Xernoton
Xernoton
About
- Username
- Xernoton
- Joined
- Visits
- 7,534
- Last Active
Comments
-
Q and E feel normal to me, though I had to go into settings and adjust again (#########, BHVR? lmao). Curving with the mouse doesn't feel too different, though I had feeling it was slightly off as well.
-
@For_The_People said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419184#Comment_3419184
No I definitely agree with what you’re saying overall - of course it should be aspirational for everyone to try and become better at everything and maybe I didn’t articulate it well enough when I said assuming roles - it Wasn’t meant to be purely restricted to those roles.
among my friends I’ve found that those who have come form games like CoD, Fortnite and so on are naturally good at aiming, timing and instinctive game habits. Some like me, (I’ve never played a PVP and only really played RPGs and Mario Zelda etc lol) came into the game without those inbuilt an and really struggle to pick them up in a game with a steep and unforgiving learning curve like dbd. I love to play with others though and the horror element too which makes dbd unique.
having said that, I do agree with you on the wider points. That’s why I don’t necessarily mean ‘revert the changes back to how they were before’ but (and this is easier said than done I appreciate) enable new changes or modes or capacity to allow different and diverse aspects to flourish so it’s not one dimensional for survivors or killers too.
I can agree on that. DBD is a pretty unique game. Skills that you develop in other games mostly don't carry over to DBD (at least in my experience), so you have to learn DBD from the ground up. The only things I can really think of to make it easier for newer players are changes to the matchmaking and maybe more fledged out tutorials. Tactics that you'd use in other games will never really work in DBD due to its asymmetrical nature and potential lack of counterplay to certain strategies.
I agree that more different viable ways to play the game would be a nice change. Gen rushing should be one of many strategies that all have their place as well as tunneling, camping and slugging. However, right now it seems that some of these strategies are guaranteed to give you better results than any alternatives, which then leads to players deeming these alternatives unviable.
Changing that in a healthy and overall enjoable way is not an easy task. For example I think the gates should be blocked for the first 5 minutes of a match, so that they cannot be opened before that time mark. This would limit the potential of gen rushing (at least slightly). Though I can see how that might be problematic when a killer camps. DS should be base kit (with a 3s stun duration) and spreading hooks should give the killer a small buff to action speed, granting 1 token for each unique hook (max 4) and losing 1 (possibly 2) token for hooking one survivor consecutively. Of course this is just an idea and I do not claim that this would not be abusable.
-
That's not going to happen. Think about it; how much money would they actually make with a DBD 2? Now compare that with the potential they still have in this game.
And players would lose everything and start from scratch again. That isn't the best advertisement to your new game.
It would be nice to see BHVR make some adjustments to the code though. Better optimization, more graphics options etc would be nice.
-
I see your point but isn't it a good thing that you need to do a bit of everything when playing survivor? Many people complain that doing gens is boring (which isn't exactly wrong, since there is little interactivity), so this should make the game more fun overall.
Everyone on the team needs to do a bit of everything or risk losing the match. If it's enough to assign the role of chaser to ONE survivor, then the game becomes horribly unbalanced because as long as the killer goes after this person the survivors are in a winning spot. What happens though, when the killer goes for someone else? Then the team falls quickly. This means there is only 2 possible outcomes of a match: 'Stomp or get stomped'.
The second half of your thoughts sounds like you want survivors to have so much time in a match that they can joke around while the killer tries their hardest to not lose the match with pretty much no hooks (else survivors would still feel pressured and cannot indulge in "dilly-dallying"). I'm sorry but throwing the game should lead you to lose. Especially when your oponent is playing serious.
I'm not saying the current gameplay loop is perfect. Due to recent changes many survivors will concentrate on ending games as quickly as humanly possible, creating the impression that killers have to tunnel to compete and survivors have to rush gens to not die to a tunneling killer.
Yesterday I had a match that lastet 5:46 minutes (with about 90 seconds of me camping in end game for 1 kill btw). The survivors were able to finish all 5 gens in about 4 minutes without the use of BNPs and only 1 toolbox. I have no idea how they managed to do that with me literally in chase for the entire game (got only 3 hooks but still) but I doubt these guys were cheaters (cannot say for certain though). When multiple matches like this occur back to back you get the feeling that 1 survivor needs to die immediately for you to have a chance. Now turn that around and the survivors reach the conclusion that there is only one chance to win: Rush the gens so fast that the killer has no time to kill you.
