appreciated as long as it's not fun to play on.

    I'd also argue that Haddonfield isn't really great either. It's definitely not as bad as it used to but it's not particularly fun to play on as either side, is it? There is a very strong 3 gen and the streets are super easy to camp but then there are the houses, that are absolute god loops as long as you know how to run them properly.

  • Favorite: Ace.

    Least favorite: Probably Nea.

  • The short answer is: You lose.

    The long answer: Accept the challenge and try to get the most out of it. Only good players will teach you what you lack. So it's not a bad thing to chase someone that is hard to mindgame learn from them. Sometimes you can find a mindgame they will fall for and that you can use on other survivors as well. The most important thing is to remember that this is a game. You are not going to hell for losing a match and your family won't get hurt over it either. So enjoy the match as much as you can and don't be too upset for losing a match. It happens to the best of us.

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449669#Comment_3449669

    Having information isn't making chases brain dead. All the information in the world is meaningless if you don't know how to use it.

    That's like saying infinite aura reading won't help in chase.

    The chase becomes much easier with WoO. That isn't necessarily a bad thing but it is something that should be considered.

  • It might have something to do with BHVR's strategy to do so many things at once. From the AMA on Reddit it is pretty clear that they don't focus on one thing at a time but spread their ressources pretty thin. I'm not sure, if this is the best strategy but it is how BHVR operate.

  • WoO is one of these perks, that I love as a survivor and hate as a killer.

    It's pretty much a manual on how to play the game as survivor. So it definitely isn't surprising that many players (myself included) run it.

    On the other hand, WoO makes even inexperienced survivors pretty hard to catch sometimes. That is mostly because maps are mostly so stacked, that you can delay the killer by pre dropping, pallet camping and Shift + W keying for quite a while.

    In my opinion Windows is not the problem but a symptom of it. Map design is really to blame here.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449274#Comment_3449274

    Bro really said using the FOV increase is abuse if you don’t need it for motion sickness.

    GODDDD FORBIDDDDD killers get a QOL change. 😂

    Yeah, I wonder if the same goes for survivor players that use the visual TR without any hearing impairment. Sometimes I find it hard to believe that we actually talk about the same game.

  • @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449214#Comment_3449214

    Higher FOV has just as many implications in 1st person, as in 3rd person. Most 1st-person games limit FOV to a low value (eg. Overwatch limits it at 107). So if you see why that's "obviously a problem" in 3rd person - quoting you - then you can't argue that it's not a problem in 1st person.

    I'm just showing people who make the argument that this is QoL, that it's not. It has gameplay implications. One big implication in particular, is that with a high enough FOV, the killer could hide the red stain in chase, while still seeing the survivor.

    As soon as BHVR makes the FOV slider available, literally everyone will put it to the max, there's no downside to it even for people who don't suffer from motion sickness. You might argue that killers need this buff, I'd argue they don't, but in any case treating it as QoL is dishonest.

    What you are suggesting is problematic because it would actually allow you to see things you shouldn't be able to see. Much like stretched res before they fixed it. We do not need to relive the time when mindgames wouldn't work because the survivors saw the killer over every object.

    The difference between first and third person is the fix point of the camera. In third person the camera has a fix point that is on the outside, allowing you to move the camera on a sphere. Setting back the camera increases that sphere's radius and with it the max height you could possibly level it at. That means you can see over things that should be higher than your camera, which gives you a big advantage because you literally ignore line of sight blockers.

    In first person on the other hand the fix point is located right at the camera's centre. As long as that centre is not changed in any way a wider FOV does not allow you to see things you couldn't see by turning your camera. If you want a closer comparison you can consider first person with a sphere that has a radius of exactly 0 units of length.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449114#Comment_3449114

    My point is that OP's point is moot. I can make myself an impossible target, like OP suggested, and still be tunneled because I was too hard to chase and the killer decided that they wasted too much time. I have no way to make them not make this decision, because it was their mistake to focus me for so long, and I am punished for their mistake just because I played well.

    You can make yourself an impossible target but it doesn't matter, because unless your teammates actually do generators you will make a mistake in looping eventually, and then that one mistake will guarantee a death because the killer made substantially more than me and now wants to take it out on me (complete with kebabing on hook, nodding, etc.)

    As I said, I'm not defending that. That shouldn't be part of the game. At least not in its current state. And I'll concede, you cannot make yourself an impossible target. The best thing you can do is to not get found after you had been hooked once, so the killer will have to chase someone else.

