caipt
caipt
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@Bookern said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812721#Comment_3812721
Hot take but he should be the second most hated Killer his over saturation of players for months made me despise him his bugginess like hit boxes and Urobending hug techs is extremely frustrating he also needs to be punished for missing harder just an annoying spam character
hes punished plenty for missing because when he misses his double dash hes way way WAY out of position. Urobending is fair because if he hit you with power you should get hit. The hug tech hate is understandable but their frame perfect timings so i think we should let them slide.
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@Yoshirama said:
This wouldn’t fix anything, they can just stay afk until the killer kills them. This is not about a game mechanic, is player mentality
but then we can detect an afk player and start handing out penalties for that too. that way no matter what the survivor who wants to leave does they'll be penalized.
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@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814306#Comment_3814306
by should’ve never been base anyway.
necessary feature
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fine with me, the more windows users there are the less actual perks I have to face. They can go to whatever loop they want.
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@Doxie said:
Explain why survivor sided is bad? Let's be honest... The role of survivor is getting more and more unpopular every month. All I ever see is blood point bonus for survivor. Now I understand your fragile ego can't handle not being able to sacrifice everyone every single game and honestly, I hope most killers are afraid of this mode. I'd be more than happy playing killer with a friend and not setting my pants over flashlights and raging of a good group gets away. But that's just me
I mean killer is meant to be the power role since its an asymmetrical game. if survivors had too much power, no killers would play and survivor queues would go up. This is less of an issue for 2v8 where we kinda need the killers to switch to survivor so queues can balance out lol
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@ShanoaLegendaryPlz said:
I play both sides and have been there camping the hook at endgame but ive also been the one hooked and facecamped at endgame, even with the speed and invulnerability it is still tough to make it across the map to the door that might not even be opened while the killer hounds you down for being the last guy he chased its alredy a hard enough situation for that survivor, and the killer can very easily put the rescuer on the hook for trying as well. So currently i still see it as "fair enough" as youve alredy lost when they have enough people with the doors open to come make a train of bodies
While I disagree with OP position, it is extremely easy for the hooked survivor to escape endgame. The basekit BT already provides 44m of safe distance without factoring in the inevitable protection hits from teammates. its also quite easy to see where the gate is by seeing your teammates auras.
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Like for 2v8?
Unstoppable
Superior anatomy, rapid brutality, save the best for last, brutal strength, enduring -
Complaining about auras is such a self report especially saying that distortion should be able to counter 2 or more auras for one perk slot. Distortion is far lazier gameplay than the killer who just wants to not play walking simulator.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814239#Comment_3814239
That can be said about so many things killers use, there are so many unskilled clutch things for killers, that are a lot more frustrating than luck. Just saying one word tunneling.
Not to defend tunneling, but at the very least the killer has to chase somebody to do it. Obviously, an injured survivor wont be doing much on their own, but that's where the innumerable anti tunnel perks and team play come in. Its possible to completely stop a killer from tunneling by taking protection hits while your team does gens etc. And while every survivor coordinating to take hits is pretty much a SWF exclusive let's not forget that one survivor can go down to protect the death hook if they so choose. Thats typically the play I employ when my teammates being tunneled and I'm not death hook, do my best to find then and take 2 hits for them. Even if im death hook I'll take a hit if I'm healthy. Plus then theres flashy and pallet saves, sabos, protection hits, etc etc. I'd actually advocate for tunneling to exist only as a risk-reward mechanic to clutch losing games if the devs could design for it.
Meanwhile the killer cant really do anything if the hook survivor happens to luck off hook when they pick up someone else or something like that. Then they'll go unhook at least one other person which can completely turn the tide of the match. The killer can go down them again but that wont change that theres another guy running around hooking everyone else now.
TL;DR Survivors have many many powerful options to prevent tunneling (which takes some killer effort) that are only held back by the limitations of soloQ, while killers have next to no realistic options to stop a kobe from clutching a match.
