Avatar

Xernoton

Xernoton

About

Username
Xernoton
Joined
Visits
7,534
Last Active

Comments

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806275#Comment_3806275

    Maybe that says something about the state of the game for casual players right now, idk I feel more could be done to make the game more forgiving for both sides.

    That says more about players than the actual game. Whenever something doesn't go their way, you'll find a good portion of players in any game that will just want to quit immediately. The list of reasons why these people give up is endless. You have them in every game. Some games just deal with it better than DBD does.

  • Solo queue's biggest problem isn't killers but other survivors… It's a self-fulfilling prophecy. Although 3 games in a row is indeed unusual. It seems you had a very bad case of bad luck. I hope you'll get some better matches soon.

  • I would argue that for Billy and Bubba the AFC is enough to prevent the worst unhook scenarios. It's enough to get an exchange at the very least. Didn't they try to stop Bubba's chainsaw after hitting a survivor with base kit BT? I haven't tunneled with him in a while, so I don't remember if that is still a thing.

    You can't do much more than that though because then it would become the meta play style to rush the hook and have the unhooked survivor take the hit. This would remove the risk for such reckless plays. For Billy I'm honestly not sure what to do. Maybe have his chainsaw go on a 10 seconds cooldown whenever he downs someone near a survivor with base kit BT? But then he would just follow the unhooked survivor normally, so that wouldn't help much either. It would also bear the same problem as with Bubba where it would promote reckless plays.

    @Ayodam said:

    Explain me what these penalties are? I do not see Dredge, Unknown, or Singularity unable to tunnel or camp survivors. I don’t see them punished more than any other killers for doing so either.

    They do have some base kit restrictions to make it a bit harder. Dredge can't teleport to lockers that are too close to a hooked survivor and Singularity still has the penalty on his biopods when trying to slipstream or teleport to a survivor near a hook. It doesn't make camping or tunneling impossible but it is a bit of a hindrance.

    Freddy also has such a mechanic, funnily enough. A hooked survivor automatically wakes up, so they are protected from your power and they also have a short immunity to sleep after getting unhooked.

  • I played Overwatch 2 for a few hours. I'd say that was worse.

    But yeah, DBD's matchmaking isn't the best. Sometimes you're put against people that are obviously new and then the next game you face someone that's one with their character and has 100,000 hours in this game (don't ask how, they probably play in parallel universes as well).

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806406#Comment_3806406

    The only aspect of his reworked power that should be salvaged, imho.

    I agree. It's not much but it's way better than his dream snares and pallets. Also, mobility is always good on a killer and the idea to reward Freddy with a lower cooldown for having people in the dream world isn't bad either.

    It's just sad, that you wake them up by hooking… I mean, you literally counter yourself. Why not have a different mechanic like with Pyramid Head's cages that would put the unhooker asleep as well? That would already make him a little better and more unique.

    It should also allow you to teleport to finished gens. At least then you wouldn't lose the best part of your power during the end game.

  • I don't know. I have found that it's very much alright for M1 killers. If it's only the chaser emblem you need on iri, then a hit and run play style works wonders.

  • I'm surprised nobody else has posted this yet.

    maxresdefault.jpg

    DBD is much more similar to hockey. (I miss Patrick)

  • freddy.png

    Friendly reminder that Freddy has a teleport as well…

  • @Altan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806366#Comment_3806366

    Ain't nothing to fix unless dev decide to give killers some love. SO yeah, this feature would be easier to dev than believing in the dev to balance the game.

    Well, then I have good news for you. BHVR are currently in the process of updating killers left and right. Bubba, Billy, Doctor, Trickster, Singularity and Nemesis are just some examples. Next mid chapter it's Plague and Pinhead.

  • @Altan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806275#Comment_3806275

    That would be true if people weren't all playing try hard gen rush infinite palette loop builds, and that 70% of the maps weren't survivor sided

    And instead of fixing that, killers just give up any time they aren't on Midwich? Sounds like a recipe for disaster.

    Again, you know that this can happen and you consent to it every time you load into a match. If you can't handle that, then don't queue up. It's that simple.

