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There are a few gems in here, but this is mostly insane power creep.
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It's honestly just part of the counterplay.
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Make them purple.
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Yes, they should
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@Milo said:
How would that work with Plaything? What would be first?
Otherwise seems okay. Generalizing the penalty to 10% would makes sense to me. Also, i know the time for this part "For the first 90 seconds only the cursed survivor is able to cleanse the hex totem." you took it from Plaything, but I think 60 seconds would be enough.
Reckon there'd be two effects on the same totem. Doesn't undying/haunted work that way?
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@jesterkind said:
This isn't a terrible idea for a perk at all, but I don't think it's necessary for Call of Brine. I think it's alright that CoB is just a pretty okay information perk now, it doesn't need to keep being a hybrid information/regression perk.
Brine was considered a mediocre perk on release. It was only problematic when paired with old overcharge.
Literally just revert it. It'll go back to being a merely alright perk.
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Swf don't have a glow in the dark locker to tell them where to win chase for free. They make mistakes calling it out just like anyone else. Just more and more hand holding.
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@EntityNea said:
idk, I've often felt like the devs prioritize the killer's hit recognition while Survivors have to deal with feeling "wow that hit was bullshit".
Like, they implemented hit validation at one point, but immediately removed it after Killers complained about their hits feeling like they should have landed but didn't. Even tho that's been an issue for survivors for years, where hits look like they should have missed but you get hurt anyways.
So I'm fairly certain the game is designed to prioritize good connection and responsive gameplay for the killer. My guess is that the reason is that survivors tend to deal with it better emotionally, while killers generally feel it's more unacceptable when their main purpose in the game (hitting survivors) doesn't register properly.
At least that's my guess. And I'd understand if a lot of killers would stop playing if it felt like their hits were missing all the time, while as a survivors it's easier to accept.. even if it still sucks.
You're really overthinking DBD's basement bargain servers.
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This is any game with MMR. Weskers MMR was say- 1000. Yours is 800. Everyone else for the sake of argument is like 200. Your total MMR for the team is 1400. It couldn't get it exact because the search range was broadened to get you into a game quicker. It's going to happen any time the matchmaker prioritizes fast games over balanced ones.
Also there's absolutely nothing wrong with cleansing totems in of itself. Consider how common sloppy butcher is inner healing is not bad at all.
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@jesterkind said:
I think it's wild to take this post as an indication that they only look at kill rates and thus aren't changing Trapper in any way, when the post outright states the opposite??
First, there is a small update coming. They said they don't want to change him particularly heavily, they don't want to adjust him on a fundamental level, but they do have a small gameplay update coming "along with" the new skin.
Second, the argument they make here is one I'm sympathetic to. The reason they don't want to change him too fundamentally, according to this post, is because he's a simple and easy to learn killer who serves as a great onboarding character for new players. This argument isn't wrong, and I honestly agree with it; his power should remain roughly where it is because he's the face of the game and new players deserve simpler killers to learn the game with.
They did mention stats in this post, probably to remind people that Trapper isn't languishing in complete unplayability, but that's not the only thing they mention here and it's unfair to portray it that way.
It's an absurd waste to have a whole killer- their model, animations, sound fx, skins and power be pigeonholed into something only for new players. A killer designed to be dropped eventually because their kit doesn't have the latent complexity and nuance to compete at higher levels.
It's not like any changes you that you could give him would make him inaccessible for new players. If you made him start with his traps new players wouldn't spawn in as trapper and trip over all the gosh darn traps he's holding and immediately uninstall. If traps gave deep wounds on a self escape it's not like new players would experience bafflement and just die. Giving him better tools for experienced players in no way precludes him being accessible for new ones. Absolutely inane argument.
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449879#Comment_3449879
Hag can teleport anywhere on the map. The key is to place traps strategically and defend an area. Not simply place traps at hooks and proxy camp. Her lower speed is negated by her teleporting abilities. It just boils down to lazy players abusing her power to put minimal effort into player a killer like the Cannibal standing next to an hook. I think it would be much healthier to remove her ability to set traps next to an hook.
