bjorksnas
bjorksnas
About
- Username
- bjorksnas
- Joined
- Visits
- 12,188
- Last Active
Comments
-
@CinnaHuntress said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760179#Comment_3760179
You're saying changing a akiller to overperform on 90% of maps just because she underperformed on two maps out of more than 40 is justifiable.
Aside from Lery's and Hawkins, all those maps you listed are ones she performs well on. Also, as you said, locker placements are the issue. So just add more lockers... Don't have her overperform because new players can't handle learning a killer that takes time and effort.
all but 8 maps is indeed 90% you are correct please hyperbolize what I said when I took a literal map list and read off each one with problems for the character that exist or were added over time
-
I think just for the sake of fun having a 1 minute unbreakable timer should be implemented, sometimes there are several survivors in an area so having normal 32s self pick up (or if it was actually unbreakable 24s) is just too fast so for the sake of not putting a strain on killers playing normally but just dealing with a small crowd it shouldn't be too short but you don't need much past a certain amount of time.
-
I had a match where I got ~10 of the first 12 cages, but then they absolutely popped off as trapper, id say after that point in the match a solid 15 beartraps caught survivors in them, of course not all could be punished but it turned from 2 gens left to 0 survivors left really fast.
-
@Amogusman said:
Not anymore!
Thank you amogusman very cool
-
@Kuris said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767463#Comment_3767463
They update the regular game mode??
Sometimes
-
@Kuris said:
It's temporary to iterate and update on it. They plan to pull the mode to make potentially large scale adjustments or fixes that simply cannot be done whilst the mode is active.
Limited Runs also give the added benefit of people rushing to play it / taking advantage of its availability, thus providing more feedback.
Well it doesn't really make sense that it needs to be pulled down to be updated because then how would the regular game mode function, its not like they need to bring that down to update it
-
@LordGlint said:
Pretty sure keeping the gen bug would be what finally kills the game. Who would want to queue up for killer when you get punished for killing anyone?
The role is called killer after all, they probably wouldn't want to change the name to be named after hooks because that is probably easy media outrage where you can play as a roll called the ()
-
@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766619#Comment_3766619
I mean it's the same when it comes to survivor items. We have a single perk that completely shuts down flashlights and medkits are heavily countered with Franklin's or even just certain anti-heal perks.
Heck you can lobby-shop till you find a team bringing 4 medkits as Plague.
Killer counter powers and common perks to high degrees while survivor counter perks only affect some aspects while survivor counters can counter easily half of a killers kit (aka their entire power forcing them to be an m1 killer) the false equivalency of countering healing items is a joke compared to that especially with the usual requirement of activation for the killer and lack of activation for survivor
Doctor : Bring calm spirit active at the start of the game completely counters his info and can make it difficult to gauge distance in chase and require splitting attention to even tell if a shock hit a survivor
Lightborn : Counters flashlights and flashbangs so survivors still have gens, healing, sabotage, pallet saves, body blocking, looping to not go down in the first place ect.
You can't even start to compare the two and its again a joke to think they are even close in power level
-
@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766441#Comment_3766441
But why does the killer get to see exactly what they're up against and dodge or not, but survivors don't? Surely it would only be fair for a survivor to see if they're against a Nurse with full aura-reading or a meme Trapper so they can have the right build/mindset going into it.
You are debating "fair" in an asymmetrical game, especially one with strong counter perks to every killer in the game as survivor vs just general strong perks as killer.
Trapper : Use a map
Wraith : Use sprint burst
Doctor : Use calm spirit
Spirit : Use iron will, lightfooted, and lightweight
its not even a comparison to say that you are saying in exchange for mid tier information that can be assumed 80% of the time survivors should get a god tier game defining amount of information
-
@WhoSoup said:
The generator bug has made solo queue a lot more interesting and, to be honest, enjoyable as survivor. It feels really nice to still have a way of coming back in a game after a teammate gets hard tunneled out early. Anti tunnel mechanics have always been a highly requested feature and this bug feels like it is one.
I would very much like to see a feature similar to this implemented officially, something that seriously deters killers from hard tunneling someone out of the game early because the repercussions are actually tangible.
So if 1 survivor is hooked 3 times in a row without any other survivors hooked in the match after they die the next gen to be completed provides double progress. Honestly in most cases there survivors should have already gotten a free win off that unless they mess up or waste time but sure I guess that's enough of an edge case to give survivors a buff.