  • Great. Now every game goes 2 minutes because then the killer gives up or a survivor is already out of the match.

    How about instead of giving killers a way out early, we actually hold people accountable for queueing up? As long as everyone follows the rules, you know exactly what you queued up for, so you should stay in the game or simply not queue up to begin with.

  • That would be pretty busted. The greatest value a mori can provide is to avoid a pick up and DS / any other method to save that survivor. It's not game changing though. Also, moris are getting a rework anyway.

    Your suggested offerings would offer a pretty strong advantage. Especially if they are applied to all survivors or can be stacked / combined. Imagine if all survivors brought an iri offering. That would mean you'd have to hook all of them 4 times. That's not just strong but a complete game changer.

  • I too share your pain. I have mainly played Freddy over the past week and it's a very unique experience. With other killers I always feel like there is at least something I can do. With Freddy I'm too busy getting countered by myself.

    @Xernoton said:

    https://us.v-cdn.net/6030815/uploads/Z3849J5VJBN4/darn.jpeg

    Freddy, oh Freddy, what do you see?

    Chasing shadows in dreams, another futile spree.

    You reach for Claudette, but she's always ahead,

    while sneaky Jane hides with Head On in a closet.

    Freddy, oh Freddy, what has gone wrong?

    In this endless nightmare, you don't truly belong.

    No lunge, now power - what's left in your grip?

    Your strength has been gutted, a ghost on a slip.

    Freddy, oh Freddy, you are a true tragedy.

    The devs' wrath you suffered, turned into a parody.

    Your snares and your pallets are but an illusion.

    Once the king of dreams, you're now an intrusion.

    Freddy, oh Freddy what can be done?

    Once feared in nightmares, now outclassed by everyone.

    Try as you might your reign's in decline,

    the weakest killer - your fate is entwined.

    Freddy, oh Freddy, where does it end?

    After all these years, can your wounds ever mend?

    Left to rot in the mud, shattered to pieces,

    waiting for the day when your suffering ceases.

    https://us.v-cdn.net/6030815/uploads/655BQRHNW4VK/darn2.jpg

    This poem was inspired by a losing streak on dear old Freddy. I spent quite a bit of effort on this, so cookies would be appreciated. 😋

    I'm curious to hear the opinions of our resident Freddy mains, @GeneralV and @CountOfTheFog.

  • Skull Merchant definitely has her issues but this is not the way to solve them. They are giving her the Freddy special where they rework a killer, notice that the rework is terrible (although SM wasn't any better before that) and then nerf them so that nobody will even be able to notice how deeply flawed their power is because it's almost impossible to get any value from it.

    I strongly disagree that she is "healthy" for the game. All those dcs and hook suicides have to come from somewhere. However there is enough feedback for them to change the course and make her a bit more bearable without gutting her. It remains to be seen how much that will do though because there might also be some truth in people hating her because she is Skull Merchant. So there is a chance that any rework to this killer would still be met with disdain.

  • I struggle against Dracula as well. The bat seems a little overtuned because you make no distance for any amount of mistakes this killer makes. That doesn't feel very rewarding. I'm also not sure how to play around the wolve yet. I can never really tell when he charges an attack (I know that he snarls but for some reason I absolutely can't react to that).

    So far I don't like playing against him all that much. Maybe I just need more practice.

  • Frosty eyes Wraiths are the real tunnelers. I swear, something about that cosmetic just makes them incapable of going after anyone else until that first survivor is dead.

  • Huntress, Wesker, Demo, Bubba, Trapper, Billy, Blight, Xeno, Myers, Freddy, Wraith, Pinhead, Slinger, Oni, Chucky, Sadako and Singularity. There are some others I don't mind.

    I used to enjoy playing against Nemi and Doctor as well but after their buffs I just find them dull both to play and play against.

  • @IhateFeng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804734#Comment_3804734

    without any perks yes. I didnt even camp either. I have played many match as killer and always survivors got hook then i move away from them just a few sec and bam they unhook themselves. Maybe hack tool?

