devoutartist
devoutartist
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@Rogue11 said:
I made a similar comparison a while ago showing probabilities of survivor loss streaks as kill rates increase. I suspect at least some correlation between loss streaks and survivors giving up on hook, as losing every match over a 1-2 hour play session leads to frustration and burn out. 50% was far healthier.
50% kill rate is a too low tbh when a killer reach usually under 52% kill rate they tent to lose more game than survivors (im not a killer main btw just clarifying i play both sides) usually around 55% killrate killers on average still have a 8% winrate over survivors so if the balance was around 52 to 55% killrate on average that game would be way less volatile the top tier will prob be around 60% back like old days and that's ok currently the high tiers killers are so high from 65% to almost 70% killrates it's too much extreme
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817621#Comment_3817621
Incorrect. It is very possible to bait a good Nurse. Even if you can’t, with two people, you can body block and force her to hit one of the healthy players and not the recently unhooked person. Current Nurse is fine and doesn’t need a rework, especially not one that BHVR loves to give that ends up completely neutering the Killer and making them frustrating to play like they did with Twins, Freddy and Skerchant.
The Nurse doesn’t break the game any more so than Sweaty SWFs who coordinate on comms that let them get free information perks. She just forces Survivors to play differently, mainly focus on juking, mind games, LOS and even use stealth, just like how sweaty SWFs on Comms force Killers to sweat much more than they normally would to even stand a chance.
2vs8 didn’t show any flaws. It’s a different thing on its own. The only reason hooks teleport is so Killer A doesn’t hit the unhooked person only for Killer B to down them a second later. Don’t get your hopes up on teleporting hooks coming to the base game any time soon.
im gonna hard disagree here if you require two healthy ppl just to unhook some out of a hook the one that gets injured will get down a smart nurse wont pick up and go back to the injured unhooked survivor and they'll be in the hole twin currently is strong just need to know how to play her most ppl don't merchant need a complete rewords from the ground up freddy's funny enough has his niche that hes not as bad as ppl say but he def need his rework
a good nurse and blight can go to a 4 digits win streak in this game if you're a good player no killers should ever have that ability to have a winstreak like this it's perty much a joke tbh even the sweaty swf at high mmr don't even have a positive winrate in general the high mmr killer vs high mmr swf killrate is 55% the average winrate for killers at that killrate is around 48% killer about 12% is a tie and for survivors it's in 40% it's still a huge margin for killers on average to win yeah you need to try hard vs them you still win a but ton more than they ever will some of the bottom tier killers at high mmr won''t be viable that's normal like every game at high mmr you're more restricted
as for juking/stealth nurse you can't she there are so many aura reading in the game currently that breaking los is irrelevant currently vs a good nurse will almost never miss in most situations even if you try to mind game the player skill in this game have improved so hard that she is completely breaking the game in competent hands she has no weakness for the most part witch leads to can i genrush before she kills us being absolutely greedy with hook timers and even then it's still favored to her
and for that last point yeah that's what im saying it didn't show flaws witch will take a good chunk of the player base only playing this game mode because it's a healthy dbd witch both side can enjoy it's fixed like 95% of the problem outside of the sluggin i don't have any hope for teleporting hook behavior opened themself to that in the sense 1v4 will feel more and more unplayble in the general populace witch imo will force them to reconsider how 1v4 fundamentally works including hooks and mechanics for me it's not a hope more like a inevitability and a when
by the way im saying all this respectfully sorry if it come a bit rash or i don't know how to say it lol anyways i think im gonna end it here because i don't thinks will see this eye to eye but i wish you a good day
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817581#Comment_3817581
If she uses a blink to get back to the hook, she only has one blink left. A teammate can bait the M1 and take a hit while another actually does the unhook.