-
@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766361#Comment_3766361
For most killers it wont matter if they're queued as Nurse with full aura-reading or a meme-build Trapper, they'll dodge if they see a 3/4 man SWF. Why make it harder on yourself when you're usually guaranteed a more chill match if you just dodge till you find solos?
Yes, some people will choose to challenge themselves by going against the SWF, or they'll be AFK/tabbed out and not notice, but I'd wager money that most killers who DO notice, will dodge.
TCM had to REMOVE this feature because people would just constantly dodge.
Well yeah its trapper the arguably 2nd worst killer in the game why would you want to subject yourself to a swf while using a meme build to double down on getting stomped. That sounds like a fun way to end a night and get someone to stop playing dbd if you queued into that without knowing. Which is exactly the point not my fault if most dbd players are scared of a challenge this feature would work for me so I want it so I don't have to double down on a bad matchup by having the wrong build / mindset going into it.
-
@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766192#Comment_3766192
I mean people lobby dodge a lot already simply due to prestiges and 'guessing' it's a SWF, if you outright told killers when they're about to face a SWF, most killers would dodge.
It depends a lot, am I playing a strong killer, can I put on a strong build, do I care, did I even watch the lobby screen or was I tabbed out watching something. Its not as cut and dry but at worst the "lobby dodging simulator" would pair up swfs against stronger killers who wouldn't feel the need to dodge. Aka grouped survivors get stronger killers and builds with proper mindsets going into the match. Which I see absolutely no problem with.
-
Even if they did work together wouldn't it just make you "not scream" then reveal the aura for the same amount of time anyway, hardened would only just make it so the killer knows you don't have aura reading which assuming they change the scene partner to not require an actual scream to activate calm spirit would just do better in which case this perk wouldn't be used except if any scream effects like ultimate weapon became meta again since its just calm spirit that you have to activate in hopes you will get extra value.
-
Only the last one
People think oh it will be lobby dodge simulator but thats just catastrophizing as per dbd usual
Being able to see the lobby so you can better prep or get into a different mindset is 100% better than being quashed mid match because you realized it was a team too late to change playstyle enough to have an impact. Its better to incentivize more fair mindsets then it is to give swf free wins against people who don't get to prepare or go into a match with the wrong expectations. Teams get stronger matches simple as.
-
@Toystory3Monkey said:
Like, he's always been good. He's always been capable of all the things people accuse him of being able to.
He could always instantly re-infect you after you wasted an EMP if you used it at a bad moment.
He could always replace broken cameras.
He could always teleport for 20+ meters to infected people.
He could always eat pallets for breakfast cereals if you predropped them mindlessly.
If anything, he got worse overall with overclock losing 5% haste addon and scaling mechanic that allowed to just get through 2 windows, pallet and still have some juice in it to get a hit.
3% haste feels extremely nice, but thinking he got more OP with it is either ignorance or placebo, because overclock has a fixed duration that's just slightly not enough to hit people through pallets if they W key / loop all the way to it from the moment singularity teleports to them aka utilize all the distance the teleport gives to them. Overclock doesnt guarantee hits anymore, worst case scenario for survivor is that they get caught in the open in the deadzone, but in that case it's on them at this point. Otherwise being hit is always something you can try preventing bc singularity needs to somehow make you make a mistake and play on it to be able to hit you before you get to predrop / vault and loop into pallet.
Printer 3 second manual delay is nothing if you're facing a strong singularity, because you'll be manually printing all of your EMPs anyway, almost never experiencing yellow printers. If you let printers passively finish, you're either doing something wrong or the singularity applies so little pressure, you're playing on easy mode anyway.
QoLs just made him smoother, but in the grand scheme he stayed the same. He still would get most of the teleports and scans he would've got before. He still would be able to do the same camera fakes with the same success rate and so on.
Removal of camera tech made his 3 gen weaker because he cant instantly teleport to a person on the gen observed by multiple cameras.
Don't get me wrong, I'm preferring new singularity over the old one (for the most part) because I have way more variability in my builds and I don't have to feel bad about running a purple addon just to have fair chance, but new one definitely has LESS one sided unfair and STRONG things going on in his kit.
It's baffling that people suddenly woke up and realized that singularity isn't actually "B tier" trashcan wholesome chungus killer. Nothing virtually changed about Singularity.
It's not like Billy who got his limitation mechanic flipped upside down and turned into double engravings basekit, alongside having his cooldowns cut down and getting curve window increase that actually made his power work for 95% of the tiles in the game.