    It is possible that these are indeed hackers. But it's not likely. DBD doesn't have that many hackers anymore.

    The anti face camp meter fills up pretty quickly when you're close and it has a max range of 16 metres. That is the more likely explanation but without records of your gameplay we cannot say for sure what was going on. Did they bring luck offerings by any chance? These do increase the your chances to unhook yourself successful as well.

  • I'm not against that but I would like to see a secondary effect added to turn a scourge hook that was used into a normal hook and another into a scourge hook. That would further limit this perk in strength for camping killers. There could also be an effect that prevents it from being used 2 times in a row on the same survivor to keep the anti tunneling incentive.

  • @Unequalmitten86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804732#Comment_3804732

    That's my point. I'm not saying it's a drastic drop but a noticeable one. During 2v8 regular mode was just non existent and wait times but both sides were up. I'm worried that if they don't improve the way they approach slugging and tunneling it will get worse. I actual prefer to play with European gamers, y'all are the nicest!

    2v8 mode is not the best example to use. This game mode brought something extremely unique that killers have awaited for years but little for survivors. So BHVR tried to get more survivors to play 2v8 by raising the incentive to extreme heights. I didn't play the normal mode a lot during that time but it seemed completely fine for killers.

    Regarding slugging, they recently removed one major reason why killers slugged (hooks now respawn after sacrificing a survivor), so that is something at least. It's not the simplest issue to tackle. A base kit solution was tested but players didn't like it because it eliminated any chance to slug, which brought in further issues such as survivors going down under a pallet being basically invincible because you had no time to chase any other survivors away, flashlights for pretty much the same reason (especially with Background Player) and it also eliminated any chance for the killer to capitalise on poor survivor decisions such as grouping up. It felt like no matter how bad they messed up, the game would bail them out.

    The most common form of slugging is probably slugging for the 4k and the best solution would be to rework the hatch. Even if you had a form of base kit Unbreakable for only the last 2 survivors some killers would try to bleed both of them out around the same time to minimise the chances of a hatch escape.

    With patch 8.3.0 Bloodrush will be reworked into a very powerful anti tunneling perk. So that is something at least. Tunneling will never completely go away unless you turn the killer into a bot. But there are definitely some routes that could be explored. Like more killer perks that incentivise hooking different survivors. Otzdarva recently made a video to suggest a mechanic that might help with the absolute worst cases of tunneling, which has also been suggested by me and others on the forums.

    https://www.youtube.com/watch?v=yd2X-LwrwcU&t=312s

    I actual prefer to play with European gamers, y'all are the nicest!

    Is that so? I thought Europeans didn't have the best reputation. Either way, I'm sure you will find some very wholesome people no matter where you play. Good luck.

  • There is an anti face camping mechanic in the game that could explain some of these. If the killer stays close to the hook for too long, then the hooked survivor can unhook themself.

    I haven't really noticed anything out of the ordinary. What do you mean by auto unhook? Does that mean you were automatically unhooked without any input? That would be rather strange indeed.

  • Queue times over the last couple days have been pretty short for both sides on EU servers. I reckon that might have something to do with the Lights Out modifier but it definitely doesn't look like nobody wants to play survivor. If anything, I haven't seen the survivor incentive exceed 50% since (it's mostly 25% or nothing at all), so that would indicate that the ratio between killers and survivors is better than usual.

  • Mathieu Cote is secretly telling killers whether or not you run Blastmine. I am almost certain that he is also in contact with the Entity to pair me with BNP squads whenever I play Freddy. This conspiracy might be much deeper than I ever thought possible.

  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804157#Comment_3804157

    Killers who get really tilted over fair play and start humping, head shakes, hitting on hook after they get a down followed by them losing and raging in end game chat.

    Always fun exploiting them with bags and waves because they'll throw an entire match just to kill someone.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804183#Comment_3804183

    What if I don't like them?

    What if I don't like them?

    Too bad. Everyone here has things they dislike about the game. Imagine if all of them were gutted / removed. There wouldn't be much of a game left.

