Yharwick
Yharwick
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- Yharwick
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Corrupt/Pain Res/Eruption/BBQ
Maybe?
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@misspuffle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738027#Comment_3738027
I don’t have the tier one unlocked though, I went to the loadout screen to check but still nothing..
Uuuhhhhh for any of them? That's not supposed to happen...
So yeah I would definitely go to the bug report section and contact support because you're always supposed to have a character's perks unlocked at tier 1 even if you haven't leveled them at all.
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It's a pretty balanced combo 2 perks vs. and item. The meltdown survivors have over losing items is probably the most consistently irrational things I've seen in this game. It's always funny watching survivors throw the game for a flashlight.
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@misspuffle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737978#Comment_3737978
no I mean I don’t have any of the dnd survivors perks in their own blood web at all, like I just bought it to try out the perks but I can’t even get them in the characters blood web
Yeah they can take a while to show up because it's RNG if they show up before the generic survivor perks. Keep leveling them up and they should show up eventually, in the meantime you have the tier 1 versions unlocked by default.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737973#Comment_3737973
Honestly, Ive never seen this happen. Like I have played Mario Party with friends and it is normally really, really chill.
Ive heard people get upset over it but Ive never actually seen it myself, Idk if that makes me lucky or not or something.
I've seen it happen like once or twice but the core issue is probably what you pointed out where people aren't going to rage at their friends probably.
It'd be interesting to see what would happen if Mario Party was an online game and had voice chat. I'd be willing to bet you'd see it happen much more often.
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How many survivor perks do you have unlocked? What level are they? You get their teachables at yellow rarity by default but to start getting the upgraded green and purple versions can take a few levels because they're competing with all the generic survivor perks as well as any perks you have unlocked with prestige 1 or 2 survivors.
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Okay but like people will rage over Mario Party too lol.
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Comparing BHVR to companies like EA and Ubisoft is absolutely wild. BHVR can be guilty of inept balancing and design but they're not straight up evil like those companies are.
Also literally by this logic nothing in DBD is allowed to be balanced if they it's released over or under tuned which is a very obviously ridiculous take.
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Dredge needs.... something I don't know what. But currently as is they're a monster on midwich and kinda terrible everywhere else.
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Corrupt is definitely the best slowdown in the game now IMO but doesn't combo with anything really at least not with any slowdown unless you do like Corrupt/BBQ/Grim and then you get good early slowdown and get given a new target while blocking gens and hopefully that's enough to snowball but then I'm just suggesting an entire build for you.
Instead as a combo I'm going to suggest plaything/pentimento as still being very solid. It takes more game sense to know when to activate the pentimento totems and is less good against SWFs making call outs but 90% of the time it's very brutal in how much time it wastes.
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@HexNo3_D said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737176#Comment_3737176
if they made base regression stronger and more impactful i would like them to do something where you can't stack gen perks anymore like 1 would be your limit cause if they went down the route i said you wouldn't need a second gen perk then overall it would make the games more relaxed for people and especially the ones who don't have access to gen regression perks yet while both parties still have control of the game and everyone is happy
Again I heavily doubt a world where killers just don't have to worry about gens at all is one where survivors have fun. I know there's this whole thing where "games are too short" but that's by design as the longer the game goes on the higher the probability of the killer winning is.
BHVR artificially making games longer is only ever going to benefit killers which I don't think is needed in a world where the kill rate is 60%. It's up to the killer to make the game last longer that's where the skill expression for that role is.
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On the issue of gen speeds, I hear people saying they want to play more relaxed and not have to sweat to 4k and I don't know if they realize the implications of what they're saying but to get to that point implies that getting kills becomes easy enough that on the flip side survivors would have to struggle horribly to escape.
In my view in order for the game to be balanced the game is always going to be at least somewhat difficult both sides. To this end gen speeds are probably fine at the moment with perhaps toolboxes and certain perks needing tweaking but the base speeds seem good.
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@Firellius said:
Just a sidenote, but I am definitely not calling him Vecna now that it's been mistranslated as 'Rich'.
It's Richard from here on out.
Preferably in Hyacinth's voice.
It's a Japanese thing, there's no L in Japanese so they all get translated to R.
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Flight of the Damned being "too difficult to counter" is certainly a take....
I was behind the mage hand changes but nerfing skeletons would be beyond ridiculous and I'm hoping it's a partial mistranslation and they're taking power away from mage hand and putting it into skeletons otherwise we really are risking putting Vecna into C tier territory.
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I've had a few killer games where my headset died in the middle of the game. The game is harder but as long as you keep people injured the blood does enough to get me there and I can still win.