    If I, as a killer, deemed it necessary to tunnel a survivor, no amount of bodyblocks, pallets and windows will help you. Damn, even if DS was 10 seconds I'd still tunnel your butt. Mostly because all of these anti-tunneling mechanics force the killer to commit even more once they encounter them. The only way around it is to not tunnel and we saw what happened with survivors that were not tunneled pre 6.1.0 when the anti-tunneling wall of perks was still untouched.

    The only way to make it completely impossible to tunnel a survivor is to make them invisible and unhittable. The ways this could be abused though are what really scares me. Invisible survivors with flashlights and pallet saves are not what I would like to see in DBD.

  • Back to the roots. His original design, while flawed, was pretty unique. Now he feels more like weaker version of the Clown.

    His old design with a few buffs could be very fun.

    Ohh and hopefully we'll get cosmetic for him to celebrate. I know it's not that easy because they license holders are kind of against it but I'd love for Freddy to get at least ONE cosmetic.

  • @BarnesFlam said:

    Boooo, it was a great step forward against slugging.

    The nightmares of that PTB shall never return.

  • @M1_gamer said:

    yep you read the titel. I just want to start of with everyonce can play how they wish I have no problems with being tunneled or genrushed since its just me making mistakes since i tend to not care about being good. The reason im going to take a break is the evolving "comp" mindset that is starting to rise within the game. I have no problems with players wanting to win. If you want to win thats fine! At the end of the day its just a game. But its not for me so ill take a break from the game until Nic's release. Im just not having fun even with me only playing 1 match a month.

    Take care. And when you decide to return into the fog, we'll greet you with open arms, machetes, claws, knives, sticks and hatchets.

  • The short answer is: Everything.

  • @GoodBoyKaru said:

    So what do we do against the killers that chase us for 3 gens then tunnel us through the final ones because they committed too much time to us at the start? Because if argue that involves making yourself not worth chasing, yet they do it anyway, then tunnel, then facecamp, then get a 2k minimum anyway because solo queue teammates have the collective brain cells of a goldfish.

    I see your point but really you cannot account for poor decisions in a game. If your solo teammates are genuinely that dense this is hardly the killer's fault. Dumb decisions should lead to you losing a match. That's how DBD works. For killer and survivor (at least most of the time).

    Obviously, I'm not saying, that a killer who tunneled you for 3 gens should be rewarded (although a 3 gen chase can be 60 seconds, which really isn't that long). I think tunneling needs to be addressed in two ways at once. Incentivicing hook spreading and disencentivising tunneling will both be necessary to deal with this issue.

    In more than 2000 hours in this game I've had enough matches where I technically tunneled one survivor because I couldn't find anyone else for the life of me. There have also been matches where 1 survivor would always run up to me and beg to get chased. I know, I could always decide to not 'tunnel' there and throw the game, but really that shouldn't be the way it is.

    There are 2 ways tunneling can be motivated. First, the killer decides they need to kill 1 survivor asap. Second, one survivor makes themself a target and the killer downs whoever they find. In order to fix both of these without completely breaking the game, there needs to be a balance between carrot and stick.

  • @MB666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448923#Comment_3448923

    thats the thing "its a fov "SLIDER" people that want that advantage can just set 120*" "

    meanwhile people that enjoy the current FOV will not bother to increase the FOV...soo idk how I feel about giving sweatier players even more power on their hands on the already S/A tier killers - higher fov can easily make mindgames on nurse and blight waaay more to their side when mastering their new but bigger FOV.

    https://us.v-cdn.net/6030815/uploads/EYKP5ZLVYVF8/image.png

    like I said , not complaining BUT yeah ....I can see this being a problem in the future if those 2 killers do not get changed by that point.

    A bigger FOV is a slight buff. That is definitely right. With a wider FOV a killer can stand still and see things they otherwise wouldn't.

    BUT a higher FOV does not allow the killer to see anything they shouldn't see. A killer can always slightly turn their camera and see the same things. Also, the larger the FOV and the more information on the screen, the easier it is to miss details. Have you played one of those games where you need to look for hidden objects in a pile of junk? This follows the same logic. You know what you're looking for but all the information at once is so distracting you just can't find it. That is until you focus on small parts of the picture and search in a limited area at a time.

    All mindgames that rely on the killer's FOV shouldn't be considered mindgames anyway. They literally get nullified by a killer turning their camera. I would also argue, that a wider FOV of about 102° for killers would not change much for survivors. If it had made that much of a difference I'm sure we would have noticed by now, considering that there is a portion of killer players that run Shadowborn religiously.