    So long as you don't challenge me as the god of DBD, you are out of luck. 😜

  • Nope. Freddying killers is not a great plan. Under no circumstances.

  • It's kind of hard to get into DBD. The game has become so complex over the years, that it must be quite a pain to learn all these different mechanics. On both sides. Although I think survivors have it worse when they are just starting.

    That and the fact that the game is very repetitive. Many people played the game for a while but eventually didn't feel like playing anymore. For a live service game that means, when you get back you could very well start from the very beginning again because almost everything that you knew was changed in some way. So returning to DBD after a year or so can be really rough.

    It might also have to do with DBD no longer having any hype. The game is 8 years old and so many people played it over the years (they hit 50+ million sales after all), so there probably aren't that many people out there anymore that would be interested in playing it, which means, that the game doesn't generate hype to interest people that normally wouldn't play it in giving it a chance.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803451#Comment_3803451

    Ah, poor Freddy. I can't blame him though, no one can.

    Which map was it?

    Grim Pantry.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801091#Comment_3801091

    Thank you, my friend. What I wrote was inspired by "The Tyger", a really good poem.

    And like I said, it is a beautiful way to tell his tragic tale.

    By the way I actually played him myself yesterday, it was my first killer match since 2v8 because I busy with other games recently. And it was a hell of a reminder of why Freddy needs his changes, hopefully a dework, ASAP. The match wasn't even a defeat, I got 2 survivors, but it just isn't fun. His current power is so boring, it doesn't fell good to play:

    https://us.v-cdn.net/6030815/uploads/KL3C3BAAKBX3/image.png

    I love this killer to death and I always will, but since 2019 it hasn't been easy to be a Freddy main.

    Well… We may or may not have made a Freddy dc. We had no gens done yet but he decided it was enough.

    20240918231121_1.jpg

    On one hand I'm sad because Freddy is pretty much the shiny pokemon of DBD. On the other glove, I'm happy his torture didn't last long.

  • 3 words: Pat the bat. We now have 4 killers to pat: Demodoggo, Miss Piggy, Xenokitty and Batula (this nickname is a work in progress).

  • @EletroPc said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3802284#Comment_3802284

    I'm not missing the point finisher mori will do what right now offering mori does, but just with the last one, u don't think will be more cool if in 1x1 end game struggle while being carried is one more chance to scape? killer allready have 3 kill, and mori 3 first one with 2 hook is better for both side, no?

    That survivor is dead anyway. And honestly they should be. They didn't make to the hatch and they also didn't make it through the gates. Their 2 chances to escape are already gone. This is really not a big deal and it's better than the alternative of the killer having to bleed you out because there are no more hooks around.

    In my 3 1/2 years playing this game, I have only come across that situation once.

  • Second, there are a lot of people on the forum - lots of veterans and some newer ones too, though we may not always share the same opinions or even visions for the game, I’m pretty sure you’re all wonderful in your own way.

    Nah, I as the god of DBD look down upon you peasants and I wish you all horrible matches with 40k BP and lots of fun. May you be cursed with health and happiness.

  • are-you-serious-spiderman.gif

    You say "overblown", I say completely justified. The devs' intention wasn't to balance Skull Merchant. They wanted to destroy her so that all the issues she has would be swept under the rug. Her rework is scheduled for the later half of 2025. That's about a year. So she will stay in a horrible spot for that long. Of course people will be unhappy about that.

    This would have been acceptable, if they had made Skull Merchant their top priority to push the rework out as soon as possible but that doesn't seem to be the case.

  • I'll be honest, I kind of forgot that was a thing. I might have wishlisted it otherwise.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801953#Comment_3801953

    You need not win less overall, though. My point is basically this:

    Let's say half of DBD matches are with 4 randoms with a kill rate of 60% and the other half of DBD matches are with SWFs and have a kill rate of 50%. The overall kill rate is of course 55%.

    Let's say you buff solo queue so thoroughly that now all matches have a 50% kill rate, as solos and SWFs are just as strong, and then the devs buff killer / nerf survivor overall such that the overall kill rate once again settles to 55%.

