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Zakon05

Zakon05

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Zakon05
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  • I'll definitely say this is the hardest time to play killer I've ever experienced. Which is saying a lot since I joined the same month they added Circle of Healing.

    Which isn't to say old CoH, DS and DH weren't better than what survivors have now, but the playerbase as a whole was less skilled. Survivors are much better these days and it makes trying to win a nightmare.

    So many games I'm having consistently <30s chases and lose anyway.

  • Sprint Burst and Dissolution.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079246#Comment_4079246

    And what tunneling makes you worst at? Chase oh no with tunneling you are in chase the same as if with another survivor only difference is that tunneling has bigger impact on getting hooks compared to chasing and hooking another survivor its like doing one work till the end and finishing it and then going to start another compare to doing one work while stoping it and starting doing new one so on.

    As you said its personal choise, you will get more wins on average but still with it you will get teams that will destroy you even if you tunnel or not. So calling it unskilled is kinda out of window because tunneling doesnt wins chases just by exixting and experience in chase is obtained throug chase no matter which it will maybe hurt you little in different areas like macro or making judgements and making dicisions mid game because you just tunnel all 100% of times but nothing crucial in the end.

    It hinders developing your game sense and macro play. It's not unskilled to tunnel, but good killers know the best time and opportunity to do it. You can try to fall back on it as a plan B, but if it's your plan A, you will run into major problems if the survivors you're playing against brought anti-tunnel perks and don't fold under the pressure of getting tunneled.

    Examples

    How a bad killer uses tunneling: Wraith gets a survivor on the hook and then uses their stealth to hover nearby. They wait for an unhooker and then either chase them off or force them to trade, slugs them, and tunnels the unhooked person. They don't try to spread pressure, their entire win condition is centered around exploiting survivor altruism and hoping people won't just try to rush gens when they realize this is happening.

    Examples of how a good killer uses tunneling:

    -They get a survivor on the hook, then go hunting for another survivor. The survivors misplay by unhooking before they fully leave the area, so they double back to punish this.

    -They patrol a bit but don't find anyone, so they patrol back to the hook to proxy camp it and force a trade/tunnel. The survivors aren't efficiently pressuring generators anyway.

    -They brought Barbecue and Chlli but don't see any survivors, which means the whole team is nearby and they have no reason to leave the hook.

    -There's a tightly clustered group of generators, so they hook nearby them so they can simultaneously patrol the gens and make it difficult to unhook without them being able to tunnel

    -They left the hook, but spotted a survivor running in for the rescue, so they chase them. If the survivor forces the unhook anyway, they tunnel the unhooked survivor to punish this misplay.

  • No offense but, "I want Jason Voorhees in horror hall of fame crossover game Dead by Daylight over Darth Vader" is the coldest take I have ever heard.

    I don't think there's really anybody who's clamoring for Vader. At best there's people who are just open to the idea.

  • @TropesDaMan said:

    i have been told i could get banned for tunneling someone…i may be stupid then my bad. its been a while since i played

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079168#Comment_4079168

    thank you though!

    You cannot get banned for tunneling, they specifically say tunneling is not a bannable offense. It's an intentional mechanic that was placed into the game.

    People who say this are confusing "targeting" for tunneling, aka harassing a specific player. Tunneling is not targeting and involves actions beyond just trying to get them out of the match as swiftly as possible. For example, in one match, bleeding someone out unnecessarily to the detriment of your ability to actually win the match, and then trying to get back into their lobby to do it again, or playing on their team as a survivor afterwards and trying to sandbag them.

    People don't like tunneling, but it is a part of the game and nothing bad will happen to you if you are tunneling out a survivor to efficiently remove them from the match and nothing else. People will likely whine and complain at you, but you can just ignore them, you aren't breaking any rules.

  • @Shinkiro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079145#Comment_4079145

    The tail was nerfed to be more reactable, frankly turrets should have been nerfed with it, there's also stronger powers that don't have ways to force the killer to lose it. Xenomorph is not strong enough to warrant how strong turrets are. They should at best be chase extenders allowing you to make it to the next loop and make distance, not chase enders. The counterplay isn't fair or fun to deal with at all when stacked and that's why the killer isn't played much.

    This did happen, like literally everything you're saying. When the xeno's tail windup got lengthened, it came with stronger inherent resistance to the flamer turrets.

    If you run lambert's star map and have decent reaction speeds, the flamer turrets are already just a speed bump.

    I am a p100 xenomorph, I basically haven't gotten knocked out of crawler mode since the last set of changes unless I'm being careless or I've determined I can just run down the survivor and M1 them and not care about the turret.

    Turrets at this point against any experienced Xenomorph are literally just the equivalent of a protection hit for survivors. Someone running in to take a hit and extend the chase and give the other survivor some extra distance.

  • @THE_Crazy_Hyena said:

    Ghoul doesn't fit in 2v8, due to the same reason as why Legion didn't.
    Getting that first hit, and applying deep wounds is WAY too easy.

    Trickster on the other hand isn't nearly as offensive as Legion or Ghoul, and thus can work in 2v8.
    Not exactly sure how he'd work in conjunction with Huntress, but I am sure the lockers could be different from the players' perspectives (huntress sees hatchets, and trickster sees knives).

    Freddy.. I am not sure how the whole dream world mechanic would work, and how it would affect the second killer. How would the lullaby mechanic work if he was paired with Huntress?
    I think Freddy is best left to 1v4

    This is completely misunderstanding the problem with Legion and also Ghoul.