  • I can't wait! Finally, the days of Shadowborn ruling over my perks will be over and a new era, an era of accessibility will begin!

  • Thanks for the good vibes! Hope you have / had a wonderful day as well.

    I finally had a breakthrough on something I've been working on for over a year now and that really makes me proud. Now I can use that to help others as well.

  • That's good news. I just hope they'll work on his collisions too. Bumping into things you cannot see (even with Shadowborn) is not all that fun.

  • Wow. You know it's a good day when BHVR decide to tell you about a planned solution to a long known problem. Thank you, devs!!!!

  • Define unsalvageable. Nothing is unsalvageable, if you put in enough work. The question is how much are you willing to invest in something, that is never going to be good unless you change pretty much everything about it.

    Starting with her lore, I think they just put everything they could think of into it without really considering how it all would fit together. And the result is a lackluster back story with a million details that feel redundant and just thrown in there. Why couldn't they focus on her as an evil, selfish and highly ambitious business woman, willing to do anything to reach her goals? Or lean more into her psychotic side and focus on her gradually becoming more obessed with hunting and killing her prey.

    Her visual and sound design. I think BHVR have a really great team when it comes visual and sound design but in the case of Skull Merchant? Boy, did they drop the ball. She isn't intimidating in the least and her shiny mask doesn't fit here attire, that looks more like what a mercenary would wear. Apart from that, her weapon is a huge metal claw attached to a robotic exoskeleton arm, that looks way too heavy for her to carry. Her mask could be real intimidating, if it didn't look like something, that a snotty rich girl would buy with daddy's credit card (seriously, why so shiny?). Watching her walk is probably the weirdest thing in DBD. It looks awful. This is not how women walk! This is also not helped by her rather reveiling skins. I appreciate reveiling outfit as much as the next person but really you're gonna have a hard time scaring me while running around half naked (without any deformations or body horror).

    Her sound design is boring, uninspired and overall miles away from what they usually do. A 3 second loop for a chase music and these annoying beeping sounds for her drones do not help the case. The normal drone sounds are just as bad.

    Her power consists of a million little things just like everything else about her. An ability to track survivors, a side objective, area control, an exposed mechanic, a possible speed boost to make her impossible to loop and a stealth that's not really a stealth. It all was just thrown in there and mixed until it would technically work and you really feel it. I tried playing her without the obnoxious 3-gen strat but really it doesn't work. There is simply nothing that ties her abilities together outside of gen camping. Why would a survivor ever deactivate a drone that's next to a gen they need to repair and why would a survivor not leave the moment Skull Merchant puts up a drone in a loop?

    And for the love of the entity don't get me started on what's wrong playing against her. I'd rather sit through 5 hours of calculus lectures in a language I don't understand than play 1 match against her.

  • @Pulsar said:

    I feel like there's slightly more nuance than that.

    I see plenty of Killers immediately tunnel off of first hook with zero gens done. Of course, some will excuse that by saying that the Survivors could be gen rushing.

    One does not cause the other, I'm afraid. Not everything is the Survivors fault.

    In most of your games, losing a couple of gens early on is completely fine. The Killer is the weakest at the beginning of the trial

    You are right that both tunneling and gen rushing can exist without the other. However, I'd argue that both are problems that enforce their respective counterparts even more.

    A survivor that is sick of getting tunneled is more than likely to do anything in their power to make it impossible in the next match. It used to be achievable with second chance perks and DS but now the best you can do is end the game before you die. This puts the killer in the same position, where they find themself doing anything in their power to compete. This includes playing more efficient, which means tunneling, camping and slugging used at the right moments.

    Most killers struggle even with normal gen speeds, so a group of survivors that ends the game in 4 minutes is too much for most of the roster. Keep in mind that this can be achieved without toolboxes or perks.

  • You can try to get value out of the some gimmicky builds or play and try to learn a killer you've always avoided. I'm in a similar situation. I've mained Billy for about a year and a half but I feel I've had too many bad games with him recently to not get frustrated, which is why switched to Blight.

    It keeps the game fresh and exciting when you go for completely different plays and mind games all of a sudden. Maybe you'll have more fun doing that as well. If it doesn't work then consider taking a break. DBD is not going anywhere and it will still be here when you feel like playing it again.

  • I'm pretty sure there is not a single person trying to defend Spirit's and Blight's disgusting addons. 2 things can be problematic at once. How do you expect a weaker killer to compete when your loadout is strong enough to contest even a Blight with strong addons?

    These extremes need to get fixed. Otherwise the game will continue to screw over weaker killers, which leads more people to play the few that can actually compete.