    This is a good thing, as now the quality of opponents you're facing is much more consistent. No longer will killers feel like "I'm facing a SWF so I'm at a disadvantage" or "I'm facing solo queue so it's an easy win". They would feel like they're facing teams of roughly their skill most of the time, which is exactly what you want. Of course, in practice SWF is not as big of an advantage as people make it out to be, so buffs to solo queue wouldn't change the killer experience nearly as much as in this example.

    Still, there's a lot of attention on the experience of killers. What about the experience of survivors? If anything it stands to reason that the survivor experience should be more of a focus given that there are 4x as many players, and while the solo queue experience has improved relative to SWF over time with the new HUD changes, basekit BT, etc., it has long been a tough experience.

    At the end of the day the game will be at its healthiest when both sides feel like they're not losing all the time. Nowadays, I only get that feeling while playing survivor, and the numbers bear that out. So, again, there's plenty of kill rate overhead that buffing solo queue should not be a concern.

    Ahhh. It seems misread that part, sorry. I didn't understand that you wanted to rebalance the game to achieve similar kill rates after that. I am completely fine with that. In fact that is something that I have mentioned multiple times as the ideal way to achieve balance. Punishing people for playing with their friends simply isn't a good idea, so that shouldn't be the way to achieve it. You will hear no complaints from me on this suggestion.

    Though I'm not quite sure how you'd do that. I have suggested a chat wheel before but even that wouldn't bridge the gap between solo queue and SWFs completely. You'd basically have to give all survivors info on the killer's position when one of them has a line of sight. That is probably not a good idea though. Also, you'd have to remove blindness and give all survivors map wide base kit Bond, which I also think is a little much. On top of that all survivors would need to see the anti face camp meter for a hooked survivor, though that honestly wouldn't be an issue.

    So there will always be some disparity between solo queue and SWF and tackling that issue isn't exactly an easy task. That's also why I don't believe that the infamous high MMR SWF argument will ever truly disappear.

    Overall, we're on the same page about this though.

  • Yes. It's now 11.5 m/s instead of 13 m/s, it takes longer to get overdrive and overdrive starts to dissipate sooner. So that is quite a bit. I think the nerf to his speed is unnecessary though.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801911#Comment_3801911

    That has been my exact experience, though; my queue times are consistently better than before, regardless of whether I'm playing the side with the BP bonus.

    I agree with you for specific game modes, like 2v8 and lights out, but people clearly do enjoy the base game.

    The average killer seems to complain vociferously about SWF despite the statistics showing even high-MMR SWF can't manage a 50% escape rate. I don't think solo queue buffs would be unpopular at all. And regardless, what matters is how it feels to play killer, not whether killer mains will support survivor buffs (spoiler: many won't on principle). Buffing solo queue should increase parity between survivor opponents, which should make the quality of the teams you're facing feel more consistent. That is fundamentally a good thing, even if the devs feel they went too far and decide to buff killer overall to compensate.

    That has been my exact experience, though; my queue times are consistently better than before, regardless of whether I'm playing the side with the BP bonus.

    Interesting. I can't say I share that experience though.

    The average killer seems to complain vociferously about SWF despite the statistics showing even high-MMR SWF can't manage a 50% escape rate.

    The average killer is just as much of a crybaby as the average survivor. Some killers just get upset whenever they lose and cope with it being a SWF. A good portion of players cannot even check Steam profiles to confirm their suspicion and others don't bother or don't want to because they might be proven wrong, so most of this probably comes from confirmation bias. You think that a SWF will perform better, so you see displays of communication, teamplay, loadouts etc. that "prove" that the survivors are in a SWF.

    That is fundamentally a good thing, even if the devs feel they went too far and decide to buff killer overall to compensate.