Im really annoyed by this sudden motion of people acting like singularity got overtuned. Content creators (not naming any names) who lose their games to singularity arent helping it, bc instead of recognizing their mistakes / singularity's player accomplishment like they would've done before, they start blaming it on buffs, when they did the same stupid mistakes that would've got them killed in that exact way (or even faster if singularity was running old meta) even faster. They don't even complain about the actually overbuffed things because they never even run into them. They just lose to a killer, remember they got changed recently and instantly blame their loss on "overtuned killer".
Singularity is probably one of the better things to run into because his chase is actually m1 killer experience with a bunch of extra fakes and isnt just point and click or rushdown power and it actually has lots of counterplay instead of just "pray they miss their unmissable power".
Rant over, sick of people picking on the best balanced and designed killer in the game. Can't imagine how much people would complain when console folks get a tuned down version of what M&K people had.
I mean it would be funny if they just added M&K support for console 90% of console complaints just become buy a M&K which is usually like $14
-
Its important to take pressure off teammates, if all you do is gens, hide, don't go for saves, run away after saving instead of taking chase, ect you don't take pressure off your teammates so while you get an easy match they get a 3v1 with 4 survivors alive which never really feels fair. Other teammates deserve breathing room too and being suffocated by the killer because a teammate doesn't take pressure off them or use their hookstates to progress the match as they are doing doesn't feel fair.
And at the end of the day you can have a surefire way to win by having all 3 teammates die so you can use a key to get hatch or slug out all 4 survivors with a tailored build for solo queue or any other method that ends up with you as top dog after the match. But that doesn't mean you are entitled to be free of any criticism for doing so. Do what you want but expect complaints if its not in others best interests as well or is far outside what is expected from someone with a lot of hours as a survivor teammate (ability to take chase and a good grasp of macrogame).
-
16 bit in all its chunky glory
-
Its not even an "anti tunnel" its a reward for dying
if its a close match killer just killed the first survivor at 8-9 hooks with 2 gens left the next gen just says survivors win, at that point its just a reward for losing by winning and cannot and should not be in the game
-
@bjorksnas said:
Change steam profile to friends only → Profile, edit profile, privacy settings, my profile, friends only
-
Change steam profile to friends only → Profile, edit profile, privacy settings, my profile, friends only
-
@kosaba11 said:
Just watched my friend get face-camped out of the match (I had already been tunneled out of the game) and the Blight face camped. Yet the bar did not fill up for her to get off the hook and the two Leons, who the Blight was leaving alone - watched him ignore them to chase me and watched him do the same crap to my friend - did not bother helping. Why bother having the feature if it doesn't work? Just remove it and stop acting like you care about fixing the problems this game has.
Was it in endgame where the mechanic doesn't activate
-
Its funny but I can't find the hitbox to end the chase no enjoy it while it lasts
-
I mean they don't really need to kill switch the game if you don't like the bugs you can personally take a break but for some people this game is their entire lively hood so even if broken and buggy they still gotta play it so shutting it down all together is never really an option.
-
@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763916#Comment_3763916
I mean buffing it to 100% wouldn't make it any less of a hardmode perk. The whole "being injured for the entire trial" thing does that just fine.
I don't like the idea of perks being able to 100% mitigate sound especially if the perk isn't almost entirely dedicated to it or limited in duration
-
the combo is a joke ive already faced it twice and it was hot dog water both times
-
No we don't need to buff the hardmode perk its meant to be a bad perk
tenacity would just be annoying on maps with grass like dead dog you slug someone for 4s and bam gone into the fields never to be seen again
-
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763826#Comment_3763826
at that point its their loss.But we're right back to the difference between being a player and a game developer. As a player you can say how you want players to behave, but the developer has to deal with how they will behave.
A Sid Meier quote I like on this: "Given the opportunity, players will optimize the fun out of a game."
The killers who really care about winning are going to lobby dodge. The ones that don't care won't. In the long run, pretty much everyone ends up unhappy.
People already optimize the fun out of the game giving them another outlet to give normal killers a breather or at least prep time to put on a stronger build or dodge a lobby if you are just trying to get a challenge done is a square deal id take any day. Id also wager those players already half do that by checking profiles of players to see if they have each other on their friends lists.
I think the average upside is going to be better than the outliers in this case.
-
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763786#Comment_3763786
learning is too much to ask of playersChanging behaviors isn't going to happen. Some people are going to log into killer and go grab a snack, alt tab, etc. That's inevitable and how they want the game to be.