Trying to shame people for being "lazy" because they're playing to a killer's strengths is ridiculous. When I drop a yellow bottle at the end of a loop in conjunction with a purple one in order to hit a survivor, am I being lazy because that helps me get a down? Course not. That's why it is the way it is.
You wanna know the difference between artist and hag at hook? Survivors can do stuff about hag traps. You can crouch through them. You can wipe them away for free. Survivors have zero counterplay to birds. You get hit and you die. That's why artist has the restrictions she does.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449619#Comment_3449619
Thats a killer offering. The offerings for those are backwards. Killers want survivors to spawn together, but their offering splits them up. Survivors want to spawn separate, but their offering makes them spawn together.
Generally, if you see your distortion go off at the start of a match, and you are near a teammate, run away from them, or hide. Personally i think distortion is a bit overrated, and if your goal is to not get chased, run the "i suck at looping" build, as i call it. Because i suck at looping and i run it alot.
Inner Healing + Overcome + Lucky Break + small game/flexperk (or a map)
You start the game, look for a totem really quick, do it. Then when you get hit by the killer, you get overcome so you get a big speed boost, and you make no scratch marks or blood pools with lucky break. Break line of sight, and run to an area they wouldn't expect and hop into a locker. Usually you can get 2 uses out of it before you run out of lucky break, and now that you can gain charges back it is really good.
Nah, I need to start using the one that starts you away from the killer. I think that'll get you away from a teammate as well most of the time.
Your builds a fun one though. There's more than one way to win a chase and they're equally valid.
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It's funny how they said "we don't take only stats into account when we consider buffs" and then immediately say this
It's also ridiculous to pigeon hole an entire killer his add-ons and perks as the beginner killer. You can buff him and give him nuance and still have more about him to explore for new players. Nothing wrong with that.
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Please look at this BHVR
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@MrPeanutbutter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449593#Comment_3449593
so which one of the 4 survivors are you talking to here in this hypothetical scenario? All of us? So we all listen to your advice and go get the box? Or we all assume that someone else is doing it?
Ok, got it 👍
No. You. You specifically. Don't say to yourself oh someone else will go get it. Sometimes you have to be that person.
I just had a 3 out vs PH (1dc). You know what I did? I got the box. It wasn't hard. 👍
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@fulltonon said:
Here goes the shroud of separation!
That's a really good idea. I forgot that offering was a thing
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I'm pretty sure BHVR has a lot a lot of bureaucracy and meetings and data analysis before they commit to anything at all.
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@MrPeanutbutter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449510#Comment_3449510
Yes, i know how to counter Pinhead. Thanks 🙄
This is very easy when you are playing as SWF on comms. I’m totally fine playing against Pinhead and feel like he’s balanced if you can communicate with your team. The problem is that if you can’t communicate with your team, either nobody is getting the box and it’s permanent chainhunt, or everyone is going for the box and nobody is doing gens and get a 30 minute match where 2 gens get completed. That has been my experience with every single Pinhead match.
I told you what to do. Go do the box. Don't hold m1 and say oh my God my bad terrible spooky solo queue teammates are so worthless when you won't just go do the thing. When you won't do objectives you are the awful teammate everyone complains about. Literally go pull your weight before you look to what everyone else is doing.
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They in no way committed to any sort of slider.
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@MrPeanutbutter said:
If there is another killer like Pinhead, I am quitting the game. Most miserable and broken thing ever to go against in solo q.
Literally just do the box. It's not rocket science. I escaped vs him three times last and I was playing solo.
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I desperately don't want emotes.
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I'm concerned about the perk itself. Goofy speed stacking doesn't bother me because all those perks are conditional in some way. Every Hope or Blood Pact is a hyperfocus, prove thyself or sprint burst not in the match. Not a big deal.
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I'd go for volcano blight.
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@Ithiria said:
With a lot of these things, I think it's a wait and see type deal.
Who knows, regression could be buffable again if some of there's "anti 3-gen" measures put into the game that make it so that they wouldn't enable stalling the game forever.
Also I don't agree with you on trapper and hag, yes, they lock down part of the map, but they usually don't win just by regressing gens infinitely. They win through survivor mistakes in your web that result in multiple downs e.g. when trying to save. If it were about regressing gens forever, then yeah, that would be bad and needs to go imo.