They’re never going to get rid of hooks. It’s a core mechanic that play styles and perks are centered around. It would be too much work for the Devs to remove them, change all associated perks and come up with an alternative way for Killers to apply pressure. Whether you like it or not, intercepting a rescue and preventing an unhook is one of the core ways a Killer has to slow the game down.
bating a good nurse ain't happening she fundamentally breaks the game to so many level they just need to rework het tbh and what you've described is the counter to nurse for every time she hook some one that ain't a counter just her breaking the game in general she get endless pressure for just existing
for your 2nd point in glad they wont for one reason when 2v8 get's permanent it will show all the flaws that 1v4 has 2v8 fundamentally solved 95% of the issues that exists currently in 1v4 outside of slugging and will become the dominant game mode just because the base game of that game mode is more healthy in general for both sides
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@Huge_Bush said:
It’s not Anti-Camp. It’s Anti-Face Camp. It’s meant to give Survivors more of a chance to coordinate a rescue, not make them immune to all of camping. Seeing as how the Killer had to stay outside of its range so it doesn’t procc, it’s doing its job.
I’m also pretty sure the Killer would have been happy for you to go next. It’s your teammates who are the ones that are affected the most.
vs nurse tough doesn't matter her being outside of the "anti face camp" she still in your face because of her power and there nothing they can do about it she need tbh a rework she break the game in so many levels hell i'll be even more blunt 2v8 fix most of the game issues hook are a obsolete mechanic lmfao the cage system made the game more healthy on both sides
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the stats overall average is 35.93% winrate for survivors 12.93% that ends up in a tie and 45.87% winrate for killers so yes on average it is at least at the aggregate data from nightlight
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@まうっす said:
Once the reason is clear, there is a way to do this.
Please let me know if you need more training wheels.if you check the stats from
Killer Stats Viewer - Dead by Daylight - NightLight
the only killer in the game that doesn't have a positive win rate vs survivors is Ghostface clown is about dead even the rest of the killers have high winrate "winrates meaning 3to 4k" and not by a small amount even the low tieres are doing verry good in general
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812457#Comment_3812457
Well, it's testable but we feel that would put it in a similar spot as calm spirit. But what the hell, we're feeling adventurous today.
YES yes we are!
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@Rulebreaker said:
Counter argument: None of the previously listed perks can ignore a hit from the killer. Dead Hard is uniqueish in that the distance it give is due to ignoring a hit/preventing a down (giving another health state/giving on demand endurance) rather than it being a movement thing. Overcome extends the run distance of when you first get hit (movement) and Smash hit rewards stunning the killer with a pallet with speed (movement) but neither of these outright ignores a hit. Its closer to Head on but that also does not prevent you from going down. Basically the token system is so survivors don't have an annoying amount of life states like previously.
Exhaustions that increase movement speed are effective even while exposed
your own example of Overcome is an outlier here.
Moving on, the second part kinda shows the point. DH users have a potential safety net if they decide to stay injured while other survivors are a lot more at risk. Outright ignoring a hit is nothing small and should come with risks and skillful use.
there's a alternative make it thematic make it only work when you're broken my no mither stongs would go up and there no way to abuse it out side of some situations like maybe ftp but honestly i would love for a ptb to see it with only works when broken and see how it would play out
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@jabberdragon said:
Every single game I play as killer seems to be against the same perks. Lithe, Windows of Opportunity, Adrenaline, Sprint Burst, Unbreakable, Background Player, Flip Flop, Boil Over, flashlights, brand new parts, styptics.
Every time I do, I remember that these are the people complaining about killers slugging for the 4K, but they're content to make every single match the same stale, miserable experience. Unless I'm running an S-tier killer I'm just supposed to play along with their cookie cutter builds.
I'm so tired of it. Game's not called "Survive By Daylight." When I see people posting complaints about slugging or tunneling or camping but this is the "meta," this is what we're up against if we're even slightly above wood tier? Killers are making the game "unfun" for you? Really?