If others are dodging SWFs, these are the players that will hit the SWFs. In the long run this will lead to unfun games for SWFs and the killers. This potentially leads to both groups quitting the game.
It's easy as a player to say 'we don't need those players', but as a game developer you can't do that.
Yeah and if they do then its just negligence after an update to see swfs in lobbies its not like they wouldn't know the update happened if every match lobby and endscreen suddenly has a new indicator grouping it together or read patch notes saying it, at that point its their loss.
-
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763775#Comment_3763775
People need to learn and change their behaviors is not an effective game development strategy.
…………..
?
??
….?
?
what
learning is too much to ask of players
you have to baby proof something for it to be a good design?
idk what this stance here is trying to take but it is 100% an effective strategy to let people shoot themselves in the foot, whether for their loss or for their benefit, or even both and is 100% a part of effective design
-
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763743#Comment_3763743
Probably not what would happen. Far more likely they'd get the killers who just don't care or even bother to look at the lobby screen.
Then they either learn to pay attention or feel confident enough to not need to pay attention
-
@Scooter08 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763741#Comment_3763741
So, does that mean I get all of Xeno's level 3 perks for themself immediately after unlocking them and need to prestige them to unlock the perks for all other killers?
All characters start with their own perks at level 1, and you need to prestige them to unlock them for all other killers, prestige 1 = level 1 on all other killers, prestige 2 = level 2 on all other characters. You can also just prestige 1 and level up the perk through the bloodweb on other characters as well
-
@Rulebreaker said:
Because people lobby shop
So teams of players would on average get better prepared and stronger killers?
This is a downside?
-
When you prestige a character you unlock their perks on other characters and gain them at T1, those perks also appear in bloodwebs so you can then get the tier 2 and 3 versions of those unlocked perks
Consecutive prestiges also increase the levels of those perks on all other so if you have a character at p3 all other characters will have their perks at level 3 as well so you don't even have to upgrade them in the bloodweb
Basically unlock a character to use their perks on themselves, prestige to use them on others, prestige more to max them out on others without requiring bloodwebs
Shrine perks when bought give the level 1 version of a perk to all characters you own, you can also buy it twice more to gain the level 2 and 3 version, this isn't recommended for characters that you own since that unlock will go to waste when you presige them and is best used for dlc characters perks that you don't plan on buying for the forseeable future
-
@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763280#Comment_3763280
But matchmaking was awful before and after 6.1 right? iirc mmr was introduced well before that update?
Matchmaking hasn't always been the same its had periods of testing and changes over time. Usually with how close to mmr you have to be to queue against someone else how fast that bracket expands based on wait time ect. So basically we've had everything from instaqueue no matter who to you are the best twins player? you can only queue after 40 minutes against the same swf over and over.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763335#Comment_3763335
the perk enables junking. I would prefer them to rework Low Profile mode into Quiet mode where you press a button and your scratch mark/cry of pain/blood mark are suppressed for up to 90 seconds. after 90 second the perk deactivates and is disable for rest of the match.
my problem old iron will was that it gained value for passively doing nothing. Iron will is like old MFT. a perk that rewards you for failing with not enough of a downside. I think these perks that reward you for failing with no downside should have bigger negatives like -1 hook state, slower-healing speed(-30% healing speed), Maybe slower generator speed but that is already a killer perk, thanatophobia which got gutted, -20% slower vaulting speed.
It still doesn't have a downside, you say my old problem with iron will like it has a downside now
-
@Devil_hit11 said:
Your simply asking them to change it from 100% to 75%.
And? 100% iron will has and will always be silly thats why its firmly planted in my build until they change it again
This would just make it 3 distinct sounds instead of breathing and injured sounds being replaced with each other while injured / healthy, and since breathing is quiet you still get to play the game a bit
Breathing
Injured sounds
Footsteps
-
@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763311#Comment_3763311
Not to mention 3 gen strategy which usually results in much less pallets thrown as those strategy solely depends on limiting available pallets
And slugging / basement defense which usually centers around 0 or 1 pallets
-
@jesterkind said:
I've been thinking about this for a while, and I think it would be an appropriate + healthy change to the game to have all slowdown perks deactivate permanently when a survivor is sacrificed or killed, from a handful of angles. The major three reasons are these, though:
- It would work as an incentive to not tunnel to a degree, because tunnelling just disables your slowdown perks when you finish. Combined with the fact that the ACT of tunnelling is crazy inefficient and gives survivors a ton of generator repair for free unless you end chases very quickly, tunnelling would become a losing proposition for a lot of players.