    Legion is weak in 1v4 because they can easily injure multiple survivors back-to-back, but cannot meaningfully follow up on those hits. If survivors spread out, they may even have trouble chaining hits to begin with. In 2v8 they become a support character for their ally, and there's so many survivors he can easily injure multiple people in a row and leave them injured for their ally to mop up.

    Ghoul is basically the exact opposite. Ghoul in 1v4 is oppressive because he can so easily get the first hit and follow up on it. He cannot chain hits and he gets put into an animation lock after the first hit. 2v8 would actually balance out Ghoul. Especially with the number of pallets, since although he is a very strong killer, his weakness is pallet dense maps.

  • @Pulsar said:

    No more.....stegull?

    What am I supposed to do now

    Try Lisa Garland, Sheva, or Rose Marigold. I always thought they were funnier than Steve anyway.

    Sad to see steagull go though.

  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037198#Comment_4037198

    Do you allow yourself to have fun?

    I am playing only killer on the event and giving surviviors a break is actually refreshing for everybody in a match. Why destroy the fun for 4 other people, if they just want to goof around? Aren't the games for us to have fun?

    Just play normal mode if the event and holiday spirit doesn't fit you.

    How in the hell did you come to the conclusion that I don't like to have fun based on that post?

    Dead by Daylight is fun. Throwing snowballs is fun. I would like to do both not one or the other.

  • Just to be 100% clear here:

    There is a middle ground between quad slowdown blight versus four survivors with commodius toolboxes and meta builds, and neither side caring about their objective and having a snowball war and high-fiving with the snowmen.

    I wanna play with the event powers but also still play the video game.

    This isn't a problem on survivor, I can throw snowballs at the killer mid chase and the game doesn't suddenly turn into a farming match. But if I do it on killer, it's like all four survivors suddenly go "THIS ONE'S FRIENDLY, QUICK GET OFF GENS!"

  • @Terror_Misu said:

    Yeah, its an event. Its not a sweat pool party. People queue up to enjoy the new toys like snowballs, and this is being complained about? Normal queue exists, if this is giving you issues, normal queue is for you.

    If you're going to say you want to get the cosmetics and rewards, then do it. Survivors goofing all match isn't going to affect that.

    I don't understand this post. Perhaps its just a rant and I'm overblowing it. Yeah, its probably that. My bad.

    I don't care about the rewards, I want to play to win against people who are also playing to win but we also happen to be throwing snowballs at each other the whole time. This wasn't an issue in previous Bone Chills but I haven't been able to enjoy a single match as killer this time and just let the survivors go, because the moment I throw a snowball they don't touch gens and just chase me around with them.

    Plus the event has actual new powers like the ability to freeze pallets and cover gens with snow, and you get bonus blood points for hitting people with snowballs.

    Am I really that crazy that I can try to win while also not taking it so seriously that the snowballs aren't still fun? I did one match where I 12-hooked to compensate for the fact the survivors weren't touching gens and gave hatch and they still got mad at me afterwards for killing them.

  • @MrBuffalo said:

    Man survivors cant win aye?

    "Gens are going too fast"
    "Survivors are so sweaty"
    "Survivors are not doing gens"

    What do the players even want anymore….

    The players are not a unanimous voice.

    I feel bad winning if my opponents aren't trying, it's not fun for me and makes me feel bad.

    It doesn't really matter what side I'm on, either. If I'm on survivor and we're rolling a killer who is trying to do something goofy then it doesn't feel good to me.

  • I never really liked the accusation that they took a vacation.

    They worked on stuff, we just didn't like what they made.

    It had to be pretty bad for morale to put in a bunch of work just to toss it all out tbh.

    But I really don't know what people expected. BHVR has always shown that they have a tenuous at best understanding of how their own game works. I don't really blame them, this game takes hundreds to thousands of hours to get good at and has essentially 0 transferable skills from other games, so it's hard to find people who both know how to make games and understand how to fix THIS game.

    You can boycott the game if it makes you mad but it's not like they'll suddenly get any better at it if the money stops coming in or something.

    We're not going to get a miraculous balance patch which overnight fixes every issue, because the community can't even agree on what things are problems. Anything they try to fix would make a large number of people mad.

    Like if the changes had gone through, survivor would feel great to play, they would have fixed basically every pain point the role has. But as a result killer would feel terrible. But if they fix killer pain points then survivor would feel bad.

    This game, foundationally, is built on abusing things which feel bad to play against if you want to win. That's just the nature of it.

  • Whether or not all of this comes to live, there is no way that survivors will retain their off-hook benefits for 30 seconds with this combo on live. That's a bug. The off-hook protections are supposed to expire 3 seconds after you are healed to full, but they don't with this combo, and I seriously doubt that's intentional.

    But Wicked is not the problem. It's Resurgence.

    There is really no way to force the killer to hook you in basement without intentionally dying down there with Boil Over. You need friends with sabo toolboxes. This is a big opportunity cost for the team. It's one of the reasons Wicked is not a widely used perk, it's just way too hard to get the killer to put you down there if they don't want to, and a lot of killers will avoid hooking in basement if they don't intend to camp because it takes so long to get in and out of.

    With Resurgence by itself, a single survivor could go for the unhook and heal you almost immediately. That's on live, doesn't require any setup, doesn't require anything.