  • A good time to go outside and touch some grass. Or in my case, study calculus until my eyes bleed.

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446773#Comment_3446773

    So they bring a perk that could be entirely useless and it's selfish? Will you also complain if people start to play around Bbq again?

    If someone relies on BBQ for whatever reason, it means they'll want to use the information they get and play around it accordingly. Getting no value from BBQ can only mean 2 things:

    1) The survivors are within a 40m radius.

    2) The survivors counter BBQ in whatever way.

    Someone that relies on BBQ expects to waste time wandering around the map aimlessly, if they can't find you immediately after hooking, which makes camping more attractive and also allows them to capitalise more in case the survivors are nearby.


    Also, Distortion raises the probability of the killer tunneling. If the killer can't see your aura, they'll go after someone who's aura they CAN see. That means someone else potentially has to take all the chases you deny the killer by running Distortion, which leads to your teammates getting hooked and dying when you are still fresh.

    I don't blame you for running Distortion but you can't really be surprised when a killer does the logical thing and plays accordingly.

  • Twins. I'm not sure when I saw them last. Also Freddy, Demo and Billy are quite rare.

  • A better FOV would slightly affect balance. But only as much as a killer turning their camera to see around themself. So probably not even noticeable. I don't suffer from motion sickness (luckily) but I get quickly disoriented without Shadowborn. I really cannot understand why we haven't had any word on this issue by the devs.

    Please, BHVR! At least say something. Is there anything in the works, or do you at least consider it? This silence is not helping anyone and while I understand that you don't want to make false promises, aknowledging the issue would go a long way.

  • Exhaustion perks are fine. Toolboxes aren't.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446696#Comment_3446696

    That's blatantly false.

    There's like 3 safe pallets on Midwich and none of the room pallets are safe.

    3 safe pallets? That's the amount god pallets on Midwich (pallets that absolutely cannot be outplayed). Most pallets are fair but there are quite a few safe pallets.

    The loops on Midwich are not the reason it's a killer sided map. That has more to do with it being a small indoor map, some quite nasty camping spots and mostly secluded loops.

  • My kill rate has been down for a while. Some of my matches are incredibly short but overall I believe I don't play as good recently.

    I'm currently on a little break from Billy because I can't enjoy him anymore and having a blast with Blight instead.

    My survivor games have been very good for a while now. I don't know what happened but for some reason I have mostly competent team mates, that make logical decisions and even pull of some nice saves here and there. The killers we go against are mostly descent as well.

  • Then it's a good time to go outside and touch some grass.

  • I used to run it on pretty much every killer. Not because it's strong but because I like the feeling of a perk activating when you do your objective.

    I have uneqipped BBQ a week ago to see how much I rely on certain perks and to teach myself game sense above all else and honestly BBQ didn't make much of a difference. I don't have any trouble getting into the next chase after hooking even without it.

  • I think that's mostly fine. I don't see why they would want to change these parts about him.

    I'd rather see them adjust his lunge again. Even when you're already in licking distance you only hit them with the very tip of a lunge after uncloaking. That doesn't feel right.

  • The yellow bottle is so underrated. When played right, you literally force hits on some loops (though predropping and pallet camping will counter that). Clown's strength doesn't lay in the ability to slow a survivor but in speeding himself up while doing so. You can also use the yellow bottle get across the map a bit quicker and surprise survivors by approaching much faster than normal.

    In short: Yes. I wouldn't be playing to Clown's strengths otherwise.

  • @Luckyfer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446460#Comment_3446460

    115ms,very thin hitbox,short of stature with freddy's lounge.

    This should be more than enough to require some nerfs to him.

    BUUUUT he also has 2 charges,that can help him vault or simply destroy loops.

    His playstyle is just closing in the distance with Huntress and using his power or doing the Pyramid Head ability where they hold the power just enough to force you off a loop or close the distance for M1

    And I don't think I've seen people praising Pyramid Head as beign a fun killer...

    These 2 playstyles are just Artist playstyle,boring holding M1 or get wrekt by the killer,NOT HEALTHY OR ENGAGING AT ALL!

    But there's more,unlike Boretist and BoreHead,he also can push you so off a loop into god knows where to freaking get a guarantee down.

    And there's more!

    You can't even pre drop pallets because he's just vaulting over and if you're not away enough,he'll hold his power as pyramid does until he gets a hit.

    He's a slept in killer,he's Blight power,but the killers nowdays only know how to camp and tunnel so they won't find his tru3 potential,sad but happened before,though I don't know which killer was considered weak but was actually very strong...

