Yggleif
Yggleif
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- Yggleif
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I've actually been using knock out on Twins recently, put on the perfume that makes people in Victor's range oblivious and the glove to the extend the range and have Victor camp the slugs. It's not made me anyone's favorite person but it's surprisingly effective especially when I'm running sloppy as well picking up the slugs is a real challenge.
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@GroßusSchmiedus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769056#Comment_3769056
And survivors getting the toxic premade squad experience judging by the amount of videos and screenshot by Killers slugging and proxy camping/turbo tunneling someone together.
Beautiful isn't it? I would hope that people will understand the other side a bit more after the event is done, but im not stupid and understand that its not gonna happen cause this is the DBD community, there is no hope.
Yeah this is why people need to play both sides to really understand the game but this is the next best thing. Will it make a difference? Eh, maybe for a few people but yeah willing to bet people will find ways to say it's not the same thing for some convoluted reason.
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So Trapper is doing Trapper things?
At least killers are understanding the soloQ experience now lol.
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No joke I can go AFK half the game (not proud of it but sometimes I get phone calls I have to take during a game) get back into the game do 2-3 gens and escape with the most points because people were either doing chests/totems, actively looking for the killler or just aimlessly wandering around while I was gone. I swear people just shut there brains off and don't try and then cry the game is too hard it's wild.
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Feels like anni has been extended for survivors, it's been a good day for BP.
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Carmilla would be cool be it's probably very unlikely.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767245#Comment_3767245
I can tell you from experience I was running it every other game
I mean fair but that was a typo I meant I was running into it every other game, whether it was people I was unhooking or me getting unhooked even though I wasn't running the perks.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767084#Comment_3767084
First of all those numbers don't mean anything as nightlight only counts a small fraction of the community,
So far the numbers were pretty close whenever we got to compare it with stats by devs...
I can tell you from experience I was running it every other game
Why use it, when you knew it's bugged?
And did you really try to say nightlight numbers don't mean anything because it counts only fraction of community and then try to use your personal pick rate? That means even less with that logic...
I wasn't using either of those perks, not sure why you would assume that.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766871#Comment_3766871
There's nothing wrong with complaining about the bug, but it seems you unintentionally expressed your opinion on survivor gameplay in general since the Endurance bug has almost no statistical impact on escape rates because it probably occurs in less than 5% of matches. The bug occurs due to equipping DH or BT, so it's avoidable. DH is only in 10.6% of matches and BT 1.9%. The killer also has to camp the hook and hit the unhooked survivor during the 10 second window of Endurance, which is rare since killers typically hit the rescuer to avoid wasting a hit on Endurance. Killers also can't abuse the bug since they don't know who has DH or BT and the odds of either are only 12.5%.
First of all those numbers don't mean anything as nightlight only counts a small fraction of the community, I can tell you from experience I was running it every other game. Killers can't know who has what perks yes but they certainly had no problem downing someone instantly and hooking them again which is certainly knowingly taking advantage of the bug.
Let's actually be honest here you clearly wanted a response where I complained about other killer perks but I didn't because unlike you my brain isn't "us vs. them" addled so you went into my posting history hoping to find something and the best you could do was me being frustrated with a bug. It's extremely pathetic and you should try playing both sides instead of this killer persecution complex you have going on.
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In what way?
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Yeah there's not really any reason to keep Hag at 4.4, I'm sure it made sense at one time when the power level of the game was lower but now her being 4.4 just keeps her from having real agency. Instead of being able to chase after a trap is triggered you either have to hope you get the hit after teleporting and then see if they're heading towards another trap or if they're not just abandon the idea of downing them entirely and try again later.
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I don't think you understand how queues work. Survivor queues are long because there's a lot of survivors in game and not enough killers for all of them so basically the exact opposite of what you said.
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Personally I'm really happy about the Ultimate Weapon nerf, it was active too frequently and destroyed the need for the killer to have any game sense whatsoever. So yeah survivor has been way more enjoyable for me with it out of the meta and I wouldn't say DBD has any problematic perks on either side at the moment which is a weird thing to be saying but yeah nothing jumps out at me as overpowered or abusable.
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The idea you need to be comp player to beat a SWF is laughable, if that were true I'm wasting my talent in pubs and need to join DBD league immediately. Fact is if you have good game sense and are mechanically good at your killer 99% of teams SWF or not arn't a problem.
I say this as someone who plays Hag, a killer that literally relies on survivors screwing up to actually do anything and I still 3k/4k the vast majority of the time and that's not because I'm the best Hag that ever was but because people arn't comp players even if they're in a SWF. Most of them are people that are mediocre at DBD playing with their friends that are also mediocre at DBD just having fun meanwhile people on here would have a meltdown at those people using discord while playing.
