Xernoton
Xernoton
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We'll see how SoloQ does, once the HUD is out and everybody has gotten used to it. I expect slightly lower kill rates (mainly because suvivors will know when it's safe to do gens, who goes for an unhook etc.) but nothing too extreme and as long as BHVR are not letting anything get out of hand I'm more than happy about these changes.
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Remember when no one was gonna use DH ever again because BHVR nerfed it too hard? It was fun while it lasted. Now it's back to waiting behind every injured survivor that didn't use a different exhaustion perk before. And even then you might see the occasional DH + Balanced Landing, which is not especially good but annoying none the less. I guess we can still switch to Legion. That way both sides face something equally bad designed.
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/361225/both-sides
For both sides? lmao
Killers in 6.1.0 received 2 STBFL stacks, +10 seconds gen repair and since then got CoB, Eruption Buff, Nowhere to hide and Overcharge buff.
What did survivors get? 10 seconds of BT? How did it stop tunneling? DS/DH Nerfs?
How is this game miserable for killers?
Yeah. Killers are absolute monsters because of these buffs. Can't you see how dangerous the average M1 killer is right now? Me neither.
STBFL is a super good perk but the 10% shorter cooldown on its own does very little. Combined it's quite strong but I've yet to see how this would be a problem.
Eruption is a stupidly strong and tedious perk, I'll give you that. It's also horrible that all these gen regression perks have such great synergy with each other. However, Overcharge and CoB are, on their own, not problematic. It's the synergy once again that makes these perks so strong. Considering BHVR nerfed BBQ without compensation it really is not surprising that you see so many people running these perks. Slowdown is guaranteed value, everything else is not.
Survivors got 1 perk included in their base kit and that definitely shows. Also OTR got reworked to its current state. Those 2 things definitely help against tunneling. The DS nerf was not a good idea but it had the same problem as OTR has right now. Some survivors can't accept not being tunneled and throw theirselves at the killer to bodyblock for their team mate before complaining that the killer tunnels them. DH got nerfed considerably and it's still by a huge margin the strongest perk in the game. That shows how ridiculous it used to be. You can't press E for distance anymore but actually pulling it off now is even stronger than before. The killer now has to hit you 3 times, which gives you 2 speed boosts and 2 weapon cooldowns for the killer. There are quite a few people out there that have perfected their craft and will only DH when they see the killer actually swing, so often enough you can't even wait it out.
Playing killer feels better than before 6.1.0 but seeing as you're pretty much forced to use some kind of slowdown, if you don't want to get stomped is not all that fun. The amount of green items combined with perks to increase action speed further you see as a killer really makes you see how much 10 seconds on a gen help, which is not at all.
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That is the most unhealty idea I've heard in a while. You'd get to see green medkits/toolboxes with the best addons exclusively as well some other ridiculous stuff. Even worse than it is now. There is also a number of iri addons that aren't even that good, which would make the huge price justified for addons like Compound 33 or Mother Daughter Ring on them completely ludicrous. Also what about the killers that have pretty bad addons overall with only some redeeming purple and iri addons?
This would create many more problems than it would actually solve.
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Depending on the killer and the map Shift + W is the most resource efficient play style for survivors, sadly. Pallet camping is a symptom of many players not really knowing how to delay the killer in a chase and a sometimes way too generous amount of pallets. Take The Game for example. Survivors can choose between camping, looping or predropping most of these pallets because it really doesn't matter. There are just that many.
There are still quite a few good loopers out there, however. And they can make pallets hurt way more than the ones described earlier but it's also more fun to go against them.
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A complete rework of that map would be better. It's simply bad designed. There are only pallets on that map and the killer will most likely break all of them. It's boring for both sides.
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At this point his base kit is the problem. Tier 1 is a detriment instead of an asset. Tier 2 is as basic as it gets and tier 3 is pretty much Oni without the mobility, pallet breaking speed and ability to hit multiple survivors at once. On top of that stalking takes so much time. Time that Myers simply doesn't have.
Myers really needs a complete rework.
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Some very good ideas but also some less good ones. Brutal Strength and Enduring should not be touched. They are completely fine and increasing their strength would only make them disgusting. The Hubris buff is unnecessary as well. Its a niche perk but not every perk needs to be universally strong.
Also, this might be my addiction speaking but Shadowborn doesn't need a buff. It does its job just fine. Just make it base kit already or add an option turn it on/off in the menu.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318093#Comment_3318093
Prove thyself used incorrectly is less efficient than just splitting up on gens.