I hope they make Tombstone Myers basekit.
solo q is almost unplayble without woo lmfao so many ppl don't know how not to use pallets and it become a giant deadzone woo is the closest perk that you get to get the same info that you would get in a swf as long they don't fix that woo will always be at the top
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@GeneralV said:
I don't think No Mither needs changes, tbh. The perk is meant to be bad because it serves as DBD's hard mode.
heh i don't really agree with this anymore it might have ben true back then but the game overtime has become harder in general i wished that no mither would have some uses as a trade off just like weaving spider has a tradeoff with a powerful effect
like ill give a example if deadhard did get changed for example as can only be triggered when broken still cause the exhaustion dosent need to be unhooked you could have some cool gameplay that still fit the hardmode that would'nt be abusable maybe outside ftp and it would have trade off with no mither and would fit the theme better but heh that's just me
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@Brimp said:
Looping is still very much still a thing. Just people are so used to strong pallets killers can do nothing about other than break them that when they get nerfed a little they lose all ability to run it. A bunch of main buildings already have cut and dry loops that are strong like the entire realm of crotuss prenn, dead dawg, lerys main area etc.
If you are struggling a lot with looping I would suggest looking up Mr Tatorhead which makes incredible guides on how to run tiles.to problem is the reworks of the maps are not just bad pallets there obsolete pallets that didn't even give a chance to disengage even if you land the stun to go somewhere that breaks the looping even if you do something right they lead to nowhere and are more and more common with map reworks then you gets that on average killers powers gets more anti loops feature it's like a 2x wammy slap on looping it's still a thing but it's getting kinna bad
btw i know tatorhead hes legit the best guy to learn to be good on both side but i do think op's point has some validity to it
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@GonnaBlameTheMovies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803698#Comment_3803698
Too bad, BHVR doesn't see it that way. I guess the SoloQers really better SWF up, then… shrugs
they aren't gonna do that here's the thing if you play any game you realize that ppl that play in a group that are competent is really REALLY small most of the games that becomes too much in a no groups setting usually loses a lot of players or worst they die dbd ain't gonna die i'm not saying that but will def lose a lot of there player base you'll def will feel the impact in the long run
the funny thing is currently 2v8 did solved a lot of the current issues like for example the class system covers all the basis of seeing the killer seeing the the map environment windows pallets info that you get in swf seeing gens you get to see the class in lobby witch you can adjust your own class to complement ect ect.. you get the ideal and on top of it the cage system fixes all the proxy/tunneling problems outside of slugging a majority of the problem got fix in 2v8 bdb almost beat it's peak all time players count and was around 80-75k players strong all the time the game mode was up
here what's gonna happens the population overtime will decline if 2v8 doesn't become permanent i know they said it will but just in case covering my basis or when 2v8 comes out 1v4 will fall into irreverently witch will hurt behavior bottom line in the long run unless they go full skin micro to compensate they really need to address it there gonna be a rude awakening for em they need to address 1v4 soloq or it will fall in the long terms funny enough 2v8 was fun for both sides so yeah
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@GonnaBlameTheMovies said:
I'm pretty sure BHVR wants to balance it more towards teamwork (SWF) vs. Killer than SoloQ. I know that's hard to accept. But they just can't really balance for SoloQ without buffing SWF to the point it's very unfun as Killer.
At this point, I would give up on SoloQ entirely. Find some friends, maybe here or on Discord or Reddit or something, and start SWFing up. It's more fun in voice chat on Discord anyway.
they will lose a majority of there playerbase swf are a minority in this game they can't ignore it
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@ObsidianButterfly said:
Kill rate means absolutely nothing and does not show how strong a killer is. Case and point: Nurse and Blight have the lowest numbers, but are the strongest in the game.
Merchant only had a 70% because survivors kept going AFK or run into her on purpose to suicide on hook, which massively inflated the number higher than it should be.
also for blight and nurse you're also misleading ppl by saying this because they take a lot of skill to master them that's why they don't have a "high" winrate on average skull merchant not so much there also free as the og's killers witch inflates there number even further
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@ObsidianButterfly said:
Kill rate means absolutely nothing and does not show how strong a killer is. Case and point: Nurse and Blight have the lowest numbers, but are the strongest in the game.