    I always find it hilarious when someone mentions Freddy's lunge. You do know that (with the exceptions of Myers, Nurse, Wraith and Legion when using their power) all killers have the same lunge, right?

    Wesker cannot force you away from a loop in the same way Artist can, if you play it right because he is literally slower than a survivor while charging Virulent Bound. He is not able to hold his power and close the distance. In fact, you make distance on him.

    You can also try and dodge his attack or take cover. Unlike Blight, Wesker can only use his power twice before he goes into his cooldown. The main difference here is that Wesker more often than not needs to use first charge to get around a loop and then try to hit you with his second charge as opposed to Blight, who can use his second charge to get closer to you and one of his 3 remaining charges to get a hit.

  • Nice bait.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446242#Comment_3446242

    Killers can still come back from 2-3 gens. unless the survivor has been running you on windows only and hasn't used any pallets. But after your first chase, the other ones will be easier probably.

    Survivors can't come back from a 3v1 at 5-4 gens.

    How many pallets do you believe the killer can possibly get out of the way in that time?

    90 seconds into the match the killer loses 2-3 gens. If a killer needs 15 seconds to find the first survivor ( which is faster than most killers do) and another 10 seconds until they catch up that's only 65 seconds left. From here on the actual looping begins. Say the survivor buys another 15 seconds by dropping a pallet and only gets hit after 25 seconds by dropping another, that allows them to run and maintain distance for about 15 more seconds. This is where the second looping phase begins and the survivor plays even more careful. Another 25 seconds until they go down and about 10 seconds to hook puts the killer at 90 seconds and the loss of 3 gens (at least). In that time they got 3 maybe 4 pallets out of the way and that only happens, if the survivor doesn't play well around windows or god forbid used an exhaustion perk.

    Few killers can actually destroy the survivors' ressources as fast as they can finish gens even without items. You don't go through pallets left and right as a killer, which is why a late first down puts you in a very bad spot.

  • Depending on which killer you play, you can easily depip with a 4k as well.

    Then, you play Blight and realize that this guy always at least safety pips.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/377907/im-a-killer-main-but-i-just-got-done-playing-a-ton-of-survivor-impressions

    I think they should make games worth playing through to the end.

    I'm sorry, but when a teammates gets tunneled out at 4-5 gens, that game is unwinnable in 99% of cases and to top it all off, you'll get 11K BP.

    True. But the same thing is true when 2-3 gens get done before the killer can get a down.

    The early game almost always decides who wins and it sucks because you're left feeling helpless and with little hope for a comeback.

    I'm not entirely sure how they'd fix this, other than maybe disincentivising tunneling and incentivising spreading hooks though.

  • You can attempt to stop tunneling as well. Doesn't mean it's gonna work but you can at least try.

  • Honestly, worse than the camping part is the slugging potential of this perk. Just imagine an Alch Ring Blight with this perk and think about the damage they can do.

  • Sadako doesn't have a good anti-loop, which forces killers to rely on her condemned gimmick. That isn't something I see praised by survivors either.

    So tell me, what makes a good killer? Other than them being absolutely helpless against survivors.

    A killer without a chase power in this game can only work, if they have a way to snowball otherwise. That's not something many players like either.

  • You don't need cheats to rush gens. 4 survivors will do the job just fine.

  • I'll be honest with you. If I, as a killer, want to tunnel you no amount of anti-tunneling features is going to save you. Even if I have to break through OTR, a 10 seconds DS, DH and bodyblocks, I'll still push through and you're going right back on the hook.

    And why? Because there is pretty much no alternative other than throw the game. Going for hooks is not working out! It takes too long to hook multiple survivors to build pressure and by the time you are slowly getting more dangerous with multiple survivors dead on hook, the game is long over.

    How fast do you expect the average killer to end their chases, if you don't them to tunnel, camp or slug?

  • Probably a good decision. I'd much rather see him get an addon rework anyway.

  • @Beatricks said:

    Why would there be?

    It's the same cycle as it has been since at least RPD. The map is visually a work of art but is absolutely miserable to play on as Killer.

    In 8-18 months they'll rework it and make it even worse with introducing infinites or add even more random clutter to make sure Bubba and Billy won't even press M2 once during the entire match.

    At least RPD didn't leave people nauseous. If they don't change anything about this map I won't play on it.

    Sorry BHVR, but my health is more important to me than my opponent's or teammates' fun.

  • What do you mean "till update"? It's not going to stop. No matter what they do, as long as there are no better alternatives camping, tunneling and slugging are the way to go.

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