For numbers, 2 survivors working on a gen with PT take 46.04 seconds, so if they stick together then 2 gens takes 92.08 seconds (ignoring travel time). If they just split up and did two different gens separately, then those same 2 gens complete in 90 seconds. This doesn't even consider the fact that, together they can both be chased off the gen, but apart, the killer can only pressure one at a time.
Other perks/items don't make prove more efficient, they only modify these base timings of the gen, so the inefficiency of using prove incorrectly never fully goes away. If you hit 6 Hyperfocus skill checks, you're still better off doing so alone.
So as long as there's more than one gen available, survivors are *slower* working together on gens. The savings comes for survivors at one gen remaining. The only possible exception is if all survivors spawn together and can finish the first gen before the killer interrupts them, which is a huge gamble early game. In most situations, using PT at the wrong time is *buying* the killer both time and possible pressure.
The problem with PT combined with other things is only the 'other things'. Is BNP too much? Probably. I'd rather see it become a 'use above 50% progress and the gen locks in, cannot regress below 50%.' Hyperfocus is generally fine, but shouldn't work with toolboxes, similar to autodidact and med kits. I also think toolboxes should have double or even triple the charges, but provide no more than 10% repair speed regardless of add-ons.
Let's do a little thought experiment. Let's say there was a perk that allowed a survivor to instantly put 30s of progress into a gen but only if they didn't perform any healing actions, work on a gen or were in chase. That perk would be completely useless then, right? It doesn't improve your efficiency but it will keep you locked in a place for a shorter amount of time, decreasing the potential time the killer has to put pressure on you. There comes the issue with Prove Thyself. It allows survivors to speed up a gen and therefore be free to go after achieving something the killer cannot take away. This also why camping is a viable strategy and doesn't equate to a loss when done correctly. You may not progress faster overall but you achieve something irreversible that will put you in a better spot.
DBD is pretty much a time management simulator for both sides. Meaning you don't need to make every action faster but just reach the next checkpoint in a more efficient manner. This is exactly what Prove Thyself does. A gen the killer could otherwise defend and contest will be done before they can even reach it.
I 100% agree that Prove Thyself when used incorrect will not be a big help. But it makes every second the killer loses for traversing the map, not being in chase, not effectively progressing their own objective hurt much more.
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Prove Thyself alone is only problematic because it reduces the time a killer has in the game, which is already limited. It allows survivors to do a gen incredibly fast by just grouping up. Sure, if the survivors were all spread out across the map they still could progress just as fast (in theory) but that also increases the chances of the killer finding them. Then there is also the early and late game. With Prove Thyself you can more often than not finish the first gen before the killer even has a chance to get there. The same applies to the last gen, if the killer doesn't have enough slowdown to stop that.
The real problem comes from Prove Thyself stacking with other things like toolboxes, Hyperfocus + Stakeout etc. This just gets ridiculous.
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Do people really care about prestige? I can't really imagine anyone (other than maybe some very new players) dodging lobbies because of that.
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There is literally no benefit for us players in seasonal cosmetics. If you don't mind that at all great, good for you. But some of us like to buy cosmetics with shards and don't want to wait for that cosmetic to be in season again.
Apart from that, there is no need for this. It's just an easy marketing tactic to get more money out of the players.
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I mostly agree but I don't think letting your frustrations out on other players by deliberately ruining their games is a healthy coping mechanism. I've done it before sadly but the survivors that were hit by that didn't really deserve it (except 1 macro squad that made me mute the game).
Some points I would like to add:
If you encounter a nice and chill killer that won't resort to playing mean even when the match looks bad, please don't be rude in end game chat. It doesn't make you a better player, it doesn't make your win any more impressive but it sure as hell will make that killer consider changing their play style, eventually.
The faster the gens go and the more efficient you play, the more likely the killer is to do everything in their power to stop that. That means Tunneling, Camping or equipping stronger perks (mostly gen regression) and addons as well as switching to a higher tier killer.
You don't need to offer hooks or kills. But the 2 letters 'gg' can go a long way.
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Backwards Bubba. You are only allowed to move backwards. Backwards Nurse is fun as well. My high score on that is 2 kills and 1 dc.
Un-Uncloacable Wraith. You only use "The Serpant"-Soot addon to uncloak. However, you need to cloak every 60s.
Perma stalk tier 2 Myers with Vanity Mirror. You cannot stop stalking other than to hit, carry or break stuff.
Sleeping Pig. You play Pig and hide while crouched until 4 gens are done, then try to get as many kills as possible with the bear traps.