    I'm not sure how you come to that conclusion. The simple truth is that winning feels good. Especially after a stressful game. So if you win less overall, that will feel less good. There is just as much stress (if not more) for less of a reward. That doesn't work very well. Especially not once people have experienced more enjoyable games overall.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801849#Comment_3801849

    I don't think it has that much to do with fun; nowadays there is just a bloodpoint incentive for the lesser-played role, which smoothes things out a lot, and Crossplay provides more matches for those in regions that don't have as many players. The long survivor queue times before were typically during the evenings when friends had time to meet up and play together. At other times killer queue times were usually longer.

    I don't think queue times would noticeably change if survivor was buffed a bit, especially if the buffs are more geared at solo queue as this post is requesting.

    If the BP incentive did smooth things out to that degree, then you wouldn't have noticeably longer queue times on whatever side doesn't have the incentive. Sure, it can mitigate the disparity slightly but if one side isn't fun, then (almost) nobody will play it.

    Just think back to the 2v8 mode. They increased the survivor incentive to a ridiculous amount and it wasn't enough to keep killer queue times short. Because most survivors simply didn't enjoy that game mode.

    The average killer doesn't care that a change is targeted to assist solo survivors, if it means they perform worse. Which would be a logical consquence. So the effect doesn't change just because it's targeted towards solo queue.

  • The LoPro nerf is fine. Probably the way to nerf this addon without destroying it. Although I would like it if you always inflicted deep wounds. Maybe that's just me though. Either this is not a big deal.

    The boots nerfs were not needed. None of them were problematic. Why do they hate Driftking Billy so? The base kit nerfs are already a bit much but this on top of that… That's not good.

    @Jacknalls_Paw said:

    Probably because too many loops became unsafe after the buff to the turn-rate a few months ago. This combined with these two add-ons worsened the situation and so they decided to increase their rarity and reduce their effectiveness.

    What are you talking about? In a loop these addons barely do anything. They don't have any impact on a normal curve. Not to mention that they nerfed his anti loop already by decreasing the speed in Overdrive. I have trouble thinking of a single loop where the boots would help.

    The boots pretty much only help with map traversal and snipes, which was not problematic in the first place.

  • The problem with a 50% kill rate is that we had this before and it didn't work very well. Yes, playing survivor overall felt better but playing killer felt a lot worse. There was a point in time when queue times as a survivor would easily exceed the 10 minutes mark. That is too long.

    So they would need to find a way to keep the killer role overall enjoyable while lowering the kill rates. You don't achieve that by simply buffing solo queue. There would need to be a lot of small quality of life improvements for killers. Otherwise you just go back to the way it was before. That's not an easy task and it would probably result in a very different game from what we have now.

    Right now, BHVR try to keep killer the power role and bring enjoyment through that while at the same time fixing quality of life issues for survivors. It's not perfect but it works somewhat better than before.

    To be honest, I don't even know where they could start if they wanted to bring the kill rates down a little without messing up the queue times again. Killer is simply the more stressful role (not saying it's necessarily harder, that's an entirely different argument), so achieving that balance where you would ideally have close to a 4:1 ratio is pretty hard.

  • Most of the times I see slugging in my games it's either because 2 survivors are very close and the killer goes for another hit / down, which mostly results in less than 15 seconds on the ground or when survivors make it impossible for the killer to hook, which sometimes can lead to a bit more than that. Both are not very common. So I do believe that this is true.

    I had a match yesterday in which I played Bubba and went against a full SWF. They brought a map offering and 4 sabo toolboxes (all Alex' toolboxes). Needless to say I slugged, a lot. I slugged through 3 Unbreakables and 1 We're Gonna Live Forever (courtesy of them not doing gens). But this happens like once every few hundred matches.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801561#Comment_3801561

    Myers is set for a change, though I believe the Tombstone add-ons should be kept as they are.

    I know that they said they will give him an update eventually but they also said that with Twins in 2022. So that might still take a few years. Although, credit where credit is due; the last few mid chapters have been stuffed with content, so maybe it won't take that long after all.

    Maybe the Tombstone itself can stay. The Tombstone Piece however should go. The Tombstone itself has the downside that you need forever to even get to tier 3. The Tombstone Piece not so much. You may lose 2-3 gens but then 1 survivors is dead. I don't think that's good design but I also think they are a nice little reminder of old DBD. So I'm a little on the fence about them.