Both extremes should be looked at and dealt with (as well as camping as that is used as a means to get survivors off of gens as well).
-
There is no proper etiquette.
No matter what you do, someone will always be unhappy with this situation. Just do what you feel like.
-
"Holding M1 forever..." Is that why games don't go longer than 5 minutes (without items btw)?
-
Sadako isn't as weak as she seems when you play into her strengths. That means going for condemned stacks and killing someone as fast as possible.
Now that she's been in the game for 1 year and hasn't gotten any changes since her release I'm genuinely starting to think this might actually be her intended play style.
-
Add a second game mode. The DBD formula has worked for 7 years but eventually the game becomes repetetive. I have 2k hours in the game but honestly it's getting hard to find a reason to play DBD when you've seen pretty much everything.
A different game mode, one that is less competetive, could help bring back long time players to the game.
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417697#Comment_3417697
Absolutely. I have always been in favour of a FoV slider.
Spirit is a slightly different issue. Her power IS heavily reliant on sound, and I don't see any way of resolving that without completely changing her power, she literally loses her sight. She will simply have to be a very audio-reliant killer and therefore likely off-limits to those who are hard of hearing. But similarly, there are killers such as Huntress, Nurse and Trickster that I find unplayable due to playing on console. I simply don't play them, there are other killers available.
If this affects game balance on any measurable level (which I'm doubtful is the case), then it's affecting things that should not have been a part of the game balance in the first place. Killers that have quieter terror radii shouldn't be a thing, that shouldn't be something that offers that killer an advantage. If a killer is supposed to be more stealthy, that should be reflected by a smaller terror radius or an undetectable mechanic.
That last part is a bit questionable. In your opinion these things shouldn't affect game balance, fair enough, but they do. Meaning the outcome doesn't change. For example: If Huntress' hatchets all stopped midair due to a bug she would still be considerably weaker, even though that shouldn't affect her balance in the first place.
This is why any quality of life change must be considered in a bigger picture. What else could come with that? How would people use it? Which side affects, that we didn't have to consider before will this cause? How does it affect different killers? These are questions that should be asked and answered when introducing a change to the base mechanics of the game.
How much of an impact the visual TR does have I cannot say. But I do think it has an impact.
-
I've seen people complain on me when I played battle Hag. Someone is always going to find a reason why X killer is 'completely unfair and uncounterable'.
It's even funnier when they say things like "You're so bad at the game, noob." after getting curved without addons. It just goes to show how few people actually take the time to try and get better with Billy.
-
@Seraphor said:
So a good pair of headphones is also a major buff?
As someone who regularly plays DBD with headphones, the TR isn't hard to discern, and the only time it's ever drowned out by other game sounds, is the sound of a sacrificed survivor being pulled up by the entity.
TR shouldn't be hard to discern, it shouldn't be blocked out by any sounds, including that one. There's no reason why one survivor should be able to hear it better than any other for any reason, whether it's their own gaming set up, or their hearing ability, or their choice of background noise. The Visual Terror Radius is that equaliser.
Ok then, can I get some compensation playing Spirit as well? I suck with her and cannot play her without headphones (neither with them lmao), so surely there should be an accessibility change for people like me as well. What about Shadowborn base kit or a FOV slider? A wider FOV would allow killers to see things they couldn't see before (small buff) however some people get motion sick playing killer without Shadowborn.
Some killers have fainter TRs and Lullabies, which you can easily miss playing the game normally. Switch on the visual TR and that isn't an issue anymore. I'm not saying that the visual TR is a bad thing (I think it's great, actually) but labeling it as purely a quality of life change and not even considering how this might influence the balance of the game is just ridiculous. Reminds me of the survivor HUD, where the devs made the same mistake.
-
@scenekiller said:
No disrespect, but all of this is nonsense, and I knew this would eventually come up once DH was nerfed into oblivion.
I'm tired of both sides trying to take everything even remotely fun out of this game.
I mostly agree.
Though, how exactly is Overcome 'fun' to use? It's the most boring exhaustion perk in my opinion. You don't really do anything for it other than equipping the perk and getting hit.
-
@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416736#Comment_3416736
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416779#Comment_3416779
lmfao, 'small sample size', yeah I was waiting for that one.