    Resurgence has been overpowered for months. It's a perk that directly punishes the killer for not camping and tunneling, it's just not a healthy design.

    Would very much prefer if Wicked kept its benefits on PTB and Resurgence took the nerf instead.

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025547#Comment_4025547

    Sorry, ive played through all the games, theres a million characters lol i just meant the ones that stand out like most well known. Unless someone played the 1 gameboy advance game juste was from, people would know him, just like Shanoa was only in 1 game. Julius was more of a side character to Soma. It just really hit me hard that my absolute favorite from alllllllll the characters ended up being chosen to be a cosplay. And ive been begging ever since lol

    Don't worry, I was just teasing. It was more meant as a way of showing I love the franchise too so I wasn't just trying to be like "Be happy with what you got, Castlevania fan"

  • If they make a legendary skin for Charlotte I will lose my god damn mind and probably never play a different survivor ever again.

  • Yeah, his face needs a little bit of work. Thankfully everything else about him looks great. I love how cheesy his voice lines are.

    @ShanoaLegendaryPlz said:

    They still have yet to fix rick n daryls screams/grunts. And maggies bugged face with green armpits lol. But yea this doesnt look like any version of richter that ever existed.

    But i also don't think they care about castlevania content that much. They made 3/4 of the characters into quick cosplays so they wouldnt have to gradually add legendaries im guessing. And richter was the only main belmont they didnt toss into that cosplay pile so they eventually had to add him. The odd part with this legendary tho is konomi has to give the ok for the design, and this design is terribly inacurate lol.

    (Sorry im still sour about Shanoa and Simon Belmont and Sypha all being cosplays)

    I totally get being disappointed that your favorites got turned into cosplay skins, but honestly, Castlevania is just behind Resident Evil in terms of how much love and attention they gave a single license. Multiple legendary skins, multiple cosplay skins, an entire rift…

    I've actually heard some people feel alienated by how much attention they give this one license if they themselves don't actually care about it at all. I'm a Castlevania mega-fan so I eating it all up, but it didn't occur to me until PixelBush mentioned it that there was a pretty big stretch of time where this game just wasn't making anything for you if you weren't a fan of Castlevania.

    Also damn, the only main Belmont who didn't get a cosplay skin? That's cold towards Christopher, Juste, and Julius.

  • BHVR had several months of negative Ghoul feedback and went through with making a killer who takes everything awful about playing against Ghoul and doubles down on it.

    I get it, survivors holding W is obnoxious, survivors pre-dropping pallets is obnoxious. But they figured this one out with Dracula already. He needs to hit you with skill shots to outplay pallets, and his bat form blinds him and he gets slowed down when he transforms, giving survivors counterplay options.

    Ghoul just point-and-clicks up next to you and vaults pallets, and now Krasue doesn't even need to worry about map geometry, she just runs you down.

    Thank goodness I enjoy playing both sides so I can just play killer to escape playing against these abominations of game design.

  • @Royval said:

    I don’t think ghoul is as strong as nurse, blight, spirit or dracula.

    He's stronger than Spirit, but that's just because Spirit is a bit overrated these days. VERY VERY good top 10 killer, but she's got several killers who are stronger than her now, and Ghoul is one of them.

    But this isn't really about power. Hillbilly shows that a killer who is strong can also be well-liked. Ghoul is just miserable to play against, the design feels awful on the survivor end of things.

    I would legitimately rather face a Blight, despite Blight being much stronger, just because Blight feels less BS to play against and I can admire the skill and practice that goes into playing him really well.

    I can't with Ghoul. Ghoul matches just feel like a total waste of time. It's not that he can't be beaten, it's just that there will be no enjoyment to be gained from it, and whether or not I can delay him in a chase is completely up to how many chainable pallets I have access to.

  • Bad Krasue. I hit every survivor who tried this on me when I was trying to get adept.

    It might be a controller vs kb+m diff. I could see controllers not being able to turn around and swing fast enough, but it was no issue for me on mouse.

    Please don't listen to QuietKills, he is ridiculously biased towards killer.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004861#Comment_4004861

    no i mean recently unhooked, ran away from the hook to heal, killer follows scratch marks and find 2 injured survivors healing. as killer i now know which one to chase and which one to ignore. might not be hard tunneling instantly off the hook, maybe 3 seconds off the hook? pretty much tunneling a player out fast while ignoring all other players which i thought was the issue people were complaining about. its all good to me, i hard tunnel at 5 gens every time so this makes it easier for me but even i can see this is a pro tunneling update that makes tunneling easier

    Unless both survivors are the same survivor wearing the same cosmetics this isn't really an issue. Showing hookstates to the killer doesn't really matter to killers who don't care about tunneling. It purely benefits killers who are trying to spread their hooks out.

    This is the same reason why when I play survivor I always switch if someone picks the same survivor as me. It does nothing to confuse tunneling killers since tunneling killers don't care, it only confuses killers who are trying not to tunnel.

  • Wait they went through with the OTR nerf? I thought for sure that would be reverted.

  • @wechselkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990473#Comment_3990473

    I don't think you are recognizing how these changes are inherently going to ruin the game for killer player. For context, I play mostly survivor and I'm an Orela so I get tunneled out of games often. I still don't think these changes are smart in the slightest, especially considering how these effect any strategy the killer might have.