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While I appreciate the effort of the write up and for the most part agree, I don't think anyone who hates Skull Merchant is actually going to care because they made up their mind long ago and nothing is going to change it.
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Seems weird to complain about this now when it's been like this for 2 years already. As far as Lethal goes I'd actually argue it's a healthy perk, it fixes games where survivor just spawn on top of gens and killers can't really do anything about it. The actual problem is with killers like Nurse, Blight, Billy that can act on the info so quickly that you're basically in chase 5 seconds into the game. So the perk itself is hypothetically fine on most killers it's just a problem on stronger killers but you can't ban perks on certain killers. It's a problem we've had for years tbh but for some reason BHVR refuses to balance Nurse.
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We live in a time where people give up against Trapper so I don't think that's really an indication of anything.
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I play both sides so not strictly a survivor main but I think Clown is the most slept on killer in the game. I see a lot of people put him bottom of C tier or even bottom 5 when he's like very solidly B tier if the clown knows how to use both bottles.
As far as just playing against him goes I don't mind him especially after they removed the blur effect, he's not exciting or anything but I feel like the clown matchup is fairly solved atp so I very rarely feel like anything happening is cheap.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734585#Comment_3734585
Except survivors got borrowed time basket to help. Mayne they should keep the sabotage changes and make agitation basket? That would be fair I think.
I don't think that's a bad idea tbh. It would fight body blocking too which thematically I despise in this game.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734561#Comment_3734561
I only couldn't get those 2 I was next to because they literally went down under hook lol and I actively decided not to try it. I might have been able to trade not to mention I wasn't using double speed. It definitely has counterpleas through Age and Franklins but I don't think bringing a perk solely to counter items is reasonable. Flashlights you can do 180 pickups and face walls. You can bring light born but you don't have too.
I don't think it's totally unreasonable considering survivors almost have to bring certain perks to not be tunneled out immediately for example. At this point perks to me just seem like "what part of the game do you find most annoying? Here take these to make those things more tolerable". Which isn't a design philosophy I love but it is what it is, it's far to ingrained into design to go back now .
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734543#Comment_3734543
I didn't win the first game lol, my team let me die on hook. It's not about winning, every single sabotage I went for I succeeded and out of 14 I only got hit twice. That speed is in fact insane and I wasn't even using double speed either. Alex's toolbox is 100% a problem.
Must have missed a game then my bad, I wouldn't say you got every sabo you went for, at least once maybe twice it was clear you wanted to sabo but couldn't because you were injured and it was too risky or just not possible. But yes you are correct that if you're healthy you're probably guaranteed to get the sabo off now but that's just something killers have to play around now. If it wasn't possible to play around I'd agree it would be a problem but there are plenty of ways to do so as I previously listed.
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First game you won just because you looped tf out of the killer I wouldn't say that was because of sabos.
Second game was a hatch escape so obviously didn't stop the Billy there.
Third game the killer legitimately played poorly, them trying to hit you at hook and then chase you while carrying was a massive misplay by them, if they had simply walked past you to the next hook while you were saboing they likely would have gotten the hook.
Basically I would say this showed what I expected which is saboing is not suddenly OP but rather the counterplay is no longer hitting the survivor at hook you now HAVE to bait the survivor into saboing the closest hook and ignore them and go to the next one. At least in soloQ, with dedicated sabo SWFs you might indeed have to slug more but still very counterable.
That being that there's a ton of perks to help killer with this like Knock Out, Agitation, Iron Grasp, Infectious Fright, Forced Hesitation all come to mind. Controlling the gens nearest to basement also seems good against it. Saboing is certainly more effective but I don't think it's at all the doomsday change some people make it out to be.
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It seems pretty fair to me, survivors lose their items and in return the killer has two perks for the rest of the game.
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Distortion probably.
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Imagine if we flipped it and let survivors see the killer. Nurse, Cenobite, Merchant, Blight, Trickster, and Knight players would never get to play the game ever again.
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I think a female character with the male skeleton is a cool idea but it was a bad idea to try and do the 2 in 1 thing at the same time because the animations look weird and they can't change them without giving the male character the female animations as well so there's no actual way to fix it I don't think, not to mention she looks barely anything like the trailer.
I like the ideas just not all at the same time.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733042#Comment_3733042
they do but i genuinely don't think this is one of them.
a second hook won't be possible if they aren't super close and the sabo person has break out. the sabo player doesn't even need to trade a down for it too.