When someone tells you they don't enjoy DBD, are you going to ask them if they've played at least 100 games, so that they've collected an adequate enough sample size to justify their expression of distaste?
I don't know about you, but 6 hours of gameplay is sample size enough to tell me if something is fun. Steam seems to agree, since their refund policy is under 4 hours. Only 1 of these 20 games were enjoyable--I don't need a larger sample size to draw any more conclusions about the "state of game health."
@Xernoton you were the first one to use anecdotal evidence to make bold claims in this thread. I could care less what you deduce from my data. Point is that if you want to tell other people "SoloQ is fine," while offering nothing of substance to support that notion, you're going to be met with people providing evidence to the contrary.
It's honestly hilarious that you think I need to present MORE data to prove that SoloQ is in a poor state, when you've a wave of community members expressing grievances about their experiences, while the occassional Survivor (like myself) presents evidence to support their claims.
Also, mate, seriously? You're going to pretend like SoloQ isn't 3 times more likely to encounter a sandbagging teammate than a 3-man SWF?
Edit: Also, @pseudechis you can continue to play the "small sample size/using yourself as a baseline is bad" card all you want, but you totally miss the point of players sharing their personal data. If everyone on the forums presented data from their last 20 games, you'd suddenly see a better picture of overall game health. It's not my responsibility to present everyone's data, nor is it my responsibility to waste my time collecting data, but I'm doing a service to this community by sharing what I can.
If you want to discredit MY experience, because on it's own it is not representative of the community, you are doing a MASSIVE disservice to the rest of the community. I logged 20 games. I shared the information from those games that is most pertinent to this discussion, to Xernoton--I never commented about my notes on tunneling or camping, because they are irrelevant--they're only in the screenshot because the information is presented alongside disconnects/rage quits/afks.
So kindly get the "um er, actually, yikes, this information is... oof, idk" attitude out of here, and try to see the bigger picture. You've got a forum of people expressing frustration over something, yet you respond to each and every one of them as if they are the only ones living in that reality. Major gaslighter.
When someone says they don't enjoy DBD they mostly don't frame it as an accurate depicture of the game but as their own experience. You tried to make an argument about how 'bad' soloQ is in general. That is a major difference.
If your experience is genuinely that bad, then you have my condolences. I can only speak from my own perspective and that of a few friends that still play DBD. We all find soloQ quite enjoyable for the most part (with the occasional frustrating match). It's not the same as playing in a SWF (obviously) but it's definitely an upgrade from the horrors after 6.1.0. That was very unpleasant. The amount of quitters I saw back then was so high that I completely stopped playing survivor for a while (1-2 months, something like that).
As I already said, your 'evidence' is weak. I could present you with a (made up) statistic that shows me escaping every single game for 100 games in row with no perks against 'high MMR monsters'. Would you believe something like that, when it clearly is in stark contrast to your own experience? I'd hope not. The validity of such a statistic would be questionable at best and downright non-existent, if you wanted to be extra critical.
You are right though, that my choice of words was not ideal. I should have labeled it as my own experience and opinion rather than framing it as the objective truth. Thank you for pointing that out. I'll edit this, so there is no more confusion on that part.
-
This is exactly why I hate BT and OTR as they are now. They will always get abused.
But hey, at least we can scream "Tunneler!" at the killer now without having to waist a perk slot.
-
A killer that has some form of anti-loop that requires mind games and game knowledge and yet has sufficient counterplay, a secondary ability that allows him to get into chases quicker but can be dealt with pretty easily for the most part and visual and audible clues to everything the killer does?
What an absolutely horrible killer. I would much rather play an interesting 45 minutes 3 gen game against Knight or Dull Merchant. That's so much more exciting.
-
@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416397#Comment_3416397
I do, I get a lot of value from some of those addons (obviously, not all of them), a few week ago I got a 42 winstreak using Apex Muffler and Leafy Mash; Billy definitely has bad addons, but not as many as people think.
I think people are not wiling to experiment, especially since (as a Billy main) it can be hard to let go of what you are use to, I know that since I use to be like that. One of the reasons why I even got the formerly mentioned winstreak is because I wanted to really test and question my original ideals, and guess what, my opinions changed, because I gave things a chance.
I think the overall notion that "it isnt meta therefore it's not good" is just overall a negative mindset to have. There is always going to be a meta, but just because something isnt meta does not deprive it of its value. This, of course, goes beyond just Billy.