CEO-of-boxing-Nemesis. You cannot use your tentacle and only hook a survivor that you downed while carrying another survivor with the perks: Awakened Awareness, Mad Grit, Agitation and Iron Grasp.
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Why would I? It's gonna be over soon anyway.
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You can win as any killer, that's for sure. However you can also win as a survivor with no perks and 30s afk at the start. Anything is possible in DBD.
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I think it is even more nuanced than that. The game itself is pretty balanced in my opinion. However everything varies so much that you could go from an easy 4k to a 4 man out in just one match. This is partly because we have 30 killers with overall very different powers, 219 perks, more than 650 addons and 40 maps. Think about what a good Nurse (currently) with her best addons and perks on Midwich can do to a group of good survivors and now compare that to that same Nurse playing with mediocre perks and addons on Coal Tower against the same survivors. Now think about how the best Trapper in the world with his best perks and addons performs on (current) Eyrie against a verystrong SWF.
The best BHVR can do is balancing individual killers, perks and addons and tone down the extremes a bit.
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Probably Garden of Depression. I'm not looking forward to that.
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Trust me, you're not alone with this feeling. I found it helpful to step back from the strongest perks and play a killer that really challenges you. That way you know that sometimes you're just not meant to win and can at least learn a killer.
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There is not much you can do about this. Lethal Pursuer on a killer with high mobility might work but your best option to deal with that is Corrupt Intervention. It does a descent job delaying the first 2 gens for a bit. After that though you cannot really maintain pressure because survivors have CoH and medkits as well as chase delaying perks (DH) and toolboxes, so it really comes down to creating a scenario that puts survivors in a spot from which they can't come back. How do you do that? Well, injuring a survivor has becom pretty much worthless, if you can't follow up with a down. Even a down is not really a lot of pressure, if you can't follow up on it. A hookstage on the other hand is something irreversible. Hooking someone twice means they can't go for risky plays anymore, without risking to die. I'm not saying you should tunnel or camp but using those strategies just right will create pressure better than just hoping for the best.
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It happened to me probably like 5 times mostly from very wholesome SWFs. In 1400 hours on killer. I mean, I don't expect a survivor to kill themself for me. I'm happy with a gg or wp, or the even rarer honest advice. Instead I get my fair share of survivors with offerings for Eyrie that are salty no matter what. But the few nice people I do encounter, I really really appreciate.
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Probably the worst pallet in the game. I have no clue why it even exists.
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Killer perk:
Cruel Tactics:
Your experience from past hunts has tought you how to strike where it hurts.
Each time a survivor loses a health state Cruel Tactics gains 1 Token, up to a maximum of 6 Tokens. Hitting a survivor with a basic attack consumes all Tokens and the survivor is inflicted with Exhaustion and the Broken Status Effect for 3/4/5 seconds for each Token.
It might be a bit mean on Blight but I would still like to see something like this on other killers to motivate them to use their powers even when it might be difficult.
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It is much better than it used to be but you still find the occasional cheater. My last cheater I encountered yesterday. That Nea was quite subtle.... Until she started insta healing everytime she got hit.
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I remember the first two weeks after DH's nerf. Many SPs and Lithes but very few DHs. It was so nice to just safely swing as a killer when you won the chase and really END the chase just like that. Now it's back to business and that means waiting behind the survivor, smelling on their butts, watching them break their ankles in an attempt to make you swing, develop a deep understanding of their origins, scout their next move, get so close you might as well be their siamese twin before swinging only to suffer multiple levels of depression when you see their character lighting up, knowing that you will never mentally recover from that.
So yeah. It's alright.
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I used to main Doctor and got quite descent on him, to say the least. If you want to learn the killer I recommend going about it without addons at first. For perks I recommend Lethal Pursuer, BBQ, Zanshin Tactics and Brutal Strength. Zanshin is crucial, Brutal Strength is nice to have but not too important. Zanshin will help you get better with your power and sometimes even identify how people will run certain structures while you push in on them using your shock. The first thing you'll learn is survivor paterns due to the nature of Docs power. In general you should always have an idea of the location of at least 2 survivors and keep track of them so you won't waste time looking for survivors. This comes naturally with experience on Doc. To learn how to use his anti-loop, the normal shock, you should honestly just chase. Don't be affraid to lose games going for the best survivor in a team. You will eventually learn how to time the shock and how to use it for mindgames. Try to prevent survivors from dropping pallets if you can and identify pallets that aren't worth playing around with the shock once they're dropped. You might get a hit eventually but if you have to give up too much time it's better to just break it. The highest form of skill you can achieve on Doc is managing the madness in a way that allows you to put survivors in tier 3 at convenient times. For that you want to keep them on tier 2 as long as you're not in chase and use the Static Blast to affect all of them at once. This can be especially useful when you need to strategically tunnel or camp and everyone is injured or you just need to catch a break to kick gens and slow the survivors's momentum a bit.