Instead of complaining about people having friends I genuinely believe it's a better use of your time to get better at killer and there are plenty of resources online to help you do that.
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@Droneinthrwind said:
The worst thing that happened to dbd is that it became chase action game. I would much rather have a game where killer is a lot more powerful in chase but he have to find survivors first than to play this chasy meta slave nonsense with 87 aura reading perks and add ons, because be damned if where is even one second of down time where everyone is not being 100 efficient.
The best memory of this game is adding fog to swamp when it actually did something and trying to do 5 gens without killer finding us. It was fun as hell.
I feel like this is the actual reason all the grass and tall foliage is gone from maps, devs actively want to discourage stealthing. Guaranteed when the swamp rework happens the tall grass will be gone.
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@GentlemanFridge said:
I believe it only works on other survivors.
Might be wrong though, I haven't played around with the DnD perks…at all.
I was wondering if that was the case but I watched a JRM video just to see if I was misremembering how the perk worked and it seemed like it worked on himself because he got the icon in the corner after he finished the song.
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Badham, 5 variations of atrocious map design.
Hawkins is a runner up and I was so happy when it left the game.
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SM tends to be one of the killers I escape the most from. It's very weird to me so many people throw tantrums over her.
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Xeno is literally stronger than Nemesis though? You have map mobility, your tail on command and don't have to power it up and you don't have to hit survivors 3 times to get a down.
It just sounds like you don't understand the tail hitbox which is fine it's definitely a weird one and not intuitive. Basically the hitbox sinks straight down pretty hard as soon at you let it fly so as long as you just aim high you should always get the hit.
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But then when survivors do gens it's "gen rushing" and we're told killers have to tunnel and camp because the gens go too fast. So if doing gens results in tunneling and camping and not doing gens results in tunneling and camping it just seems like killers will tunnel and camp no matter what.
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@Rumplestiltskin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764186#Comment_3764186
Again, I want to point out that people didn't even HAVE the Endurance effect for many years. We got by. More, more, more! You have to do MORE for us. How about you do more for yourself? I play Survivor both as a SWF and Solo, and somehow we managed to escape (and with more or less the SAME metrics we see today). How is that? How did we manage with less? Are you arguing Killers were worse back then? Or, as I might suggest, Survivors rose to the occasion and used aggressive team tactics to protect that unhook? What I see today far more than I ever did before, is getting unhooked with the Killer plainly in sight, my rescuer unhooking and vanishing in a twinkling to leave me unprotected and the only valid target for the Killer, people rarely taking protection hits, the unhooked Survivor getting YELLED AT in after game chat because he/she didn't use their Endurance to body block for the person who unhooked them in the presence of the killer, and so on it goes.
I could write a novel about the bad, entitled Survivor play I see as Killer and suffer through as a Survivor day to day. The Killers weren't worse back then. The Survivors did what they had to do and played better. Now they are so used to base kit protections and perks that they don't do jack for their teammates. In fact, most of the kills I get are because of the Survivors screwing over their teammates. If I saw GOOD Survivor play on a regular basis and this was a problem then there might be something to talk about. But since Survivors don't even pay LIP SERVICE to classic basics, this is a red herring.
This isn't entirely true, there's a reason BT used to be almost mandatory to run also survivor was propped up a lot by old DS and old DH and both those things are gone now. They absolutely should be but just saying "survivors have things now they didn't used to and they were fine back then" is discounting all the very busted things survivors used to have they no longer do.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763904#Comment_3763904
First, it's much harder to reliably get 4 people to be available to play at the same time consistently. Whereas a killer doesn't need to depend on other people being available.
Second, there's better chance of getting a teammate who is lower skilled as there's 3 other slots to fill.
Not to mention a lot of people who try to introduce their friends to the game often play with them which just forces these new players into higher skilled lobbies. So a duo in your lobby could be a 2K hour survivor playing with his 20 hour friend.
There's just a lot more that has to good right for a group of 4 survivors to keep a win streak compared to a killer who can play when it's convenient for them.
Plus killers can pick and choose when they play as well meaning they can pick ideal hours to continue their streak.
Okay but I'm not talking about just anyone like nobody in Hens's group is a bad survivor and that was a full 4 man and the best they could do is 219. Like this is not them not having enough time this is they made a commitment do try and do this multiple times and each time it's nowhere close to the streaks killers get.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763902#Comment_3763902
If matchmaking was much tighter on matching killers to survivors of equal skill, you wouldn't be seeing these streaks. But everytime BHVR tightens matchmaking, people complaint and it ultimately gets reverted.