Almost a year ago I did an experiment. I wanted to see how much value I could actually get out of his addons. I tried different combinations and dedicated entire builds to them. My conclusion was that most of his addons really are bad.
His iri addons can be useful, if a survivor isn't paying attention. What if they do, though? Then these addons will do nothing for you and you might end up with a build and map that screws you over when trying to play normally. This goes for most of his other addons as well. Mother's Helpers can come in clutch sometimes but for the most part they don't make a difference anyway, if not paired with the Tuned Carburettor and a good build around it. Even then, does this actually help you? Or would you do better with your usual build and no addons at all?
Most of his addons are too situational to be good and he also has some addons that are way too undertuned. Steel Toe Boots are a perfect example for the letter. 0.36 seconds less bump time really isn't great as long as you're not back in 2022 and do some SpaceBilly. Combined with Low Kickback Chains, sure, this isn't bad but why not run Low Kickback Chains and something that would actually help you.
-
@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415247#Comment_3415247
The last 20 solo survivor games I'll ever play.
https://us.v-cdn.net/6030815/uploads/TQN2HTKME6EF/image.png
https://us.v-cdn.net/6030815/uploads/F4Q5DQUJ0S00/image.png
https://us.v-cdn.net/6030815/uploads/T9CZNEGL3S6Z/image.png
Nearly half of my games saw someone quit.
But SoloQ is "mostly fine?"
What world do you live in where this is fine?
Great sample size. Your 20 games obviously are representative for every soloQ match that's played. Come on, I'm trying to give you credit for providing something you base your opinion on but I'm at a loss here.
Also, everything you stated here could be made up. I could claim that my highest solo escape streak was 57 (it's actually 12). How would you know, if that is correct? It's unlikely but you can only guess if this is true or not. For all I know you could had killed yourself on hook every other match (not saying that you did, only that I can't know).
My own soloQ matches have been pretty good since the last patch. Sure, I had the occasional quitter as well but for the most part I had some pretty smart and persistent team mates. I managed to get an escape streak of 12 in a row and I'm definitely not a great survivor. I just know how to run a few tiles and where I need to be.
Even if the data you provided is accurate, I'd argue that this is not a soloQ issue but a player base issue. You could get paired with afk / rage quitting survivors even when you play in a 3 man SWF.
-
Try to get any value out of Mother's Helpers, Leafy Mash, Big Buckle, Pig House Gloves, Tuned Carburettor, Apax Muffler, Iri Brick, Black Grease, Steel Toe Boots and Dad's Boots (without Spiked Boots) in a match you're not already winning.
These are all addons that do something that could be good in theory but require you to actively play around them or be lucky. It's mostly worse than running no addons at all and playing normally.
Billy's addons aren't good. He has some that are universally good (like 5-6) and everything else is too unreliable without specific builds and map offerings.
-
@AVoiceOfReason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414122#Comment_3414122
This is some of the biggest bull that I have ever heard in my life lmao.
Feel free to disagree but it's true. SoloQ is mostly fine. The HUD changes allow for a bit of coordination and it all comes down to using that information correctly. If you can't do that, that's not a soloQ problem but a skill issue. You can get some very unfortunate matches with team mates that aren't anywhere near the skill level they should be but it's not like you only get paired with Dwights hiding in lockers and never touching gens.
I play soloQ too. It's nowhere near as bad as its reputation. You're not gonna win every match and sometimes you lose because a team mate makes a gigantic mistake. This is how the game works.
Edit: Poor choice of words on my part. This experience is obviously not representative for the whole community and I didn't intend to imply that. This is only based off my own experience (and that of some friends) and was meant to show that soloQ isn't this 'horrible experience' for everyone who dares to play survivor outside of a SWF. Thank you to @KayTwoAyy for pointing that out.
-
I think there is not much you can do about it. I'm playing on PC and I still get bothered by it. If you can, try to focus more on the corn than the survivor themself. It helps to notice movements and see the general direction they're running into.
-
The new meta is very welcome. So few DHs. It's heavenly!
-
@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414136#Comment_3414136
Nah just fake them out, then jump across the little gap as they vault, if you time it right, you can hit them just as they finish the vault. Is it easy? No. But that doesn't mean the harvester is bugged.
I'm talking about the hay bale on the other side. The one that you can only get on by vaulting.