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Its the anti face camp mechanic designed to stop the killer from standing directly in front of the hook. If hes outside the radius its doing its job and the teammate can save you without a trade.
Also asking for distortion buffs specifically to counter scratched mirror myers is certainly a take -
@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814244#Comment_3814244
Even Midwich is Midwich on crack now.
No clue what they were on about with that one. Dracula is a free win on that map thanks to bat form tp not even gonna lie.
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the issue is not map offerings, it is map balance.
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@Gastongard said:
I think its a combination of several things :
-Horrible map design: Each new iteration we get is worse than the last one, you know when devs are "reworking" a map, they will destroy it for survivors. There are maps like borgo where you can get 5 pallets in the whole map. Also, they have been adding new tiles that super unsafe, you have very little chance to get if you are lucky one loop. Most of these tiles are just a super unsafe pallet that its there for nothing. If these arent enough for you, you will have a lot, and I mean a LOT of dead zones where there are not even props or not even a window, just plain surface. See new haddonfield, the main street can have 1 or 2 pallets top if not mistaken, then the rest is pure dead zone, and its a big street. Then the houses most of them where nerfed or semi nerfed.
-zone-Antilooping killers. Last killer we got have been anti loops killer, nemesis, xeno, vecna, dracula, unknown, etc. Can be fun for someone with a bit more experience, but the vast mayority of players are not in these group, and they find the killers very hard to even loop. Unironically the most fun killers to face are the older ones, and even the maps. Do you see someone using a map ofering for going to xeno map?
-Lack of comunication. We got a few QoL that are much appreciated, but solo q is still in diapers in comparisson to a 2 man or more swf. We dont have a wheel with some pre recorded messages, or a ingame chat with some limitations. We cant even see other peoples perks. The game push you to be selfish in your gameplay, you have to fight against that and be a bit more altruistic.
-Constant nerfs to useful perks and buffs to useless perks. Meta would be a lot more variable if we had more comunication. I would love to use more team perks, but why should I pick a team perk when i know my team mates wont be sync with me, its much more useful a second chance perk like DS or UB, even more in this tunelling and sluggin meta.
-Tunelling and Slugging Meta: Not sure whats the solution here, but at least we should try some things on PTBs.
-Constant aure buffing perks on the killer side and nerfing distortion. Not a fan of distortion but man, killer can use their strategies such as camping, tunelling, slugging, but oh hell no you wont use a hiding strategy. At this point there is almost anything in the game that doesnt revel your aura and because of this mindgames are useless in most loops so only solution is just hit W and pray to find a loop or a pallet near you.
- For godsake just implement a surrender option. You get you teammate killed at 5 gens because of a robot that will tunnel him out of the game asap, whats the point of continuing that game? It could be a 5 min timer, or something like that, but please this is a real necessity, a lot of games have this utility and it works perfectly, i dont know why this wouldnt be the case here. Im pretty sure even the killer will prefer to go next instead of finding themselves in a 2v1 situation where the 2 survivor will spend the whole time hiding waiting whos dying first.
-Devs trying to fix things that are not broken, and not hearing what community is really asking for.
-Unfair hitboxes and super unfair hits like vaulting a window, being on the other side and receive the hit anyways. Or being hit by a hatchet even when you are fully covered or out of huntress sight for example, only because of the super vague shape hitboxes. These also can be a ping problem, but cmon, why its always favoring the killer?worst part is they rework relatively balanced maps that were just a bit too survivor sided into midwich on crack… but the only one they left op was garden of joy :(
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My personal pick would be plague. Fun in swf but since I have no friends I'm left injured all match or cooked by corrupt purge :(
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@Langweilig said:
You know that removing it would archive nothing more than just removing another fun mechanic from the game. What makes you think they won’t just immediately run towards the killer to get hooked again.
Its only fun for the survivors. Meanwhile the killer gets their 4k snatched because lucky, or the mechanic is used as a free dc. Basekit self unhook without a perk to get it is just a dumb, badly designed mechanic that serves as a luck based unskilled clutch.