You can get quite far with Doc just by playing good but eventually you will get a match that is pretty much unwinnable with the perks I recommended above (probably on Eyrie, Badham or Mothers Dwelling). But even on those maps you have the potential to get rather quick downs.
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You can argue that SWF is unfair all day long. They won't remove this feature. It's one of DBD's selling points that you get to play with your friends. And you can't just randomly ban people for having Discord.
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I agree with most of these points. DH is still a very tedious perk and I'd love for this perk to be reworked because waiting behind a survivor while they run into the killer or spin in crazy manners, breaking their ankles isn't exactly fun. However it's not completely unfair anymore and there is now a form of counterplay. I don't think SoloQ will always be terrible. Sure, it will never compete with SWF but some more information may even convince the Claudette, that is hiding in a bush in a corner of the map or her best friend Dwight, who is hiding in a locker right next to her that it is safe to touch a gen. Your 6th point doesn't hold up too well considering which meta perks we had in this game. It changed but the generall direction is still slow down for killers and second chances and efficiency perks (if not for something absolutely broken like Boilover in the RPD library) for survivors.
Especially point 9 is something we can agree on. They made some very healthy changes to the game like BT basekit and their programm in dealing with cheaters as well as the upcoming nerf to the Nurse. Sadly we also some things that were less than enjoyable. However the good overweighs by far.
I feel like the community has become a bit less salty over the past year but maybe that's just me.
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That's rough.
The reason behind this is how matchmaking in DBD works. There are three MMR brackets. When you start playing the game you're put in the lowest MMR bracket and only play with other new players or people that are not so good at the game. However you start quite close to the first soft cap and the second MMR bracket which contains the largest part of DBD's player base. You probably reached this cap and now face mediocre to good and sometimes even very good players.
The only advice I can give you is to keep at it. DBD has a very steep learning curve and you'll soon adjust. If you don't already try playing both sides. You'll see how the other side plays and what works best in different situations.
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Are you suggesting the killer shouldn't hear you while blinded? Not sure how that'd make sense. There is quite a lot of killers that don't use a headset and have a harder time following you. It also depends on the map how much of a detriment the blind is. There are some maps like Lery's that are so cornered that a killer might have trouble to come through a doorway while blinded.
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It's one of my favorite perks in the game. 9 seconds of immediate aura reading right at the start of the game is so nice on killers with high mobility and killers that need their first chase to happen immediately. On top of that it synergizes perfectly with BBQ (my all time favorite perk).
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I feel like a lot of players overestimate how good they are according to their prestige (which doesn't indicate skill at all). Just had a P96 Leon thinking he was the king of bullies with his entire SWF. They all relied on DH, swarmed me with flashlights and ultimately lost with 4 gens remaining. I didn't look at his prestige until after the game and honestly? I could not tell the difference between him the P2 Jill at all.
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@jajay119 said:
Blindness removes the red stain and terror radius so the killer has a better chance of getting to the survivor unnoticed.
It also removes aura perks so you can't see specific locations.
It will still do all of this. Being able to see someone is on a gen or being chased won't change that. You still won't be able to tell how close the killer is or where anyone else is.
Nope. You're mixing that up with "Oblivious". Blindness only makes you unable to see auras. You still see the red stain and hear the killer's TR.
That being said, the only real use I've found for blindness so far is missing the aura of hooked survivors. Anything else is too situational or just not impactful enough.
I would like to see blindness deactivate the icons for its duration. That way it would be exactly as strong as it is now without the icons but might be useful because many people will rely on them.
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309406#Comment_3309406
Cant wait for the calm and reasonable survivor crowd to start chanting their Nerf Nurse! mantra in a month again.
Wait, what? I'll have to wait a whole month to ask for more Nurse nerfs? Guess what, I won't!
Nerf Nurse! Nerf Nurse! Nerf Nurse! Nerf Nurse! Nerf Nurse!