What you described is no problem at all and not what I was referring to. It is pretty easy to mind game the right side of the harvester. The left side is a problem though. The killer should be able to hit a survivor there but this is currently not working as intended. They fixed it along with the map rework but now it's broken again.
-
Azarovs is pretty fair.
The MacMillans not so much. Keep in mind, Groaning Storehouse is always awful for the killer and Suffocation Pit and Iron Works go from somewhat ok to absolutely horrible depending on RNG.
I usually don't run map offerings. The only times I use them is when I have an archive I want to do as quickly as possible or try a gimmicky build for a specific map.
-
@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414126#Comment_3414126
They're bugged?
If they're bugged, then fair enough. I wasn't aware there was an issue.
Either way, OP just referenced how survivor-favored those maps are and left it at that, which is a balance issue that should be addressed, not a bug that needs to be killswitched.
The harvester bug hasn't been fixed yet. It allows a survivor to position on one of the hay bales and become completely unhittable. The killer then has no other choice but to vault the window and follow them around until it gets blocked. Basically the harvesters are just as strong as they used to be before the map rework.
-
12 hooking? That's so toxic. What if a survivor wants to get chased all game because gens are boring?!
Losing isn't acceptable either as the survivors might not feel like they achieved anything great, if you got stomped too hard.
In short: There really is no way of playing killer and not upsetting someone.
-
It probably was the circle. I don't know why it has to cover up auras but here we are.
-
@sizzlingmario4 said:
That's not what the killswitch is for.
Technically it is though. The Coldwind maps are ALL bugged right now. If that isn't what the killswitch is for; temporarily removing something that doesn't work properly until they get to fixing it, I don't know what is.
-
@EvilSerje said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413961#Comment_3413961
Golden words.
And the most problem not that they are balance around SWF. The problem is that they timidly quiet that playing Solo is require you to be top-tier warrior. If there was some "underdog" bonuses or at least warnings "Beware! You are going solo! It is four times hard and 10 times frustrating. Are you shure about that? Yours truly, Entity.", like in many other games, it would be ok.
But it's served like "solo is ok, don't fret".
I don't say that SWF is easy. Probably easy when you have built-up team with 2K+ hours experience and packed up with gear. Average SWF dies like flies. But people play solo and getting constantly wiped out. And if there is a small chance to win, killer turn on camping/tunneling card (if he didn't do it at the start, then match is like 3-5 boring minutes)
Solo queue is not always the best experience and it definitely can get frustrating but it's nowhere near as bad as you seem to believe. I recommend you reflect on your own gameplay as well instead of blaming solo queue for everything that doesn't go according to plan. Sometimes you make a mistake and lose. That's how the game works. Even for SWFs (at least in theory).
-
A killer that forces me to Shift + W? No thanks.
-
@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413106#Comment_3413106
4 man out should be the only acceptable outcome against a bad killer except it isn't rn, a bubba makes a mistake of committing to someone the whole game they deserve 0 kills but they get 1, it's stupid. Not to mention on the flip side u have "1+ kills is the only acceptable outcome, every killer should have a chainsaw"
You're not wrong. But again, how would we change that without completely breaking this killer? Passive overheat near hooks is not a good idea. Anything like this would either be useless or abusable.
-
@Nirgendwohin said:
the real question is, will it be cake, flan or something completely new.
Right you are. I can't wait to buy hundreds of them again and never use them!
-
I'd usually say something like: "But then there'd be even more strong items and addons in the average game." But we're already at that point. So there's no more possible harm this could do.
-
@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407107#Comment_3407107
I think he is not anry because they didn't get 4 mans escape but because he looped the killer 5 gens and his team just left him to die. If anyone though of the survivors deserved to escape it was him in that match. I usually sacrifice myself in endgame for my teammate who looped killer 5 gens because they deserve the escape more than I do.
How would we achieve that though? If op escapes and someone else feels like this, we'd still have the same issue. That's why I said that 4 escapes is the only acceptable outcome. Otherwise someone else might be unhappy.
Seriously, this is a team game for survivors. In other games games you'd be fine dying, if your team wins. This should not be treated different.
-
Shadowborn is overrated? I've never seen someone say that Shadowborn is a good perk and I run it EVERY MATCH. It just feels so much better.
The most overrated perk in my opinion is Discordance. It's a great perk in theory but I'll be happy to see it trigger once or twice per game. I just don't get that much value out of it.