Idk I was already going against sabo squads with alex's and breakout a couple times a night anyway and never had any problems, the only difference now is hitting them isn't worth it anymore and you go straight for the next hook. I was already pairing agitation with pain res anyway (and even without pain res I felt like agitation was a bit slept on) so I don't see this change effecting me at all.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733021#Comment_3733021
how many times do you need to experience it before you realize it's some nonsense? like, i didn't use to face ftp buckle up all that much either so in practice it wasn't the end of the world but does that change the fact it still was ridiculous?
it doesn't require incredible set ups and is consistent, that should be more than enough.
It's not good though it takes a survivor off a gen and unless you're in the corner there's always another hook you can go for while they sabo the closest one. People are melting down over nothing.
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Weird how these changes have been out for almost 24 hours and we're still complaining about them being broken only in theory. Like gd first people complain about toolboxes making gen times too fast then when BHVR buffs them slightly to be used for sabos (and therefore not using them for gens) instead that's somehow the end of hooking anyone ever.
Can we pick a struggle please?
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Is it finally time for an imperative of the territorial variety?
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I have zero interest in Vecna, Aestri there's a small chance I buy down the road if they ever buff her illusion perk although I was looking at the cosmetics and I have a feeling all the former jeryl players will be future aestri/baemar players.
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I feel like if this bug ever happened with Ada's Chinese dress cosmetic the community would lose it's mind. It's linked but the way BHVR divided up the the pieces on that one is... interesting.
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No but I don't like using the radial wheel on controller so no amount of buffs was going to make me interested in him and that's besides how frustrating using the skeletons are.
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I don't see anything wrong with slugging for tempo, knock out just makes it a bit more efficient. The perk is probably undervalued at the moment as it's a better slowdown perk than people realize. Even against a SWF yeah they can call out where they are but the recovery will still be noticeably slower.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730476#Comment_3730476
Agitation won't help you against it, when survivor can bodyblock hook, sabo and leave.
There are other perks that will work against it, but I am usually too lazy to watch lobby and alter my build. I will just bleed them to death whenever someone tries it.Agitation literally makes you faster than the survivors while carrying so you can either race the survivor to the hook or just start heading to a hook that's a little further away and both are viable.
I guess if bodyblockers is the main thing you're worried about iron grasp could potentially be better but personally I'd rather just walk past or away from the survivors and not be bothered.
People could even bring both if they hate the idea of sabos that much but that's overkill IMO, I really think this change is gonna do way less than people think tbh with how many tools killers have to counter sabos and how weak of a strategy relying on breaking hooks is in general. It's always been annoying but never actually good.
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Correct me if I'm wrong but isn't it 40 meters in any direction, meaning you have a radar that covers about roughly 160 meters worth of area if you use it in the middle of the map?
How is that not completely insane in a 3-4 man SWF?
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Bring Agitation if you're really worried about it, bring Agitation and a rotten oak offering if you're unreasonably worried about it.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730372#Comment_3730372
I thought Still Sight doesn't activate when working on a gen. At least that's what I read. I think it only works when you actually stand still without doing anything else.
This is correct having played with it, you need to actually be doing nothing for it to activate not just be immobile.
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Bardic Inspiration might be alright now but it has that problem of being one of the perks of you never actually know how much it's doing.
Still Sight it going to be VERY problematic in SWFs that buff was a mistake.
No changes to the illusion perk is a shame, it has a lot of potential but is a complete meme atm.
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Tbf the Victor stuff I believe has a lot to do with DBD needing to get approved in other countries so they legally can't have them be a baby but if what I heard about development for Twins is at all true they weren't even "Twins" originally but I'll leave it at that.
Honestly because of that I'm a little surprised we even got Vecna because China really hates skeletons. As far as DBD goes Clem is possible but they would have to age her up slightly and there's another problem uuuhhhh let's call it a mobility problem but I don't wanna spoil it for people that haven't played the game. Also I just think they go with the show cuz it has wider appeal.
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Asymms by their nature are hard to balance you either get Friday the 13th where Jason was near indestructible or VHS which just turns into a bully simulator and that definitely contributes, I know there's plenty of balance complaints around DBD that are warranted but 60/40 is A LOT better then other asymms tend to do.
Oddly enough a lot of it seems to come from poor dev/community interaction, Gun Interactive and Hellbent were just terrible at taking player criticism and making any changes based on it. BHVR was admittedly also terrible at this in the early years but have improved a lot in that department in recent years.
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Nah no way there's no changes, we usually get these the Friday or Monday before release it'll come you just gotta wait a couple more days.