    Firstly, what if the killer is going against a 3 man SWF and 1 solo queue? I promise you, as soon as that solo queue is hooked the SWF will let them die to get the benefits from an early kill and benefit from sacrificing a player to get an easy win. Lots of SWFs in this game so this is definitely going to occur often.

    Secondly, why are killers being punished for going after the weak link on the team? Is it not smart to go after the guy that can't loop at all and never looks behind him, instead of the guy that has 1.5k hours and is an incredible looper? If the killer hooks the weak survivor, these changes essentially want the killer to then ignore that survivor regardless of any mistakes they might make and instead go for the stronger survivor and likely lose the game. If a survivor is making lots of big mistakes, why is the killer not able to capitalize off of it? Sure it's annoying that your teammates are making dumb moves, but survivors are able to capitalize off of killers mistakes so why not vice versa?

    Third, what happens when 2 survivors are incredibly good or very sneaky / good at LOS plays? If you can only find the same two survivors and they are easy to catch and kill, even going back and forth you are getting a kill before the 6 hooks stated and granting huge buffs to the other survivors. Even playing fair and going after 50% of the lobby the killer will be penalized. If 2 survivors are making obvious mistakes and are the weak links on the team, why is the killer then not able to take advantage of that fake? Good survivors take advantage of weak killers, so why can good killers not take advantage of weak survivors?

    It doesn't seem like the devs, or really anyone in agreement with these changes, is taking into account how this affects killer game play. What strategies do you suppose killers will be able to use to now try and win? They can't leave 1 person slugged to chase someone nearby since they are giving base kit unbreakable, they can't target the weak link of the team or else they are giving survivors buffs, they can't go after the same 2 people since they now aren't allowed to hook the same person 2 times in a row and even then the 5th hook would be a kill which is before the 6 hook states the game wants so the killer still gets penalized. With these changes, in order to win a match the killer needs to play perfectly and ignore any mistakes that the survivors make while also remembering hook states for each survivor and getting 6 hooks before getting a kill.

    I do think that tunneling, slugging, and camping are things that can be tactfully handled and should be to make the game fun for the survivors, however I do not think these changes are very well thought out and they will hurt the game more than they will improve the experience for the players.

    I only said the developers had the right idea. The execution needs work.

    That being said, I don't think they're too far off the mark. And I am a majority killer player.

    dbdstats.png

    (It's kinda wild my hours played is over 2x this, meaning I've spent half my play time either spending blood points or searching for matches)

    Now if you're asking me how I feel about the changes, this is what I would want to change:

    -Remove survivor basekit Tenacity. The auto-recovery only kicks in when survivors are not moving.

    -If a survivor has been left on the ground long enough to get free Unbreakable, the killer gets a new status effect which makes them immune to stuns and flashlight blinds while carrying that survivor. This is to ensure the system is only used to punish excessive slugging and is not abused.

    -Survivors getting the gen repair boost only activates if a survivor is killed at 3-5 generators, not if a survivor dies at less than 6 hooks. Remove the part where killers can no longer commit regression actions.

    -Killers keep the basekit BBQ even after all 5 gens are done, for if they actually want to continue chasing and hooking survivors at that point in the game.

  • @HexPectoPatronum said:

    https://forums.bhvr.com/dead-by-daylight/discussion/454881/healthy-changes-thank-you

    And what about "fair matches" for killers? When I play the nice guy, I get gen rushed and teabagged at the exit gate. Instead of punishing tunneling and slugging, the devs should rather address the causes. Often, you have no other option. Gen speed, unbalanced maps, SWFs etc. often force you to tunnel, camp or slug. And there are now more countermeasures than ever before. When the killer tunnels and camps, do gens and tank hits (but don't tank yourself to death) or use anti-tunnel and anti-camp perks. When the killer slugs, use Unbreakable etc. or be smarter and prevent it.

    The cause of tunneling and slugging is that it's currently the most efficient way to win as killer and people want to win.

    That's it.

    If you think killers would suddenly all play super nice if the survivors got nerfs to the areas you're suggesting, and wouldn't just continue to play exactly the same way except it would be even easier for them now, you're kidding yourself. The game shouldn't be balanced around how nice the killer player is feeling.

    They have a good idea in making tunneling less efficient while giving the killer bonuses for not tunneling. That's how you get killers to stop tunneling, make it less of the obviously correct play.

    Furthermore, you can't nerf SWF. Punishing people for playing with their friends is the most asinine suggestion that I can't believe continues to have traction in this community.

  • @YayC said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989827#Comment_3989827

    No it's not, the mori is what makes Sadako unique and is the only thing Sadako has going for her. Why on earth would you play Sadako for her Teleport when Dredge exists who has a teleport that doesn't go on cooldown for 45s when she uses it or 70s when the survivor DELETES HER ABILITY TO TELEPORT alongside Nightfall and ACTUAL ANTI-LOOP...

    A 1 second tape interaction is not slowdown.

    While I agree with you that spreading condemned and getting condemned kills is still the true depth of Sadako's gameplay, the tapes are more than just 1 second of slowdown.

    You have to find a TV which isn't deactivated and then take it to the TV which is the furthest from the one you got it from. So it's only a 1s interaction to put the tape in but you still have to run across the entire map, assuming you were able to quickly get a tape in the first place.

  • I was coming here to give the same feedback. I think a lot of the changes are exciting and interesting. But I don't think the repair speed bonus should be given based on hook states, but rather number of generators done. I think 2 generators left is where it's safe to allow the killer to tunnel someone without buffing the remaining survivors or punishing the killer.