-
@DudelPuma said:
my solo mates are docs that doing 15 gens, saving old women from death and helping poor ppl :))
but seriously! solo q is miserabel and will still be miserable! until bhvr doing real buffs for solos (action buffs or other stuff like that) or if 2 of 10 matches are ok, you forget the 8 that are miserable... in the sense of when someone robs people and beats them, but instead he feeds poor people with the stolen money, does it all make up for it? no of course not!
Sorry to hear that. I'm currently on a 10 games escape streak as a solo, so my experience is really good. It surprises me as well because I've seen the horrors of soloQ. I don't think specific buffs to solos would be appropriate though. When all 4 survivors are competent they already have a solid chance of escaping (not all 4 but at least 1 or 2).
@Beatricks said:
I genuinely don't know anymore what's going on.
2 weeks before the patch dropped, I went on an insanely crazy SoloQ loss streak of being sacrificed 76 times in a row, more than double my old "record" (36 losses in a row).
The patch dropped and I escaped 11 games in a row.
Since then my escape rate is hovering steadily at 20-15%, the same as after the killer patch. I have not noticed a significant difference in either teammate or killer performance. I go up against blink god Nurses and completely potato M1 killers that I can spin multiple times in a row in the wide open with no discernible pattern.
It's weird. I'm almost certain they tampered with MMR again. Like, it actually works in a way that matches people of more or less equal skill (and still keeps queue times low). I've lost a few games since last patch of course but the times I lost it didn't feel like one ore two survivors were to blame but the killer was just better than us (or had a better loadout). It's a bit sad to see that not everyone is that lucky though.
-
The game is in a pretty good place right now. Killers are for the first time since Mikaela's release at a point where they can slow down the game naturally without perks. That is a big deal.
Instead of trying to artificially slowing the game I recommend you use perks that help you in chase and build pressure from there. Maybe run Corrupt Intervention, if nothing else works.
-
He's a M1 killer in chase. You cannot Shift + W him across the map but looping definitely is an option. I wouldn't recommend mindless pre dropping though, as he has some addons that will punish you for doing that.
His power will not help him at structures like TL walls, Jungle Gyms, Shack or most main buildings because it takes him a while to uncloak. You can use that time to either get to the next vault, try to stun him with a pallet (Wraith gets stunned way longer than other killers while he's cloaked) or just run the loop.
-
@Dwight_Fairfield said:
Can I have some of your lobbies please. The team mates I have been getting are predominantly abysmal.
I was left to go into second stage on hook twice last night and the killer wasn't even camping.
If I could, I'd share them with you. There's enough good solo team mates for everyone as it seems.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411260#Comment_3411260
It's crazy how it isn't. The window blocks as long as you, you know, don't meander around and drop chase. I've had people vault the window three times on me, I've not ever had someone turn it into an infinite.
Yes, Saloon has one with the prerequisite that you break a wall that few people even know about.
I've only had 2 games (that I can remember) where the survivors actually used the infinite the correct way. It's not enough to just use one window. You need to chain 2 (or 3, if possible) windows and run it perfectly. The killer will lose chase and the survivor will be able to continue this forever.
I tried brute forcing it and I tried mind gaming. Both didn't work.
-
@Pulsar said:
There's not any infinites left, thankfully.
There are a couple of problematic god loops. I find my issue on Garden of Pain is less the main building and more the easily chained tiles. Reminds me of Cowshed.
The GoJ main building is a literal infinite. The windows never get blocked because the killer loses chase, bloodlust won't happen for the same reason and the killer will not make any ground on the survivor. That is pretty much the definition of an infinite loop.
I've seen that Saloon can be an infinite for 4.4 m/s killers as well (though only if certain breakable walls are destroyed).
-
They tested it and got a lot of feedback. Almost exclusively negative feedback. Unbreakable is already a ridiculously powerful perk and base kit Unbreakable will get abused. The finisher mori wasn't exactly a well received addition either.
This should under no circumstances even be considered again.
-
Am I really the only one who thinks that survivors are in a pretty good spot right now? Over the last few days I escaped almost every game. I had some good soloQ team mates (some less good ones as well) and the killers couldn't compete (except for 1 hard tunneling Plague with double iri addons). I am not even the best looper but I can at least get my team enough time to slam some gens.