Seriously though. This is not going to gut Nurse. I stopped playing her completely because even without oneshots and addons it still felt cheap to just bulldoze through survivors. I'm not even that good but Nurse recovers so fast you can fail over and over again and still outpace most of the killers in the game. Compare that to the lower tier killers in the game and explain to me how they can be balanced without breaking Nurse beyond reason. This is a good start but she will still be unbearably strong with the current killer META against anything other than a comp level SWF maybe (curious how that will be like).
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I would much prefer a ping system over an ingame voice chat. The icons that were announced are a good start but with a ping system you could communicate what you'll do next, which would also be helpful against Pinhead and other killers.
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@burt0r said:
Damn i find the irony hilarious at this point. All these complaints about seeing the same killer perks again and again.
And the only thing i have to say is:
Welcome to how killer felt during the years 3-5, dh/ds/ub/BT/.... Any combination of those plus one extra, on 4 survivors, in the majority of games.
Couldn't have said it better myself.
Though it is still problematic that the killer meta now is just as narrow as the survivor meta used to be.
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Remember when Eyrie was way too weak and BHVR had to buff it? Yeah, me neither. They did it anyway.
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Mother Daughter Ring, Pinky Finger, Compound 33, Engineer's Feng.
All of these addons are way better than anything Wesker can slap on.
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@illumina said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305806#Comment_3305806
If you "think" that you won already, then why is it such a big deal that the last survivor has a chance at the hatch? Both trying to get hatch and gates are heavily favored towards the killer. I would even say that getting the gate as the last survivor is a 90% fail rate while getting hatch, survivors have to hope that it spawns near them.
Again, you are PURPOSEFULLY negating a mechanic put in place for the last survivor to have a chance. Are you so bad that you need to slug to get 4 kills? Is it so bad that 3/10 survivors will escape out of hatch? You are deterring away from killing every survivor in a match by letting that mechanic happen. You are simply playing the game as intended and it so happens that you didn't 4k some of them. Slugging to take away that mechanic is not what is intended or we wouldn't even have the hatch to begin with. If you have a problem with it, feedbacks and suggestions to devs is the better route. Getting into your feelings because you disapprove of it and taking it out on survivors is not helping anyone.
Obviously I care because this is outdated and should not work in the way it does currently. If the killer plays well enough to defend the gens and kill 3 survivors, why exactly should the last survivor escape? Survivors should survive if they played well but hatch almost always goes to the player that does the least.
Also, how do a second and third chance for a survivor favor the killer exactly? That doesn't add up. I'm probably to deep "in my feelings" to understand that one, right?
Again why should a killer not be allowed to deny hatch? If they want to guarantee the 4k they will probably slug. Saying killers aren't allowed to do that is like saying that survivors are not allowed to take hits, go for pallet / flashlight saves, sabotaging hooks and the list goes on. Survivors will do anything in their power to deny the killer gets a hook or a kill because it's exactly what they should do. How is it not ok for a killer to go for the 4k, then? Their objective is to kill as many survivors as possible after all.
I'm viewing this from a very rational point. Killing 3 survivors and not slugging is nice but not smart. Basekit Unbreakable was not considered because of that. It was considered because some killers tend to slug to unhealthy extends, which is a different problem that has more to do with how certain killers work.
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@illumina said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305008#Comment_3305008
So, you changed from "prevent survivors from escaping" to "prevent survivors from escaping by killing them". YOU feel that the hatch mechanic is stupid and pointless. Again, voice your opinion to the devs. That doesn't change the fact that it's a mechanic put in place for survivors to stop killers from killing everyone. Besides hackers and better players, this mechanic is the only other thing that is stopping a killer. Even then, rng has to work in the survivors favor, otherwise the killer STILL GETS TO KILL EVERYONE.
Gates are also a mechanic to prevent killer from killing everyone. Should we remove gens and gates too? We should just make this hide and seek with no time limit so that killer will always win?
I think it's a bit silly to trash on a mechanic, that was put in place to help survivors and doesn't even really favor them, because some killers can't fathom 1 survivor being let go. AFAIK, you can still 4k with 1 survivor escaping. If you are a good killer, majority of matches, you are going to get everyone. Why is it so bad that you have a few matches where someone escapes through the hatch?
"the killer STILL GETS TO KILL EVERYONE"
As they should! Think about it: Hatch opens after the killer won the game already with 3 survivors dead. How exactly is it fair for a survivor that has already lost the match to get a second chance and even if they don't make it out via hatch get another second chance for the gates? The killer doesn't get another chance to kill you after you escaped, because it makes no sense.