- It would also serve to make games less hopeless for survivor teams if someone dies relatively early. Obviously if they die at five gens left you're screwed no matter what, but if it's any closer than that, the knowledge that at least the killer doesn't have anything outside of base kicks to regress generators with can help it seem a lot more like you have a real chance of winning.
- This one might be wishful thinking, but I would hope it would make stacking three or four slowdown perks less appealing, because you'd end up without any perks partway through the match. This would at least be a step towards addressing the obnoxious and unhealthy situation stacking slowdown perks creates.
There are sure to be some edge cases where what could arguably be called a slowdown perk probably shouldn't deactivate when someone dies, but for most of the major and dedicated slowdown perks, this would be completely appropriate. If you have someone dead, you categorically don't need slowdown perks anymore, and having them active would just make them win-more perks.
I can anticipate a reaction along the lines of "well then gen progression tools should be nerfed too!", but that's a little arbitrary and not that helpful. There's only one problematic gen progression tool currently - toolboxes - and those tend to blow their payload before you had a chance to sacrifice someone in most games anyway. I don't anticipate this change making toolboxes any worse to go against, but either way, toolboxes should be nerfed and it'd be appropriate to do both at the same time, so I guess go nuts there.
Idk about a healthy change because this only really accounts for what if you tunneled someone out at the start / midgame, but the question is how many hooks is a fair amount of hooks to get before a survivor dies and at that point would it be fair to have slowdown working.
So lets say just an arbitrary number of hooks you get 6 hooks and on that 6th hook you killed a survivor, meaning you did any combination of hooking the other 3 survivors 3 times aka either 1 each 2/1/0 ect would it be fair for this game state to then lose all slowdown perks
What if you play extremely fair and at what is probably the turning point in the match the 9th hook when someone finally dies you lose all slowdown and can't close out the match anymore, would those players be incentivized to keep playing that way
Basically read down the list of potential hook counts and ask would it be fair to punish a killer for having a kill after only this many hooks
3 hooks (aka only one guy) probably
4 hooks an argument can be made
5? 6? 7?
Theres too many game states to this to just say a blanket thing like when someone dies disable all slowdown perks and expect it to go well, but there are game states where you could very easily say the killer doesn't deserve any slowdown.
Although I will say if this was implemented there should be a mechanic to use another survivors hook state, the distortion Claudette hiding in a corner never being hooked shouldn't get to just watch you lose your slowdown and finally start doing gens so as killer you should be able to choose to "siphon" a hook state from another survivor in the trial rather than hook the same survivor
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763233#Comment_3763233
The next stat they give about pallet seems to support the low chase time though.
One and a half pallets thrown per match on average is pretty crazy low. That's a total of maybe 6 pallets TOTAL per game. If there's a lot of chases, there should be more.
If I had to guess that stat is probably per chase but even if it wasn't that is just an average and a lot goes into it mostly edge cases which drives it down, for example nurse ignores pallets so those games are always a fat goose egg ( 0 ) on pallets thrown. Some killers can be too fast for maps with spread out pallets like blight so ive had matches that ive only broken 1/2 pallets on (I had a challenge so it was comical to see basically no progress on it)
having 5% of the scewed even saying regular gameplay already accounts for a part of it put in every other edge case / gameplay type and you can easily have an average of 6 pallets a match
-
Weak but fun aka what if just sky billy the power
Doesn't matter because ive already dced from the match against either of these
p100 squad most p100s are just silly goobers who just really like that one character and aren't giga sweats
Best build trapper, a perkless nurse is scary because most of them do it to handycap themselves and not feel bad about absolutely dominating chase or slugging ect.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762876#Comment_3762876
Unless that's happening in a majority of matches though, that shouldn't be able to influence the data so heavily, right?
EDIT: Also, can you share any stats on the typical chase?
Well as they said its just the "chase time" so the figure is literally the average chase time in a match divided by 4
So if you are in a 10 minute match how much of that match do you expect a killer to be "in chase" with survivors, aka not patrolling, not carrying a survivor, not getting close to a survivor to start a chase, not searching for a survivor at the end of the match, just "in chase". Even if it was 50% of a trial you divide that time by the 4 survivors and it would only average 1:15s in a 10 minute trial aka close to what the figure has there, if you consider that some matches are faster and some are slower it makes sense that chase time in a match probably averages ~40 to 50% of a matches duration which is then divided by the 4 survivors in that match. So its not the average time of a single chase, its the average time spent chasing in a trial.