I can't blame killers for tunneling (or survivors for gen rushing) when that's their only chance to compete with their opponents. It's not nice but until the game's balance is shifted more towards spreading pressure this is going to stay the way it is now.
-
Healthy hook grabs should be removed. They only make killers better at camping, which is something that most of the community agrees is a bad thing.
-
I miss Hawkins. It was so fun playing killer and waiting for a survivor to drop through the hole next to the second floor gen.
Good old days.
-
@HugTechLover said:
Here we go. 🤦🏻♂️
Go watch the Vods. It’s nothing but hard tunneling/slugging at 5 gens rinse and repeat. The only difficult thing about that is committing to a play style that boring for that many games.
That streak is not a representation of blight’s power, but more so how strong tunneling and slugging is at 5 gens with full slowdown.
So no, Blight should not be nerfed because of this “streak”.
Aight. Now repeat that with Clown.
The fact that Blight even has the power to enable this says a lot.
-
I think the drone gimmick has some potential. Just not for a "stealth" killer. I would rework her from the ground up. Delete everything (and I mean EVERYTHING) except the idea of a killer using drones and start over.
Her appearance is laughable, her animations are completely unnatural (seriously, no one walks like that!), her cosmetics are bad because they don't change the overall visual design of "evil lady with claws in mercenery attire", her chase music is, like, a 3 second loop and pretty boring, her lore is full of redundant information and very little that would actually make her fearsome and her entire power is like a set of 4 different puzzles (like for 4 year olds) all mixed up so that nothing fits together.
The way her power is designed really makes me question, if the devs have even thought about how it would work and how it would be used to make it work.
TL;DR: I hate Dull Merchant and I refuse to play her.
-
@KenwanObinobi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408716#Comment_3408716
I have tried many builds.
- gen regression build -> pretty much useless now unless with the knight (i do not play SM but i think strong with her too)
- anti-heal build -> useless, many survivors use We'll make it, Inner healing, second wind and Adrenaline + medkit with syringue
- 3 gening, well not effective at all especially because the 4 first gens are done really really fast
- hit & run -> if they have resilience, it screws your game
At the beginning of the trial, the survivors have the edge because all pallets are on the map. By the end game, most pallets should be destroyed but for this, a trial needs to last at least 10 minutes.
When all gens are done in 5 minutes... you have been able to do 3 chases and many pallets are still available, unless you tunneled one survivor right at the start.
I do not see how tier B killers can be effective now, there is nothing that works. I was maining Billy 1 year ago, i do not even imagine how weak he might be now 😂
I still play Billy and I think he's mostly fine. He has a problem with maps but other than that he's not doing bad. You can use a variety of perks on him and still win. My staple build is Lethal Pursuer, BBQ, Lightborn, Shadowborn. No meta perks but it works well enough.
I have noticed that matches do go faster now (mainly because survivors spend even less time healing) but it's not like you can't create pressure with the right perks, addons and killer. Kicking gens is useless again because it doesn't really do anything but quick chases can compensate for that. As long as you don't play Freddy (this guy can't helped), you will adapt and get better results soon.
-
His zombies aren't really an addition to his kit. You only see the times the zombies do provide value as a survivor. As Nemesis you see them get stuck on every object imaginable (although this has gotten better), bodyblock you in chase, ignore survivors that are right next to them and walk into areas where no survivor would ever set foot.
Zombies are incredibly gimmicky. If they do work, they can win you an entire game. If they don't work, they are useless at best and a hinderence otherwise.
-
My matches have been a mixed bag. Some very good matches, some horrible matches (mostly due to players being bad sports). My win rate doesn't seem to differ all that much from before the patch (although that's just a feeling). I play soloQ and it doesn't feel too bad for me. There is a lot of tunneling but that isn't exactly new. When I play killer I'm still surprised by how often survivors can heal in very short periods of time (had 1 game with basically unlimited 5 sec heals and still don't understand how that happened).
-
@SOULWARRIOR71K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408457#Comment_3408457
Incentives do not work. If an easier/lazier playstyle works, people will use and abuse it.
Killers camp because it works and quite frankly there are a lot of situations where it's the right thing to do, if you want to win. You force survivors away from gens and towards you. Multiple survivors at that since a single survivor will not get the unhook in most cases. How else would you achieve that?
As it is a killer is not rewarded at all for leaving a hook. An incentive (in the form of an in-game advantage) could help with that.