Apart from that the killer has the same right to do everything in their power in order to make sure no one escapes as the survivors have the right to unhook people or try to deny hooks to make sure everyone survives.
Don't get me wrong, being slugged sure isn't fun but it is necessary to guarantee the 4k, which again is necessary for quite a few archives and every single killer adept.
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Both sides could use a few nerfs. Perks, items, addons and map offerings should not to tip the scales to the extend they do right now. If one side is running something decent while the other brings the strongest stuff they have, the game will be one-sided and mostly boring (often with very little interaction between both sides). The preset loadout impacts the game more than actual skill and that is where most complaints about the game are coming from. I play both sides, but I'd still consider myself a killer main, and my matches depend very hard on how much slowdown / extra gen speed there is in the game. That's what makes many games boring and even miserable.
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Increasing movement speed would only result in more problems. Tiles and loops are balanced with the idea of looping. Changing the killer's and / or the survivors's speed would destroy that fragile balance completely. You would also need to adjust some killers's powers and several perks. How exactly would you balance would you balance more gens that take less time? That would mean that killers had a harder time defending them because gens get done faster which makes the killer unable to regress them before they are finished. Deadlock and Corrupt intervention would be heavily impacted by that. On the survivor's side Prove Thyself and Hyperfocus + Stakeout as well as Toolboxes would benefit largely. Overall your suggestion would result in even more camping then before. What is the point in leaving the hook to get to an area you will be unable to reach in time anyway?
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Honestly, I don't think they need to go for one huge game health chapter and instead tweak some little things every midchapter. I understand that new content earns money but the more people actively play the game, the more potential customers you have. We saw that they can do game health improvements in the past, it just doesn't seem to be that high up in priority.
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Maybe run something else, then. A timer of 0.5s gets heavily impacted by latency. There is nothing you can do about it.
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Sadly there are players that will never use these anti-tunnel perks as they are meant and that's why buffing them will backfire.
It happened with DS and now it happens with OTR. Using them aggressively incentivises tunneling beyond reason. If I have to eat your DS anyway, why wouldn't I tunnel you out, then? OTR is the same. Someone gets unhooked and if the killer doesn't hit them, they will be healed and go for a 2 hit bodyblock.
There is a solution but not everyone is going to like it. The killer gets an incentive to go for someone else and OTR makes survivors lose their collision with the killer completely.
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Billy will never return to his former glory. He can't. That's because fixing his problems requires massive changes not only to him but to maps as well. With every new map Billy becomes a little weaker, mainly because new maps tend to be very complex in terms of their layout and structures. Garden of Joy is a perfect example of that. Many of those loops simply aren't made for his chainsaw (ofc BHVR don't design maps with specific killers in mind) and his mobility is limited to a few lines that he can use to actually traverse the map. They'd have to do something about his collisions first and that would require them to look at all the maps.
Then of course his addons should be reworked. There is like 4 or 5 solid addons and the rest is just gimmicky to completely worthless. Like, what in the world were they thinking creating the "Big Buckle" for example? It's not even situational, it's just bad. There is clearly ways to make his addons better than they are now. However, insta saw should stay in the past.
Another point I find to be incredibly frustrating is to see how much Billy has to rely on engravings just so that survivors can't react and go a single step to the side. It's infuriating when you get a perfect curve but they have so much time to react that they can just step to the side. No need for predictions, no need for skill. I would love his hitbox to be adjusted slightly or bring back that old bug where Billy could spin around and hit survivors at the end of his sprint (of course with the possibility to bump as well).
The reason so little people play Billy is because he is incredible hard and punishing. Some QoL changes are definitely in order.
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CoH would be fine, if it wasn't for medkits and second floor totems. The number of games I've lost as a killer just because everyone would heal super fast and I couldn't get rid of the totem is insane.
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I once encountered a SWF where everyone had the name of a different Legion character and they actually chased ME!
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@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294135#Comment_3294135
I'm less defending it and adding it to the long, long, long, long, long list of things Killers shouldn't be allowed to do.
What exactly are killers not allowed to do? As long as they are not abusing exploits or cheating they should be allowed to play in whichever way they see fit. If a Bubba feels the cold of winter and therefore wants to cuddle up with you on a nice and cozy basement hook they should be allowed to do so. They bought the game just like you did.
Now, don't get me wrong. I know this is frustrating but you can't really blame that on the killer. They try to win using every tool at their disposal just as survivors do most of the time. In addition I don't know what else (besides camping a hook) the Knight is supposed to do with his power. Everything Knight should be good at, he is actually terrible at.