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I'd put midwich at the top, yes the hook spawns are horrid on that map but other than that it might be the only map I can pick a low tier killer like Trapper or Myers and still feel confident when I spawn in. The hold W nature of the map combined with the size makes unintended sandbagging really common.
Swamp I'd put more in the middle. I know it's supposed to be an average but any killer with props like plague, Xeno, Pig those maps are terrible and then you have Artist and Twins who hate it because of all the changes in elevation and it starts to add up there's a bunch of tiny annoying things about the map for killer.
But it's a really good list overall.
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@BbQz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729450#Comment_3729450
This reads like a SM main with a survivor mask.
Perhaps in very low MMR SM is fine. And obviously you can win against them but it's a hollow victory you didn't win against the skill of the other player you won vs a killer that takes almost zero practical skill.
School merchant can ignore mind games in tiles just by dropping a drone which is free value for no skill. Forcing you to leave the tile, potentially going into a dead zone or eating a scan reduces chase as she now gains haste... This isn't a knowledge check for No amount of information can remove a stack off of you. There's no counter to her ability. Crouching everywhere is not engaging. And while my girlfriend who likes playing dead by day like does play skull merchant, it's because the only thing she needs to do is hold W click M2 whenever the person starts. Looping her since she doesn't know how to deal with that and then go back to holding W until she can hit M1. And to top it off games are normally 3v1 right off the bat for reasons posted here which makes her games normally a 4k but she is incredibly bad and does not play video games
I mostly play Xeno and Plague when I play killer but I guess your brain can't comprehend someone not agreeing with you so you have to imagine things like this.
Again I don't go against Skull Merchant very often only 2-3 times this year that I can remember but none of those games have been very difficult and I owe that to 1. Not falling to the same hysteria most of the community falls into regarding SM so I don't instantly think it's a loss, and 2. Actually studying her entire kit and understanding what she does.
Through this I very rarely get clawtraps on me unless I'm injured and it doesn't matter and I don't mind crouching through drones to get to gens as well as chaining loops together so her setting drones at loops isn't a huge deal.
I know the community will never like playing against the character and I'm not really trying to convince them they should I'm just saying it's entirely possible to learn the match up and have it be not that bad.
I have a feeling a lot of it is about mindset. I'm not seething about SM1.0 ever existing, I'm very patient so the whole crouching near gens thing doesn't bother me and I'm never really thinking about how hard the things my opponent is doing are because to me that's irrelevant all that matters is they are indeed doing things and I have to figure out how to counter them.
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I go against SM very rarely but had one today and I really enjoyed it, the drones are actually interactive in a fun way if you're not in chase and if you are you just stay away from droned areas taking scans if you need to as long as you're not already at 2 unless you're injured then you can.
Playing against SM with my gf though I realized why people might not like her. She's one big knowledge check with so many mechanics the game doesn't teach you or really tell you about and I feel like the level fo enjoyment playing against her is directly correlated to how interested you are in learning those mechanics in the first place and how well you can actually play against them. She even said to me "I wouldn't have minded going against her if I actually understood what was happening" which tells me if a person isn't going in knowing the stigma of old merchant the new one has flaws but they're greatly embellished by the community.
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Plague, and Artist.
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I don't think this was necessarily a skill issue but the wrong thing may be being blamed here. First the map was RPD a map with some of the most fixed gen spawns in the game that has a habit of spawning survivors literally on top of gens that combination leads to multiple gens getting 15-20% progress before you can even find anyone depending on spawns.
Then you're deathslinger, you may be a good deathslinger but you're still slinger and at the end of the day it's a killer with absolutely no 4v1 pressure meaning as long as survivors work on gens far from you they're never really in any danger. Like there's some killers like Cenobite that this would never happen to because they HAVE to respect the cube and that takes them off gens
So it was an unfortunate combination of bad map with a killer that exacerbate the problems of that map. I'm not really sure how you fix it because maps need to be smaller for low mobility killers but also it increases the likelihood of survivors spawning on gens. The answer isn't increasing gen times because making survivors have to sit on a gen fo over a minute and a half even without regression would be a miserable experience.
Honestly I feel like they would have to retool every killer to have some sort of 4v1 pressure but there's no way BHVR would have time for that with their release schedule. Maybe move survivor spawn points closer to the killer but survivors hate being in chase before they even know what's going on so idk. With so many maps and so many killers these things were bound to happen eventually.
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Gen Rush - A term used to describe when survivors complete gens faster than the killer would like, varies from killer to killer.
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Ah yes then I can tell people my major was Surviving in soloQ with a minor in boons.