  • @Phenomenal_Ox said:

    This is not the only thing in the killer side is busted you understand doctor can deny the unhook forever if he wants with his power, and also Myers can tombstone you if you get unhooked and you can't do anything about it because you are not able to move after being unhooked, and there is many examples.

    If a Doctor manages to prevent the unhook forever, then you as a survivor did something wrong. Unhook when he isn't around and when he stays around the hook the AFC takes care of the rest.

    A camping Tombstone Myers could not be stopped even if you were able to move immediately. He would still mori you. These addons are as outdated as the rest of him but for some reason the devs seem to be allergic to changing him.

  • @nam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801534#Comment_3801534

    Are you serious? This map full of palates which is the one of the best map the survs.

    1. That's only partially true. Doctor, Sadako, Knight, Chucky, Wesker, Nurse, Legion (with the right addons), and Huntress for example are pretty good at playing around these pallets. So they basically turn this around and make The Game a killer sided map.
    2. I know how awful that map is, believe me. If you read my post again, you'll see that I called it impressive that this Demogorgon managed to get two downs in 73 seconds of chase time. That can easily be the time for one chase on that map.

    Either way, this does not explain how they have so little chase time. The Game isn't a particularly large map (in fact it's one of the smallest) and Demogorgon has extra mobility as well. So finding survivors should be pretty manageable. Unless they have not a single info perk against stealthy survivors, which would mean that their build was ineffective. But even then 73 seconds is very little.

  • @Aven_Fallen said:

    I will never understand why people actually think that Skull Merchant is nerfed due to her Killrate, but are not tired of explaining that her Killrate is mainly due to people not wanting to play against her.

    But that she gets changes, because People dont want to play against her is not understandable for those people.

    I also think they nerf her due to the massive amount of players giving up against her but we don't really know that, do we? It's just as likely as a nerf because of kill rates. The devs have a history of changing things based on raw numbers.

    Either way, the changes they proposed are not good. I'm far from a Skull Merchant fan but giving her the Freddy treatment is not an acceptable solution. Especially considering, that they needed that long to do anything with her and and now Plague and Pinhead are up for changes but not her. So this indicates that she isn't a top priority at least, which for changes this drastic is not a good look.

    The funny thing is that these changes don't even adress her actual flaws (other than the haste part). So I would interprete this as a hope that survivors will no longer give up against her because she is now so easy to beat. But that means that playing her will feel pretty awful. Just like Freddy.

  • To be fair, this is a rather extreme case. This map is already a pain against inexperienced survivors let alone against survivors that know what they are doing, which seems to be the case here. Also, on Asian servers they seem to have a very different play style to other servers. They play more stealthy, so that would explain why the total chase time was quite low (although 73 seconds for 2 downs on this map is quite impressive).

    Without the video of the match, we cannot really say much more. This might just be a very inexperienced killer getting lucky. Or something else was going on. Either way, this is definitely not a normal game.

  • @adaw0ng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801269#Comment_3801269

    The thing is that the whole point of the game mode is that, that you can't see the enemy that easily at all. If you have fun just playing info killers maybe the game mode is not for you, which is fine and alright. Imagine if survivors could have kindred, wiretap, or object of obsession. It just defeats the whole point of the game mode to have info on the enemy team and those 3 killers should not be playable there.

    I get that this defeats the purpose of this game mode at least to some degree. That's why I explained why these killers are the ones that are the most fun. You don't get any clues at all that would tell you where the survivors might be so you just run around aimlessly for the most part. Which means, that nothing happens. No interaction, no sense of urgency, nothing. That's the most boring thing that can happen in this game. Or any game for that matter. You can test this by starring at your TV for 5 minutes while it's turned off. You'll be bored and that's pretty much the same experience you have in lights out as a killer whenever you aren't in chase.

    The difference between killer and survivors in this regard is, that the survivors' objective doesn't move. So once you find a gen, you can always get back to it. Not to mention, there is a sound clue to help you find gens. The killer's objective, survivors, on the other hand does move. Survivors can also hide and don't give the killer an audio clue whenever they are near.