    I also think that slugged recovery speed should pause while the survivor is moving, so they don't just get free Tenacity.

    Also I really wish that killers could keep the reward for hooking different survivors even in endgame. Just because all 5 gens are done doesn't mean I wanna just camp.

  • Oh, special mention for Jump Scared for Springtrap, which requires you to intercept survivors inside the doors.

    If you want to get this one legitimately, it's in the top 3 alongside Hand-Eye Coordination and Outbreak Breakout.

    The only reason I do not put it in the top 3 is because most survivors are down to farm with you if you signal for it, especially if there's multiple BP offerings. If you just farm with the survivors and tell them to get into the doors, it's trivial to get.

  • Speaking as someone who has 100% achievement completion in this game:

    Any achievement which requires going to a specific map has immediately become a frontrunner for hardest to get with the map offering rework.

    I wouldn't say Don't Open Dead Inside is the hardest, but it did take me weeks and over 30 map offerings to get it. Even then, I had to ask the killer for mercy, because I only got the map twice in all of those matches with map offerings.

    I disagree with people saying that Evil Incarnate is the hardest. You can try Evil Incarnate as many times as you want, as long as you keep feeding Michael blood points to get the necessary offerings.

    I would say the top two hardest achievements at the moment are Outbreak Breakout, which requires opening the exit gates in RPD and escaping TWENTY TIMES. Followed by Hand-Eye Coordination, which requires you to: A) Get Vecna as your killer, B) Find the Hand or Eye of Vecna, C) Escape with it.

    The Vecna one is totally, completely out of your control. You could get lucky and get it without trying, or you could legit never get it if the RNG just never lines up for you.

  • @Choaron said:

    The big guy was running around literally every loop 15% faster and with wallhacks

    You're literally describing Clown for the past 2 years, bud. His wallhacks were way stronger before, even. This addon is very bad now, in fact. I agree that this rework is disastrous and unneeded but most complainers really are clueless casual players, heh.

    No, it's a lot worse now.

    I've heard this take before, that it's the same as it's always been, that him being faster is the same as you being slowed down, but it's really not. Clown being faster is better for him than you being slowed down in a lot of ways.

    Aside from giving him better map presence (a historic weakness of his), he can effectively pre-apply the speed difference instead of having to throw it ahead of him and get you to walk into it.

    Let me give an example from earlier:

    Clown sees me working on a generator a fair distance away. The pallet next to that gen was used up earlier, so the area I'm in is unsafe, but I can just pre-run and try to get to something. Against old Clown, this would work. But against new Clown, he just speed boosts himself and closes the distance very fast for an easy hit as I try to find something to loop.

    The next tile I get to was also used up, but it's okay. I have a lot of distance. Against old Clown, I could make use of walls to keep him from throwing bottles ahead of me and slowing me down. Against new Clown, I can't. He, again, uses a speed boost and catches up to me and downs me right in front of the pallet I finally manage to reach.

  • @MechWarrior3 said:

    Curious question, but why do we even need a hatch. Whats the point?

    The hatch serves a couple of important roles for both sides. It didn't always do these things, it used to be a much more busted mechanic, but in its current state, it is important to the flow of the game.

    For killers, it prevents stalemates. If the survivors all die except for 1, that survivor would have no incentive to do literally anything if the gens aren't done except if they just want out of the match. Have fun scouring the map for them as they try to hide.

    For survivors, it gives them… like, something to do if they're the last person in the match. I know as killer, it's easy to look at the game as the 1v4 asymmetrical team based game that it is. But unlike other team-based games, survivors do not lose the game as a team, they lose the game one by one. Without hatch, the last survivor might as well just walk up to the killer and wait to die, which is terrible gameplay for them and likely wouldn't feel that satisfying as killer, either.

    And also it's thematically important to the fact this game is a slasher movie simulator, at the end of the day. Being the last one left alive and desperately trying to find the hatch before the killer does is exciting and recreates the "final girl" type scenario which is present in so many slasher movies.

  • I have to make some assumptions here, so I apologize if I'm way off the mark. Skip to the video I linked for more generalized tips which you might find helpful.

    If you're getting killer anxiety, can I assume that means you don't have a lot of experience on the role?

    I cannot speak to why you might get anxiety, but I will assume that you're afraid of losing and having no one to help cover for any mistakes you might make.

    But the thing is, if I am right, you shouldn't be afraid of losing. You should be expecting to lose, because you don't have a lot of experience in the role. You should have no ego to protect because you haven't learned or played enough to attach a sense of pride to how well you play.

    Accept that you are not experienced and go into matches with the goal to learn and improve rather than try to kill all the survivors.

    The thing I love about killer is that there really isn't a binary win/loss condition. You have 12 hook states to earn and 4 survivors to kill, you have a gradient of success, with the only true total defeat being 0 hooks 0 kills.

    When I was learning the role, this was my mindset. If I was winning, then good, I was winning. If I was losing, I would think "ok, these survivors are better than me, let's see what I can learn from this match and let's see how many hooks and kills I can take from them"

    You could also watch this video from one of my favorite DBD youtubers. He's known for being an exceptionally relaxed player. He gives his advice on how he remains relaxed. Maybe it will help.

    https://www.youtube.com/watch?v=nmpTmvFHkWs
  • @YamamuraVideoRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981476#Comment_3981476

    So what happens when that window finally blocks after vaulting it three times, or after that pallet is dropped? Then you HAVE to leave the loop one way or another. And then guess what happens….