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@Royval said:
I actually have a really fun time vs Doctor. But my least favorite is Dracula and Myers. Dracula is very boring in my opinion his wolf form should only have 1 pounce. His bats shouldn’t move that quick. His fire is just off brand nemesis tentacle. Myers it’s same rinse and repeat stalk get to 99 pop it slash me in the back.
one pounce wolf form would be useless and leave dracula helpless a certain tiles.
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based
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I feel like it certainly has its identity but could use buffs. In my experience its best used where hellfire's zoning and anti loop arent effective at the loop and a mini wesker could more reliably get the hit. Tall rock filler tiles, low LOS vault loops, the outisde half of shack etc.
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As long as it isnt vibe-breaking and/or non horror it can be here. I'm more lenient with survivors considering they are essentially skins, and I doubt theres anything much more non-horror than the bright gamer feng skins lol. Killers should always be horror adjacent at minimum and actually look scary (no velociraptors)
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I'd like to see scooby do as a double survivor chapter with 2 of the gang as survivors and the other 2 as legendaries. Hopefully complete with voicelines for everyone! Could even make a scooby onesie for some survivors.
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@DeBecker said:
While suffering from regression meta for years, people still want it to be buffed is really amazing. No words for this.
this is like saying killers are suffering from the survivor not going down meta.
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@OrangeBear said:
Persona
persona cosplays for survivors would go crazy actually
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No, two health state nuh-uhs is a match is plenty, especially considering the MFT synergy. One dead hard can be as impactful as 2 or 3 of other exhaustion perks depending on the user.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/428619/lightborn-shouldnt-be-uncounterable
It should just get whatever they do to Distortion. Lightborn was comparatively similar in terms of power packed into a single perk.
Distortion voided Aura builds (almost)
Lightborn voids light builds. (Completely)
Since Distortion is now a puddle of mud, Lightborn should be a swimming pool of mud.
You are confusing two comparable use cases with comparable power. Most killers run at least one aura while most survivors at most bring a flashlight, with the occasional flashbang/background player build (which is uncounterable and thus is fair to completely shut down for a perk slot). Otherwise the survivor can go get a new item and void the killers perk slot. Meanwhile a killer with 2 auras, a slowdown and an endgame will be left near incapable of locating distortion user survivors with half their build (which cannot be changed post lobby).
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Genrushing exists but not in the way people say it does. No, someone being efficient and playing well is not a hard sweating gen rusher. Gen rush only exists when the survivor brings a dedicated build for it, and even then its not much of an issue. At worst some toolbox nerfs wouldnt be unbearable. At best leave as is.
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@Alen_Starkly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810422#Comment_3810422
Flashbangs need to be created, it takes time. Lightborn doesn't require the killer to do anything, it's just there, readily and infinitely available.
if the issue at hand is counterplay, then both situations should go.
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@Spare_Them_Mori_Me said:
While I agree the 4% is 'nothing', I wonder why there was a HUGE cry about the 3% from old MFT.
Math only works in this game if it benefits your narrative. This is a staple on the forums lol
The speed difference itself is only a problem depending on its availability. The 4% hinder is nothing because its limited to max infection. Pre nerf wesker could full infect at his discretion with some addons, thus allowing him to get an 8% hinder on his tunnel target and pretty much win by default.
Post nerf wesker requires major misplay from survivors, uroboros vial, or extreme overcomitting to get a full infection, nonetheless in chase. Since the infection resets to 0 on hook it takes a full 90s to become fully infected for a 4% hinder. It's not that 4% isnt strong, it's that it has so many specific conditions to trigger that, even if they occur, will likely be out of chase and about to cleanse.Plus this is wesker, a killer who wont mind a slight speed difference at stronger tiles anways. The hinder will really only help him at shorter filler loops where he cant use his power to realistically hit people. And while yes, its quite the advantage to strengthen his weak points, its not enough to fit the threat full infection should pose. The issue before was that infection was less of a threat and more of an inevitability, if wesker wanted you out he could full infect tunnel you with no counterplay. But now we've swung a bit too far in the other direction. Infection is no longer under weskers control but isnt a massive threat either, mostly due to the conspicuous action and hook reset nerfs that make getting max infection almost throw behavior.