Ultimately as long as BHVR allows the best of the best killers to have quick matchmaking times, they will get matched with survivors of significantly lower skill them often.
But why doesn't it work the other way? By your logic the best survivors should also be able to get 1k win streaks but they can't get anywhere close.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763897#Comment_3763897
Good soloq survivors are very capable of bringing the killer on long chases and getting gens done. The problem you are conflating with soloq is matchmaking prioritizing queue times rather than skill. Which leads back to the problem you are having being a skill issue rather than an actual issue.
Yeah no this simply isn't true when we have people taking killers like Nurse or Blight on 1k+ win streaks and the highest survivor win streak is only a few hundred it's very clear the killer has more control in public matches especially in the soloQ environment.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763894#Comment_3763894
If a killer is able to kill a survivor without a single gen getting done, then the survivors messed up. There's 3 survivors who can work on gens and enough resources at the start of the game that the first survivor found should be able to lead on a chase long enough for a gen to pop.
Then in order to tunnel out the first survivor hooked, the killer has to wait for the survivor to be unhooked which a survivor has 60 seconds before going into next state. There's little reason for a survivor to be rushing for an unhook unless the game is already going downhill with multiple survivors down at once.
5 gen tunneling isn't an actual problem as it's just a skill issue.
In a game against a SWF? Sure that all makes sense but in soloQ where there's no coordination and you have no control who is on your team? I mean maybe not 5 gens so much but certainly 4 gens left it happens and that's not a significant difference from 5 gens. DBD isn't really the type of game where you can carry by yourself if one person makes a really bad mistake it screws everyone no matter how good they are.
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@Crowman said:
Because survivors have never killed themselves in the hook.
Even if we lived in a perfect world where people weren't prone to rage quit over any tiny inconvenience, this would be a terrible way to implement an anti tunnel mechanic to the game.
Largely in that it punishes the killer for completing their own objective. Imagine if we had the opposite where if the Killer didn't have enough hooks when survivors completed gens, they didn't get completed as an anti gen rush mechanic. People would rightfully be upset that they are being published for playing better.
- I addressed survivors killing themselves on hook in my second post where I actually think this could be a remedy to that problem.
- I don't think that's equal as I don't really think tunneling someone out at 5 gens is "playing well" when if you're playing a strong killer (nurse/blight/spirit) and the survivors don't bring the right perks you should be able to tunnel someone out at 4-5 gens almost every game if you really wanted to.
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I doubt it just from my own experience of it not effecting my own games much at all. I do think they would have to modify it if the actually wanted to implement it as a real mechanic though. Like it can only work after one survivor dies and have the mechanic deactivate after 3 gens get done the point would be disincentivize scenarios where someone dies at 4-5 gens with 4k points. It would also help the problem soloQ is having with people giving up, they probably still lose those games but at least they'd have a chance.
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Assuming more lockers isn't an option which seems like the case.
-Remove lock mechanic
-24m TR, the remnant is an extremely close range power and they're incredibly loud anyway so I see no reason why Dredge needs the usual TR
-Make the brown hood add on basekit, Dredge is already very loud so survivors have a ton of time to run away. Give Dredge a basekit way to punish survivors that try to stealth instead.
-Increase teleporting speed out of nightfall by 15%.
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Getting rid of the entire point of the killer is not "making some trims". If you're actually playing well Unknown only has one shot to down you before you get rid of weakened, if they hit the shot they deserve the down, if you're letting them get multiple shots that's a skill issue.
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-Chucky, I can't see him half the time and it makes looping them a chore.
-Nurse, simply because the don't have to play DBD.
-Pig, maybe a weird one but I swear every single one runs plaything/pentimento and crouch follows people with traps. So nobody is ever actually doing gens and sometimes people are just forced to die because Pig says so.
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Iron Will seems heavily overrated on here. I'm not seeing it in my killer games so I tried playing with it as survivor all afternoon and quickly realized the thing that made old Iron Will so insane was the ability to gain distance with an exhaustion perk and then hide while making no noise. As it is now it's a perfectly fine perk but I'm hesitant to call it a meta perk, just another tool for the distortion rats tbh.
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@100PercentBPMain said:
I'm sure it's just a tease, but a cool one nonetheless. But man, having the villain from D1 be a Julie skin would go so hard
I mean I could see it, her one skin from that Japanese artist is already very close to Genocide Jack.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763091#Comment_3763091
"Survivors spend an average of one minute being chased throughout the match, throwing somewhere between one and two pallets in the process."