    Survivors at least have something to do when the killer isn't on their heels. The killer however doesn't. So the actual progression part of the killer gameplay is decreased and replaced with random patrols around the map, which isn't fun to anyone that knows the maps. Doing gens isn't particularly fun either but at least you are doing something.

    I agree that this game mode 100% isn't for me (I haven't played any of these 3 killers) and it seems that a lot of other people feel the same way. We don't play a game to have nothing happen, so we are bored whenever that is the case.

  • If a killer puts that many perks into revealing you, then that means they can't use these perk slots on anything else. So that's less gen regression and chase perks. Of course their build should help them find you in that case. The killer only has 4 perk slots after all.

    It's a trade off. They get information at the cost of something else and it's not like they'll see you at all times. BBQ only activates for 5 seconds after a hook, Nowhere To Hide only activates immediately after the killer kicked a gen, Lethal Pursuer is active at the very start of the match and then it only enhances other aura perks, Eruption basically the same niche as BBQ (to help the killer get into a chase after they finished the previous one) just as Friend's til the End. The only perks you mentioned that would actually come into play while in chase are Zanshin Tactics and I'm All Ears.

    With the amount of Lithes you see I'm All Ears is not that great and Zanshin Tactics got a pointless new effect. Why would a killer need to see a survivor's aura around a dropped pallet? Most killers break pallets whenever they are dropped, so that alone makes it pretty mediocre. The ones that remain also don't need it because on one hand you hear that survivor and on the other hand you can't use for mind games because then you'd need to look in their direction and expose your red stain.

    Most information perks are perfectly alright. Neither side is meant to be completely untrackable and every info perk is a perk slot that can't be used for something else. That goes for both sides.

  • I played this mode for a bit as a survivor and for me it wasn't so bad. I don't really like the game mode either but I saw a good variety of killers. I saw a Myers, Legion (that was probably the least enjoyable match), Ghostface, Sadako, Pyramid Head, Blight (no idea how they managed to play in the dark), Bubba and Trapper.

    Overall it was pretty boring. It felt like nothing happened most of the time, so I just sat on gens and waited for the game to end. The missing progress bar makes it harder to have any sense of progress but I managed to keep track of the remaining gens every time without issue, so I had at least some idea of our progress.

    Legion, Doctor and SM are probably the only real fun killers for this game mode. With all the others you just run around like a clueless idiot. Because for the most part, that is pretty accurate. You can't see the survivors because they drop their candles immediately and then you just hope to find someone randomly while they smash the gens. A hit can easily result in you losing that survivor as well. So again, you feel like nothing happens. That is really my biggest issue with the game mode.

    Both sides have little sense of progress, so it's hard to be invested in the match.

  • With all the DBD players out there, you are bound to encounter one of each sort. Some hate X thing while others will hate on Y thing. I think the main reason why the survivor rule book seems to be more prevalent is that there are 4 survivors and 1 killer per match. So statistically the chance that one survivor will show their entitlement is 4 times as high.

    A general rule of thumb is: "As long as it doesn't make their game easier / more enjoyable, someone will find it offensive." Pretty much anything will be considered offensive by someone. However, as long as you don't go out of your way to be a dick, that's enough for these complaints to be unjustified.

    Play the game however you want. As long as your motivation is not make others miserable these people are just showing their own entitlement. I'm sure all of us dislike at least one thing about the game but that doesn't mean we have any authority to dictate how others should play.

  • @GeneralV said:

    Freddy, oh Freddy, they threw down their spears

    And heard the voices of endless tears

    Did they smile their work to see?

    Did they who nerfed Billy nerf thee?

    A beautiful way to tell his tragic tale, my dear friend, I liked it.

    Thank you. I played him for a few games and was overcome with inspiration. This is a beautiful addition.

    @HerInfernalMajesty said:

    That was a treat.

    Give me cookie got you cookie 🍪

    Nom nom nom. Thank you.😋

1 … 6 7 8 9 10 … 107