They will never rebuff anything. This is the same argument that gets floated when people say "they can do X and Y and then low tier killers can be buffed!"
It simply won't happen. Any three gen "solution" they come up with will hurt lower tier killers the most. Just like how low tier killers aren't allowed to gain pressure by securing hook stages anymore.
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@Mandy said:
We're aware of the issue surrounding the "3 gen strat" - we did comment as much in the patch notes for the PTB with the proposed slight buff to Deja Vu to help with the issue in the short term whilst we come up with a longer term solution. So this is something that is on our radar.
This is only a problem when skull merchant camps gens from the beginning. Other three gens are survivor mistakes and honestly the only way to play low tier killers.
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@Nazzzak said:
I've had literally one good game against a SM, where she used a chase build and used her drones as an anti-loop. Didn't use it to defend gens at all, and she got a 3k (last person got hatch). It showed me she *can* be a fun and strong killer, the wider community just chooses to use her in a lazy way.
Her addons are insane and afford her a bunch of different play styles.
Unfortunately the whole camp gens thing is just way better.
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I would make him spooky after some fashion.
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@Zensunim said:
Unbreakable is by yourself picking yourself up. This requires 2 survivors that crawled to each other at 95%
healthrecovery progress.I'm sorry. Unbreakable with one extra step. My bad.
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Nah. Faster bleed out? Sure. Free unbreakable? Absolutely not.
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Everyone that plays her and says "I never defend a three gen as skull woman!" Invariably starts to lose, then tosses drones on the gens and goes back to ole faithful.
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Oh. No, I don't. I hook and leave. Makes the game over faster. Staring at a survivor on hook and playing the grab game isn't fun for me.
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@Devil_hit11 said:
I would like to see an item that teleport's the survivor out of danger. If developer have watch any Texas Massacre gameplay. In that game, there are Fountain Wells that survivor can drop to evade the killer.
What if there was an item that allowed you to teleport to somewhere such as locker further away then 40 meters. Perhaps item could only be used if the killer has no line of sight, allowing you to lose the killer.
Yes, what if there was an item that allowed you to win a chase for free?
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@Ithiria said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448179#Comment_3448179
Did you read the rest of what I said?
A lot of gamers in general damage their hearing by turning their headphones up to better hear things, and this is exacerbated by loud ambient music and music, in particular when certain killers have music that's a lot louder than others. Like imagine you have it set so you can hear survivors decently outside of chase, and then when you get in the chase, the music absolutely starts blasting, that's really uncomfortable.
Personally I just use a compressor to deal with the problem on my end, similarly as to how I use filters to deal with excessively dark maps like Garden of Joy.
I don't actually think I'd agree with making it an option to turn off chase music, it probably would be way too hard to escape the killer if they could hear you perfectly, but I think some of the louder chase musics should be looked at and tuned down.
I don't think that's what toxicity is widely regarded as being. Generally it's reserved for folks being rude to one another.
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@Ithiria said:
People often say that chase music exists is a balancing measure, as without it it'd be virtually impossible to escape the killer since it'd be vastly easier to hear your footsteps and breathing.
I have no been able to find a primary source on this, but given how prolific the rumor is, I'd err on assuming that it is how the devs see the game. It would not be coincidental that nurse's rework recently gave her some of the loudest music in the game, and that the "music" option doesn't affect it.
So if that's the case this is unlikely. I do agree with you though, I think this is implemented in a really toxic way where different chase musics are much louder than others, which encourages players to turn up their sound to be able to hear footsteps and the like, damaging their hearing.
I agree with you but I'm sorry- toxic? Is the music being mean to you?
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@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/378167/can-range-weapons-get-limitations
Hatchet, you heard of their horrendous hitbox?
Clip or it didn't happen (I legit don't believe that happened, you would need to aim so high this makes no sense)
Deathslinger, you heard of... body blocks?
They shutdown his powers completely.
Overall, ranged killers needs buff, nothing less.
They're obviously a very very new player. Missing a hatchet and clipping someone else is firmly within the realm of possibility.