    Yeah that's exactly my point, not sure if you're agreeing with me or not. He needs a fatigue after using power.

    I know the response to that is "but then he can't use it skillfully at loops"

    And that's true, it would make him actually what his defenders claim he is, a killer who gets a first hit easily and then has to down you as an M1 killer. Which isn't the case right now.

    But the point being made was that his power cannot be balanced with the auto-hit, which isn't true. If you want to rework him so that he doesn't get free injuries anymore, that would also be a way of fixing him.

  • @DigitalisObscura said:

    Lengthening the delay wouldn't matter. There really isn't anything they can tweak about Ghoul's power that would make it balanced. Hit scan means it hits or it doesn't, and only one party's input will ever matter. They need to completely rework it.

    The lesson to be learnt from Ghoul is that their design process needs better checks and balances, and certain people need to be told "No, that's a bad idea" way earlier than they were.

    The hit scan free injury isn't a problem, Legion and Plague have been in the game for ages. Neither of them are an average survivor's favorite to go against, but they also aren't really problematic at all.

    Even the mobility aspect of his power isn't really a problem imo. I think it's good that there's a killer who punishes mindless W-holding and encourages staying at loops.

    It's the fact he has basically 0 fatigue for canceling power and he has old manual Scamper, an ability which was widely deemed as frustrating and unfair and necessitated a soft rework of Chucky, yet it's on a killer who is stronger than Chucky ever was with it.

    It makes him the only killer who gets free injuries against whom you absolutely must heal against. Healing against Legion is usually a waste of time, but Legion can't use his power to get downs outside of that addon which lets him break pallets with it. Healing against Plague is a tactical decision that you do if you feel the benefit of it is worth the risk of giving her power, and if survivors don't give her power, she's just an M1 killer.

    If you don't heal versus Ghoul, he can just slide up on you from across the map with very little warning and down you if you don't have a window or pallet directly next to you. So Ghoul gets lots of free slowdown from forcing survivors to heal against him despite the fact he gets free injuries, insane map mobility, and an extremely oppressive chase power.

  • @YayC said:

    https://forums.bhvr.com/dead-by-daylight/discussion/453384/by-far-my-biggest-kaneki-gripe

    Last time I checked, Kaneki still can't injure with his 2nd attack.

    Wesker can, so while Kaneki's first hit is free and Wesker takes more effort, kaneki then can't use that power to directly cause the second hit unlike wesker so it needs to have more forgiving times because it's less universal.

    Wesker also doesn't need to grab onto the environment while ghoul does just to use the power in the first place which can take time to align unlike Mastermind meaning you need more time to do it.

    His power is also less precise compared to mastermind, when you dash on wesker you know exactly where you'll end up if you have knowledge with him making the follow up much easier to know where to pre-aim. Kaneki slides along the floor, bounces around like a pinball and does whatever the physics engine decides making it much less predicable to use and therefor, much less reliable to get a follow up immediately.

    Also if Ghoul fails to grab onto something, they get put into a mini cooldown which happens ALL THE TIME because the grab mechanic on the environment is extremely janky just like apparently half the kit. So if they made the time short like Weskers, you would constantly be getting grab validated whenever you tried to use the skillful part of the power and make him extremely frustrating to play (a reason he has to auto aim as stated by the devs).

    Also I don't know what Kaneki's you're playing with who can walk around the entire shack while moving slowly between power grabs but if you want to make a point, massively exaggerating things doesn't lend well to your whole argument.

    I don't really like the Kaneki-Wesker comparison… mostly because Wesker is probably one of if not the best designed killers in the game and Kaneki single-handedly killed my desire to play survivor.

    But framing all of this makes Ghoul's power just seem worse which isn't the case at all.

    Wesker doesn't have Kaneki's crazy mobility - not even close, as showcased by Otz recently when a survivor held W against him on Wesker for over 30 seconds through RPD.

    Kaneki's vault is significantly better, Wesker's can only be used to make vaulting through strong windows faster while Kaneki's vault is an actual threat at loops.

    Kaneki can't miss, like at all, and he's not punished at all for messing up. If the survivor somehow breaks LoS on his stupid auto-aim injure and cancels it, he can almost immediately move and M1 normally out of it. He can act VERY fast out of canceling his power, which is what makes him so frustrating for me at least, as you need to constantly have something next to you to loop or you're screwed.

    If Wesker misses he's punished for it, sometimes badly. And he still has to get through two health states unless you're fully infected, which rarely happens.

    I'm really really sick of the "Kaneki can't down you with power!" nonsense. It legitimately doesn't matter at all since all his power does is let him stay on top of you and he can smoothly transition out of it into an M1. In some ways the fact his power is so good but can't down you is a benefit to him because it lets him use M1 perks despite being a top tier killer, similar to Spirit.

  • I guarantee you they're trying to avoid Circle of Healing 2.

    The community (usually killer mains tbh) often requests for survivors to be incentivized to do something other than generators. The problem is that the other thing needs to actually be worthwhile to do.

    This resulted in the monkey's paw of original Circle of Healing.

    The balancing act of making something other than a generator worth doing for survivors without making the reward overpowered is very very hard. Boons are basically in that position now, so it's not impossible.

  • No, they specifically have the license for the TV show, which is old Ash.