Compare this to MFT, which activated from being injured. Simply 1% less for being available for at minimum half your chases with no counterplay or timer or anything. It also disproportionately affected killers of varying strength across tiers. Unlike how the 4% hinder isnt a major buff on loops wesker is already good on, the 3% was up against every killer in the roster. It made playing 2/3s of killers a pain while higher tiers, especially blight, enjoyed exhaustion free matches (until people found the dead hard synergy). -
Infection progress sets to 1 on hook, and if I remember correctly it doest progress until a conspicuous action. The full infection hinder reduced from 8% to 5.
In the my opinion the first two nerfs are fine enough since tunneling was stupidly good for wesker, but the hinder nerf was unwarranted. -
You must be out of the loop, skull merchant just got completely gutted on the recent ptb. no more skullies to worry about.
side note legion, doctor, and leatherface are all B-tier or lower with clear counterplay. and plague is just annoying, but shes not op.
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@jajay119 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807008#Comment_3807008
Pallets are there to hinder the chase for the killer. BHVR seem to have forgotten this because pallets have been terrible for years now. When the killer can lunge attack around the obstacle and be on the other side of the loop by the time you’ve dropped the pallet there is something massively wrong and that’s how most pallets are now.
That’s why people are losing the ability to run it - they shouldn’t have been nerfed in the first place.I understand killer issues with there being too many safe pallets but they’ve gone the polar opposite way now. Most maps are still littered with pallets but 90% of them are pointless and the good ones get chewed up early on. Less pallets on the map but them being viable in chase needs to be the way to go.
It’s not just about pallets though because jungle gyms and windows seem to have been nerfed too : to promote a less conducive environment for fast vaults (or any vaults at all) and hit validation on windows and pallets definitely favours killers now. I’m so sick of hits landing that clearly shouldn’t have done, when I’m virtually through the window or on the other side of the pallet. Or, trying to stun a killer and they hit me through the stun, and teleport to my side for added measure wasting the stun, the game teleporting ME to the killers side when i try to drop the pallet or the button prompt just disappears when the killer is near the pallet. The game honestly needs to get a grip of this at the moment because it’s atrocious.
I do not know how to tell you this nicely, getting hit is a skill issue.
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@Shirtless_Myers said:
It's pretty comical how the killer players will come here to tell you that looping is fine and healthy because they only play killer. One of the major flaws with this game is that it doesn't force these types of people into both roles. The game would be more balanced and healthy if everyone were forced to play with the terrible game design the developers continue to push. Solo queue is the worst online gaming experience I've ever had in an online PvP title. The real kicker is that it wasn't always like this. The developers made it unplayable intentionally.
SoloQ and looping are unrelated, im not exactly sure how we got here
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@FallenAngel24 said:
I completely agree. Distortion should have been left alone. Even if a survivor is running Distortion, if a killer has 3+ aura reading perks plus an add on with aura reading (which has been happening A LOT recently), it's been difficult to gain our stacks back even while in chase. Especially if it's against a stealth killer. I main survivor and do use Distortion often. But when I do decide to play killer matches, and I am not good at killer, if I run even 1 aura reading perk it turns my game around and I get a 4k easily. With more experienced killers running multiple aura reading perks it's going to make games so much more unfair with no way to counter them
because a killer dedicating 75% of their build+an addon slot to auras and distortion just being difficult to get value from was balanced
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His gun has limited range. Huntress has a lullaby because she can hit you from anywhere and it'd be dumb not to have some kind of warning. Trickster has one because….. uh…
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I hate to say it, but when it comes to the chase, this is a skill issue.
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Lady luck favors neither survivors nor their tormentors
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By doing this, PH is choosing to:
- Waste time for a torment
- Give you a 3rd health state
- sacrifice a hook
seems fair
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If killers were that broken you could beat SWF like any half decent player could. I think we know where the real problem lies.