What would be more interesting is if they were a cross -map hatchet savant and this awakened their superpower. It's easy for them because they're naturally good at it. Like one of those people that do algebra in their head.
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Slinger's gun is limited because.... It's a harpoon. What good would a harpoon be if you couldn't reel in what you hit?
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@DaddyMyers_Mori said:
Of course it's possible to beat it, it was near impossible during CoB era. All perks of that build got nerfed hard.
Currently, it's git gud issue.
She is not even strongest killer to hold 3-gen. If you don't know how to deal with it, I can lock you with many other killers.
Legion, Demogorgon, Knight, Wesker, Hag, Artist
Top killers (Nurse, Blight, Spirit) are good too, but they don't need to do it.
First thing is to beat 3-gen at start, but you finish whatever gen you see, get locked later and act surprised.
Don't ever leave gen above basement to late game.
Then you have midwitch, good luck there.
There is very little killers that will hold 3-gen from start. Most of them will try to save game with 3-gen simply when they get into 2 gens left with not enough hooks.
They have two options, tunnel someone out or hold 3-gen. Not sure which one survivors hate more.
Third option is lose, but don't be entitled.
The problem with skull woman is that she is uniquely equipped to hold and keep a three gen from the very start. Every killer can three gen to different degrees, but nobody else can sit on it until the survivors get bored with to start making mistakes or hard throw.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447104#Comment_3447104
Except you can very well make them play the game they may otherwise easily quits, that's exactly what DC penalty does, and surprisingly it made people quit less!
Yeah we should remove kobeing and make DC penalty little harsher, it benefits game a lot without penalizing normal players.
Wonderful. I'll go with an old example.
Would you rather have the person who wants out of the game dead or following you around for unhooking them, dropping every pallet in the map, leading the killer to you, body blocking you and intentionally missing skill checks?
What is more hostile to your experience? Them simply being not present or actively sabotaging you?
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@DaddyMyers_Mori said:
Twins, Wesker, Deathslinger, Pinhead
Even when you get inside a gate there is chance I kill you.
Blood warden is also a thing.
I wish every killer had some way to get people inside the gate.
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@Aaronseuk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447105#Comment_3447105
I think the point was… I didn’t want to be chased for 4 gens lol
And I certainly didn’t want to be tunnelled out from the get-go.
So what you wanted was to......hold m1 for 4 gens? That's an interesting perspective.
Dead by Daylight Skillcheck Simulator. Killer perks, items and add-ons that can affect the Skillcheck in any way can be tested and learned here.Here. Now you never have to boot up DBD again, since it's apparently what you want from the game. You're welcome.
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Dunno. It might. I can't see any reason to buff medkits at all currently, no matter how small.
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I kinda agree. If you get a hook during egc there's nothing to do but sit there and stare at your hooked survivor. If I down an entire team because they were altruistic it doesn't feel like I've won, it feels like they've won and were just goofing off.
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@SkeletalElite said:
Disagree, carnifex break speed at pallets is only kept remotely balanced by the fact that you can't be right next to the pallet when he does it.
Also by the fact that you only have him yaknow, 1/3rd of the time and he's the guard you really want chasing people anyway.
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After a certain point you've just gotta play better killers or resign yourself to the fact that you're going to lose games. It's not you, it's the game.
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@Daespyrial said:
The only tip I can think of against a Skull merchant in this situation, would be to pressure all three gens at the same time if you have 3+ people, If you get exposed the killer will either chase you giving time to do the gen, or leave you and keep kicking gens. The drones do nothing to physically stop people from doing gens but does make the killer have no TR so you have to play very cautiously to not get snuck up on. It takes some time and coordination on survivors part but its possible to win.
If you have a 4 swf at the end you can pressure two gens by two stacking with prove on each one, but its best to keep progress on all the gens.
If you are a duo, its much harder, again possible but harder. That its usually easier/faster to just give the 3K and hope for hatch.
Just don't be afraid of the drones, 3 gen killer players very rarely are good in chase, so if you are exposed just do your best to stall for time or loop until the killer gives up and goes back to gens.