I know this sounds indecisive for me to keep going back and forth on this issue, but the above sentence is talking about chase time and number of pallets thrown, and we know the pallets being thrown is a "per survivor" stat. Wouldn't that mean the chase time of one minute is also a "per survivor" stat, or does it mean the dev's sentence was really awkwardly worded?
Yeah it's per survivor or rather I read it has "on average any given survivor will be in chase for one minute per match" so that does mean I think the killer spends 4 minutes in chase per match on average.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762391#Comment_3762391
The average soloQ player can barely handle sadako, cannot solve pinheads box and doesn't know how to place turrets against xenomorph.
Expecting those players to know how to use EMPs and handle overclock is absurd. I am not saying singularity is too strong, I am just saying you expect wayyyy too much from the average soloQ player.
I'll be honest if "use EMP when you have goo on you" and "drop pallet early when he's green" is too complicated for people I'm a little surprised they could figure out how to turn the game on in the first place.
I mean let me put it this way, I do understand not understanding the killer at first and how they work and what special props they bring into the game do. But if after 5 or 6 games against them they're not putting it together I'd find that concerning especially when there's a wiki that's pretty well maintained and countless resources explaining anything you'd want to know. At a certain point if people still struggle they're basically choosing to. Which btw is fine people are allowed to be as casual as they want but I am against making balance decisions around people's willful ignorance.
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I think they're fine as long as you manage EMPs well and respect him in overclock mode and predrop against them so if you know the counterplay I actually think Singularity is one of the most balanced killers in the game.
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Yeah it's a bug idk what triggers it cuz it's not every game but I had a game where I popped a gen and it popped a second one out of nowhere.
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Easily the best rift they've ever done. Really went all out with creativity here with a really strong theme.
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I'm convinced BHVR knows Nurse is broken and doesn't care and just thinks it's funny.
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A bit sad the survivalist outfit is linked the wraith head would have gone so hard with the rest of the outfit but outside of that I can comfortably say this is easily my favorite survivor release DBD has ever done.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760068#Comment_3760068
She does need to be 115%. 110% is reserved for killers who are like really strong, and Hag's only really strong when everything lines up perfectly for her, which is constant teleport hits into follow-up teleport hits. She only has 15 trap tokens, right? So assuming the survivors give that interaction to her 1 after the other from being healthy, she still falls short 1 token. Pretty eye opening. And she can't even get close to that as long as 1 survivor keeps screwing with her traps. If more than 1 survivor are doing that, forget it. Match over.
*10 Tokens then after that the newest trap erases the oldest trap. Although to be fair it's uncommon to get all 10 down before survivors start triggering them.
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The point of corrupt intervention isn't to block gens for the entire duration the point is to slow survivors down while you either setup or get your first down.
I would call it a tempo perk more than a slowdown perk, it makes sure the early game is in your favor and you can get 1-3 downs before the first gen pops because too often the entire team spawns on top of a gen and it gets obliterated in 30 seconds before you can do anything about it.
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Hag
Some try to be pretty like a flower, Hag just becomes a flower.
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I am and even more so for her cosmetic, seems very tribal and I love that aesthetic.
Thinking I'm going to main Lara for sure.
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I am getting a little worried how easy it is to stack permanent progress.
Weaving Spiders + Specialist + BNP is spooky.
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S tier: Nurse, Hillbilly
A tier: Blight, Spirit, Plague, Artist, Oni, Wesker, Huntress, Xenomorph, Chucky, Unknown, Twins, Singularity, Hag
B tier: Cenobite, Cannibal, Skull Merchant, Vecna, Deathslinger, Trickster, Demogorgon, Clown, Wraith, Nemesis
C tier: Dredge, Pig, Knight, Doctor, Onryo, Legion, Ghost Face
D tier: Myers, Trapper, Freddy
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It's really only a problem if you're predictable with trap placement or out in the open easy to see. Around corners and in grass or anywhere there's a lot of clutter most of the time they'll still trigger before the survivor realizes it's there.
Hag's real problem imo is a paradox because it has to do with trigger range. If it's too big survivors can literally run right through them and come out unscathed pretty consistently but if the range is too small they never trigger in the first place. I would imagine the fix to this I would imagine is keep it the way it is and maybe add a brief hinder to a survivor that triggers a trap, something modest like 5% for 3 seconds I think would do wonders to fix Hag's problems.
Although I'd be cautious with buffing her too much because Hag is still very feast or famine where if the survivors know how to play against her it can be a very rough game but if even one survivor screws up once it can irreparably screw the entire team.