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4.4 killers are killers that can get hits with their power on nearly any loop, and so they are forced to do so for value. Blight is very strong on larger loops with few turn. On shorter filler tiles with which are often round or have sharp turns his power will likely not get a hit unless the survivor really messes up. Therefore blight should be 4.6 so he can deal with these situations effectively without his power. If blight still had hug tech I might agree with you if he was given some minor compensation buffs, however current blight has enough clear and effective counterplay and disadvantageous situations that the 5% speed penalty is unnecessary.
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Makes sense to me. The players on either side are encouraged to manage and maneuver the different aspects of the match that they can wrestle for control over in various ways to disadvantage one another. Like purposefully getting mid gen out early, taking a protection hit as a trade for your time compared to your teammates life.
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This is a problem of game design, not balance. The current killer perk meta is by no means unfair to the survivors, but guarantees a boring experience.
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@Altan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800739#Comment_3800739
How is farming points in a game going sour even an option?
When you go afk survivors just waste time trying to get you to do points for them, maybe you just wanna start another game asap instead of doing whatever you're forced to do while waiting for the game to end.
And I don't see the point of playing through a game of survivor trolling the heck out of you just to feel more miserable and hating the game more.
there is no penalty to being afk.
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spirit has better control, speed, lethality, and far less counterplay than dracula.
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killrates are innacurate to determine strength across all mmr (which is where the 70% skully comes from). Nurse has consistently had the lowest KR in the game because most players are trash at her.
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Yes pleas bhvr, solo is unplayable half the time because you teammates a whiny babies who cant take an L. And when you play killer you get out lucked by the survivors, which can lose you the game on occasion just because they're lucky.
keep the silly animation tho I like to dance on hook -
@GonnaBlameTheMovies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801812#Comment_3801812
You are the one who is confidently incorrect. Look up what a standard deviation is. If it's within 1 standard deviation of the mean, in this case 40-60%, then it's fine.
https://us.v-cdn.net/6030815/uploads/SQQWMUFOL86F/image.png
Assuming the data has a normal distribution - and there is no reason it wouldn't - technically a Killer's winrate being 65% or 45% is also within standard deviation of normal… so OK according to the balance team. Now, the data is skewed, sure, towards Killer bias. On purpose. That doesn't mean it's not in balance though, it means the data has a long tail… which is also a type of normal distribution.
The game is balance at 60/40. You are tripping. And if there's still an issue, then the Devs will address it. Now please stop pretending your error is a fact; the human brain is notoriously bad at stats but actual statistical methodology doesn't lie.
Wow, I never thought I would randomly stumble across a persuasive statistics essay on dead by daylight. Great work btw lol
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WoO is a balanced but badly designed perk. Its meant to teach new players maps, but they dont actually need to take note of or remember anything about them because the info is always available. They should bring back and lower the cooldown while also letting survivors see broken pallets even when on cooldown.
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@Phenomenal_Ox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801691#Comment_3801691
So what the point of saying it doesn't happen as much what the idea they want you to believe from this Statistics ?
the point of saying it doesnt happen very often is to say that it doesnt happen very often. not everything is a code.
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@nam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801515#Comment_3801515
The proof is here, in those videos killer get 4k just cause surv are not playing in the right way, in the video, the total chasing time is 73s, and game ends less than 5min, how can the killer slow gens down with only 2 hooks? How can the killer be faster with these pallets and accelerate perks?
Post the video link, you posted a screenshot.
If the if the killer chased for 73 seconds and only got 2 hooks then he should have dropped chase to pressure the map, not overcmitting and losing all 5 gens. -
@MrDardon said:
Well, except Skull Merchant is hated by most Survivors AND Killers to a level they want a rework.
No other Killer has that reputation.
Freddy was a mistake, but because most Killers said he was to weak and needed a rework. But Freddy was good in design and only needed some tweaks.
Skull Merchant is a failure from day 1.
I have no idea how she ever made it past the conceptual stage. They should have never released her.