You can't do it. I had a game the other day where she hard tunneled one survivor out then sat on her gens. My team was solos but good. Two of us stayed on one side to pressure two gens, the other stayed on the other and pressured the farther gen. Honestly the communication couldn't have been better even if we had comms. Game took half an hour but eventually I got sloppy and exposed on a 90% gen and got downed. Game over after that. My mistake and I own up to it but honestly I was just bored.
I think if she had a hefty cooldown on activating drones remotely or if survivors didn't have to stare at them for ten seconds before doing anything with them she'd be a lot more tolerable. She already has incredible and versatile add-ons. She'd be fine with a little nerf.
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@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447412#Comment_3447412
I believe even with the nerfed perks a knight who wants to 3 Gen can still do it like he always did.
She's always been better at gen defense than knight. Skull woman is omnipresent in a way he'll never be and on many maps can leverage the element of surprise. Knight's thing was kicking a gen with overbrine and setting a guard to watch it while regressing while kicking the other gens as well. Without those perks, this strategy doesn't work anymore. I've beaten a few knights still trying to make it work. Moreover as we've moved away from the knight release the counterplay to him is understood and disseminated better. People understand that the guards are pointless without the knight accompanying them. So even when he does do that you can just kite a guard for 5-10s, grab the banner and hop back on your gen. Knight comes back and does an ineffectual chase with you and leaves the other gens defenseless. For reference skull merchant takes 10s before you can even begin to interact with drones assuming she doesn't reset them remotely with no time investment from her. Her stall is in a different league than knight.
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@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447269#Comment_3447269
Skull merchant even with the nerfed perks can still hold games hostage.
You're absolutely correct. I don't understand what that has to do with knight.
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@lifeisstrange said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446150#Comment_3446150
They also forgot they got their disgusting franklins demise crutch perk to make any items useless.
Franklins is not a gen stall or aura perk. It's not even the backpack build you hate. Do you think killers get to run every perk in the game simultaneously?
If I get my bnp out and deplete my toolbox while the killer is chasing someone else Franklin's does nothing. If I see items scarred about and drop my item before getting hit franklins does nothing. If I get hit and immediately pick up and drop by item the perk does - you guessed it- nothing. You have a fixation on perks that do very little for reasons I do not understand.
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442970#Comment_3442970
Waiting for someone to be unhooked and then swinging at them right away to cancel the BT protection or counting to 15 seconds before continuing to tunnel and then instadown. Please don't bring base BT into tunnelling when it makes no difference whatsoever.
Of course it does. That's why it was implemented and why BT was basically a required perk before it was. You get hit off hook and just run to the next loop. It buys a lot of time for your team.
Pretending that because it doesn't make you invincible it's worthless is incredibly disingenuous. Fallacious. There's a reason BT was an incredibly popular perk before and it remains very useful as a basekit mechanic.
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@alaenyia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446839#Comment_3446839
You are probably right about the botany. I specifically noted medkits pulled out of chests. Those do not have add-ons and if you are the last survivor (or in with people who aren't altruistic) they are a 1 and done (Or a not even 1 and done in some cases). I am just appalled that killers are complaining about medkits when they have been nerfed into the ground compared to the beginning of this game. These people would lose their minds if they had to actually go against a team from 4 years ago. Every survivor item has had a nerf (and many have had several), medkits, toolboxes, keys, flashlights but I still come in here and see people complaining that survivors are somehow privileged by these barely useful items. I do not bother to bring any item in with me because the value is so low it is not worth the bother of dealing with getting tunneled and camped out of the game over a brown toolbox that got me nowhere after thano.
What sort of an argument is this? Because things were oppressive years ago they should remain such indefinitely?
Medkits were adjusted. After the adjustment they were found to still be by far, the strongest items in the game. They were changed again. They're still very powerful but less so.
You're getting spooky scary tunneled and camped out of every game? Classic complaint. Timeless. What about your teammates, who also brought items? Are they getting picked on by the big mean killer mains for also bringing items? What about when every survivor brings an item? Is everyone being targeted in that circumstance? At that point isn't the killer just kind of playing the game? But no. You've got a main character complex to fulfill. I'm sure there's some other reason the killer is downing and hooking you aside from just playing the game. If you keep stretching the truth eventually you can tell yourself any story you please.