-
It also blocks the screen while carrying
-
@Leachy_Jr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761957#Comment_3761957
Run Call to arms and Jailor cooldown, then only use jailor. Reduces the CD to about 12. Jailor is the best in every situation anyway since using carn to break pallets puts you on cooldown, and assassin is useless ever since they added that 3x penalty for being near a guard.
Just make sure you dont misplace a guard, otherwise ur power will be on an abysmal 36s cooldown if he doesnt detect anyone.
Nah play man with sword and his buddy carnifex, don't use guards to hunt use cooldown + break speed and just use it to break pallets and damage gens (very similar dilemma to mage hand on vecna with enduring)
-
Gens being completed randomly was already a bug before, its easy to tell when there is 1 gen left but 4 gens have auras, same thing with exit gates being powered its just part of the game bug but it used to be its own bug where a single gen at any amount of gens remaining could finish all gens.
In terms of bugs nothing we haven't seen before even all at once
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760932#Comment_3760932
if you have ever done the multiple killers bug in custom games back in the day you would know that some killers together just wreck havok on the games code and don't function properly.
Not a custom game, but an actual match. Randomly happened once, my Freddy and another Billy. Surprisingly, everything functioned properly. Those survivors had no chance.
Anyway, maybe they should have released this mode only when everything is available. Because 5 killers and 8 survivors when both have more than 30 in total? It is underwhelming.
Can't please everyone, if being limited in survivor choice is a downside you are just looking for complaints at that point because survivors are basically cosmetics
-
@GeneralV said:
For a mode that was highly requested, it seems to me this first version of 2v8 will have way too many restrictions to be actually enjoyable.
Well the only restriction I can see that might be annoying is that billys saw doesn't instant down but it is hard to make killers play nice together, if you have ever done the multiple killers bug in custom games back in the day you would know that some killers together just wreck havok on the games code and don't function properly. Can't imagine trying to make every combination work off the bat it would take another year at least.
-
If all the perks were worthless which usually 2/3 are then there would be nothing new added to the game every content release but new content is a big part of the games lifeblood and individual killers gameplay are subjective so you gotta have something more universal with each patch for the people who don't like or just can't play the new killer due to any number of reasons.
That and m1 killers just aren't viable as people get better so you either cut down the amount of obstacles or you make a skull merchant your choice
-
Slaughter with company
-
@CinnaHuntress said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759951#Comment_3759951
Keyword: Band-Aid
Huntress didn't need any buffs, even before the reload buff. Excusing them making an already strong killer now too oppressive simply because of bad maps is not a good way to think of things, at all. The issue is the maps themselves, which clearly need changes.
Bad maps don't just affect one killer. Do you also want them to buff Hillbilly because Lery's exists? Lery's has always been a problematic map, and buffing an A tier killer and keeping a terrible mao just goes further from what you want. Huntress actually feel WORSE now to play as. I want balance, not free wins.
Rather than change every single map in the game around a single killer they changed a killer around the maps instead
If you think she is bad to play because she is stronger then what do you expect to happen if they suddenly fixed all the maps around her (oh huntress is too easy now there are no los blockers or random objects about every area is basically wide open against her)
I think if you were on that other side of the coin right now you still wouldn't be happy in the other direction. The problem is every map has received changes that makes huntress worse on them, or new maps have locker dead zones. Corn map gens almost always have garbage generate around them which can block los. Macmillan has an infinite tree duplication glitch, Azeroth's has new garbage and rocks which spawn everywhere. Lampkin lane is a massive locker deadzone, Swamps are massive locker deadzones, Lerys is lerys, Badham is a locker deadzone, Meat plant is a pain and somehow also a locker deadzone in large areas of the map, Yamaoka maps have rocks everywhere, hawkins is hawkins, Rpd is a joke, Eerie of crows has los blocking everywhere, whithered ilse maps have the same, nostromo is terrible, toba landing can be a pain, id say all but about ~8 maps have big to massive flaws for playing as huntress not even counting the regular flaws a map has outside of that with mainbuilding syndrome and large map problems. But no lets change all these instead of just giving the killer a small bit of buffs to make up for 6 years of new maps and design changes.
-
I mean the buffs literally were to bandaid bad map generation and designs, faster wind up means that random 400 trees that are suddenly around the map are harder to get behind and 2 extra hatchets to make up for bad locker layouts and maps with bad locker placements like badham and haddonfield. Even in the post you admitted that some maps are terrible for her so why rip the bandaid off for no reason before they get fixed