    Evil Dead's rights are split up all over the place. Even the TV show couldn't get the rights to reference Army of Darkness, for example. They had to refer to it with implication rather than directly talking about it or showing footage from it.

    The game got around this by getting the rights to all Evil Dead properties, so they could do whatever they wanted.

  • I was coming here to request this.

    I used to have 100% achievement completion in this game, but this one is now blocking me from getting it back, because I haven't even spawned into this map since the patch dropped as survivor.

    Part of it is because I don't much enjoy playing survivor anymore since Ghoul dropped, I'm sure if I mained survivor for a week I would get it, but I cannot stand playing against Ghoul lol

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973049#Comment_3973049

    It's only proved what I thought all along. Staying in the trial seldom improves the odds of escape, it just forces players to stay in a lost trial. It's like losing in slow motion.

    Judging by the milestone challenges, my escape rate hasn't changed at all from before the go next prevention was added. Likewise, the amount of times we're slugged and have to surrender is more than ironic. Realistically, I don't think much would change if things went back to the way they were.

    I can't say that my experiences were the same. I'm a purely solo queue player, and before they implemented the go-next prevention, even as simple as harsher penalties for DCing and making you unable to try to go next on hook, my escape rate was around 25%.

    Over the course of the anniversary event, it jumped up to 35-40%.

    There's also a lot of killers saying the game suddenly got a LOT harder. The primary reason for this is likely that that survivors are actually trying a lot more. Yeah healing perks got buffed, but not enough to make things change that much. The only other possible explanation is that Ghoul suppressed the casual survivor population, leaving just veterans left.

  • @Zuiphrode said:

    Ghoul is literally not even that strong compared to Blight, people just hate mobility killers and anime.

    I don't hate anime, in fact I was enthusiastic about Ghoul's inclusion because of it opening the door to new IPs. I even went out and bought several volumes of the manga to read about him.

    It's about how annoying the killer feels to play against, not power.

    Blight is definitely stronger than Ghoul, but is way less annoying to play against for a lot of reasons.

    He doesn't get free injuries, he has to respect all of the rules of the game. If you drop a pallet, he has to play around it. If you vault a window, he has to play around it. He doesn't make you mend.

    If I drop a pallet vs Ghoul and actually make him break it, then unless there's another pallet really close by, I may not make it to anything. He will just use Kagune Leap to pull himself right next to me and down me.

    If I drop a pallet vs Blight, he has to break it unless it's an unsafe pallet. He will also likely catch up to me before I make it to anything, but he has to use Blight's power to bounce off of walls to get to me. I can try to make him overshoot by hugging terrain to make it difficult for him to hit me and put him into fatigue. It likely won't work, but the counterplay is there, which there just isn't against Ghoul.

  • @PigWithTvs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970134#Comment_3970134

    u just discribed mft against almost any m1 killer before the nerf that took 6 months and that chapter was original so anyone had access to it

    MFT was awful, but I would still rather play against survivors with old MFT as killer than play against Ghoul as a survivor. I also definitely 4ked more against survivors with MFT than I have escaped against Ghoul… I actually can't remember the last time I escaped against Ghoul.

    I know that for a fact because I did play a ton of killer during the MFT era and generally enjoyed the experience. But Ghoul is making me not want to play anymore. If my options are either play Survivor with a high chance of having to play against Ghoul, or wait 5-10 minutes as Killer because Ghoul drove off a huge portion of the survivor playerbase… I'm just going to go play something else.

    To OP: You can play Ghoul, but you should probably be advocating for them to tone down some of his more ridiculous aspects, like how he literally has old Scamper.

    That's what I did when they added Dracula, which for me as a massive Castlevania fan was a dream come true. I was heavily opposed to the massive buff they gave his shapeshift speed because I knew it would make him feel terrible and oppressive to play against. I was happy when they nerfed it into the much more reasonable state it's in now.

    I am also a huge Alien fan and I advocated for them nerfing the tail due to how absolutely stupid it was when the killer launched.

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/449900/why-do-so-many-people-find-killer-so-stressful-to-play

    for me it's because killers objective and survivors objective aren't equal and with the devs actively tipping the scale with nerfing killer perks mainly gen regression if killers have a bad first chase or don't down fast enough/survivor actually knows how to loop (it got better so only 1 or 2 gens pop now used to be 2-3 gens pop) you have a better chance of losing

    healing meta nerfs m1 and in turn makes survivors more efficient since they aren't wasting time on healing

    vigil is meta so any affects on a timer is cut down significantly since it stacks including exposed status so if all survivors are running shoulder it's just buffed

    endgame is still an auto win for survivors

    all this on top of 2nd chance perks still being really strong and weren't addressed with knock out change

    so basically they want more blights in game

    What do you mean endgame is a free win for survivors? I've been in so many games on both sides where the game turned around in the endgame.

    I literally just played a match today when all 5 gens got done while the killer had 2 hooks, and the match ended on a 3k.

    Now that was because of our reluctance to leave anyone behind combined with the killer having Starstruck, but it doesn't change the fact he went from 2 hooks to 3 kills.

  • @killer998 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955884#Comment_3955884

    finding killer less stressful than survivor is a very unique viewpoint. It’s not one I’ve heard often at all.

    I do find survivor more relaxing than killer. Unless the killer is absolutely trashing the team, when I’m playing I’ve always found survivor to be the more chill role since there times I’m just chilling on a gen chatting away while someone is looping the killer for a good while.

    There are times I find survivor frustrating, but never stressful. How I feel I could have looped better or played a pallet better or bait better to make the chase longer for the benefit of the team before I go down.

    So the game I just played is a good example.

    It was against a Ghoul (a killer I am not fond of playing against). I am death hook with 2 gens left. The Ghoul sees me with Barbecue.

    I am now going to die, which in itself is really frustrating since I know that there's nothing I can do to stop that against a killer like Ghoul. But not only am I guaranteed to lose the match, I need to run this last chase really well or else the other three survivors will also lose.

    It's a bad, frustrating, stressful feeling that I just don't get on killer.

    On killer it's more like "Oh they escaped, but at least I got 8 hooks." or "Well two escaped, but I killed two others. Not bad."

    There's so many degrees of success and failure as a killer compared to survivor. As survivor the best you can hope for when you die is that you bought enough time for your allies to win, even though you lost.

  • This happened months ago.

    It was supposed to be a placeholder nerf to keep it from being oppressive for a short period of time while they reworked it. And… they just never did.

  • @TheArbiter said:

    I mean when you play as survivor you are only 1/4th of the team, you can goof around or make mistakes and you only account for 25% of the team. Meanwhile when you play killer 100% of the success is on you. Make one mistake and that can be extremely costly. As kosaba above mentioned more people who play killer stress for the 4k and when combined with you being 100% of the team… well you can see why it is more stressful to most people when compared to playing survivor.

    This is exactly why I personally find killer less stressful.

    On survivor I have 3 other people counting on me.

    On killer I have 0 other people counting on me.

    I can goof around and make mistakes and nobody suffers for it except me.

  • @KhrisCo said:

    I have 10k hours in this game. I'm actually considering after all these years of dropping the game. No matter what I do it's no fun. I play survivor, I get matched with idiots that seem like they just started playing today. Escape maybe 1/10 matches. Play killer and get gen rushed so hard, I get sometimes just two or three hooks. How is this fun for anyone? Gen rushing is the stupidest most boring way to play. Nobody gets points or pipping that way. And in an event, gen rushing and killing people as fast as you can is so beyond stupid in an event where it's all about the blood points.

    I don't know how much longer I can keep playing this game like this. And they are not doing nearly enough to change it.

    Encounter a lot of BNP + Hyperfocus + Stakeout players?

    Because that's the only gen rushing that exists anymore. Otherwise it's just survivors doing gens.

    How do you have over twice my hours and still complain about gen rushing like a killer with a fraction of my hours?

  • I got the achievement in a way that didn't bother me, which was I played for 8 hooks and then converted into a farm game after. It still felt like I had to earn it.

    This and Left For Dead are pretty much the only achievements in the game I had to have the other side give me. But at least with Left For Dead, the killer realized what I was trying to do and let me have it, I didn't need to beg for it.

  • Oh I don't think much of Springtrap's power budget went into the door grabs, it seems kinda like Dredge's locker grabs in that it's not something that will trigger much and it wasn't designed to. But there's no achievement to get 15 locker grabs as Dredge.

  • @Moofy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945794#Comment_3945794

    THIS THIS THIS^^^^^

    Why on earth would you implement a system that actively harms new players? Especially at one of the most anticipated Killer launches drawing in many FNAF fans. The gist of this "change" basically says to survivors run around out in the open and don't hide so the killer can get their 4k or else. Its like they want people to be instantly good with a new killer and they only way around that is to nerf survivor gameplay into the ground. What happened to actually attempting to get good at the role you are playing? People will still DC if they feel they are being treated unfairly and just go play something else.

    My guy, the only time I have ever felt threatened by hiding survivors as a killer is when I'm throwing trying to find you people because all of your allies are on death hook and you still won't take chase.

    Stealthy survivors make the match easier for killer, not harder.

    It's the ones putting on perks like Scene Partner and don't care if I see them that actually make my matches difficult.

  • Dancing on their graves.

    I hated when my allies dropped map offerings, because I exclusively play solo queue and they didn't tend to make me any more likely to escape. They made the killer more likely to be ruthless, though.

    And, of course, killers could also play map offerings, and usually if they were, you were about to be in for a really nasty match.

    As a scratched mirror Myers, I'll miss going for jumpscare shenanigans. As a survivor, I won't miss it, because it felt like most Scratched Mirror Myers players I went up against were trying to play seriously and would get a hook and then proxy camp it with aura reading, which was really unfun to play against.

  • @Munky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945862#Comment_3945862

    That's strange, cause I have been slugged before, and when that happens I usually alt tab to my other monitor for a bit… I've never gotten crows in this update so far… I just can't imagine why some people have non, and others like yourself have it so bad…

    I do always focus on the objective tho… I'm always on gens unless I'm in chase ofc… :) is it possible that you were the first to be chased in the match? And because of that, a counter behind the scenes believes you aren't doing anything, cause you had no chance to touch a gen yet…?

    If you wanna see someone get crows, someone posted a video to the subreddit of it happening to them.

    https://www.reddit.com/r/deadbydaylight/comments/1lenjln/the_new_crows_make_this_game_borderline/

    I'm not gonna lie, she kinda deserved the crows from how she was playing.

    The bigger problem with the crows is that they apparently don't take doing totems into account. So if you're up against a hex and need to scour the map to find it, and then the killer has Thrill of the Hunt, you may actually get crows from trying to eliminate the killer's hexes. That's not ok.

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