Merchant only had a 70% because survivors kept going AFK or run into her on purpose to suicide on hook, which massively inflated the number higher than it should be.
she actually had a 72%killrate excluding afk games suicide on hooks (meaning the first guys getting hook kills himself right away) dev left some stats on there discord also twins and hillbilly are right behind her but no i've faced her enough to know she that overturned even tough i've won a decent amount vs her she need a rework from ground up i also suspect the knight change recently is sleepted on and hes gonna go really high himself soon if ppl catch on of some of the obscenest stuff you can do with him now
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@caipt said:
Distortion countered auras, a perk category, while lighborn counters an item category. Perks are locked in the moment a match starts, so you cant just switch off auras if they have 4 distortion or something. If the killer has lightborn, rip, go get a gen or find a toolbox. you still have 4 perks and only lost a beamer.
The key difference is that distortion, once in play, would completely counter the killer's chosen perks if it happened to face them. While lightborn is better at countering flashlights than distortion is auras, it counters flashlights. For a whole perk slot. Distortion denies entire portions of a build, while lightborn merely counters an optional and situational aspect of survivor. Getting lightborn'd doesnt have a big impact on the match. The killer would have just looked at a wall otherwise, be thankful they wasted a slot.
light born completely invalidates anything that's link to blinding including perks it's not just items it also completely nullifies saves link to perks and items that's are link to light it's a unearned immunity at least distortion you could burned trough the stacks you can't with light born if distortion is gonna get change so should light born btw there's perk for one slot that completely melts distortions yet it's getting change so it's really fair that lightborn gets the same treatment
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@Arbmos1998 said:
This is where I keep asking what do survivors want?
Killer runs gen defense - "OMG killer boringgg, cry for nerfs
Killer plays X Killer - snore "boooringgg" insult insult insult
Killer like Huntress runs Aura builds for potential snipes, considered op, boring and needs nerf
Killer runs meme build - insert complaint here
I say this from my experience as well I have even done things like walking Nurse builds, Wolf only Dracula, Gimmick builds and still people come into my chat to complain or leave a trash Steam comment, I just don't know what these people want. PvE Killers?lmfao the thing is that there a chunk of killers perks that burn tough distortions ppl just don't want to run them and then complain even then it's so easy to play around it btw as a heads up i don't run distortion it's overrated but im personal down with the nerf at one condition and that is perks that give permeance in the game should get nerf like light born it should give you immunity on flashes when it happens then have a lingering effect of the immunity for a extra maybe 10 sec then it goes on cooldown for 60 sec of something like this also i don't uses flashlight or flashbangs (there useless on average) but ill make the same argument that killers make with distortions even tough the distortions argument is a strawman at best or a lack of playing in a way that counters it light born completely invalidates anything that's involve with a good chunk of survivors mechanics including saves
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@HexHuntressThighs said:
Not true. It’s region dependent and where I’m at in NA East it’s still killer bonus from like 6pm to sometime after 10 which is when I go to beddy bye. Just like how it’s been here ever since the bonus was introduced.
im na east and i've haven't seen killer bp bonus for at least 2 weeks including the degen hours to early morning
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@Peanits said:
Not instead, our regular pre-PTB Developer Update is still happening later this week as always. These stats are just a fun bonus.
will we get a other post about overall killrates and escape rate top perks usage ect soon ? i would love to see those again in the current state of the game!
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@Chocolate_Cosmos said:
The more I think about this change (from permanent until fully healed to timer) from the past few months, the more pointless this change was.
Sloppy Butcher effectively is the same as before and any other Mangled addons are also effectively same as before.
Its still the most used effect that killers can easily run and they do pretty much every second game.
So what was the point? The timmer before it expires on everything is long enough that Survivor will heal anyway or by the time it expires they would probably not get heal in forever anyway.
If this change was aimed to turn it down a bit, it failed. It changed nothing.
it add one variable it let's perks like vigil shine and i do use the perks decently enough you noticed the difference so for example you got hit by sloppy you get chased and then the chase extent to the point the effect expire lets say the killer ditches you you can heal without the negative effect anymore wasn't the case before it's not more of a natural slowdown of hit and run strats but not a be all end all anymore
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@GonnaBlameTheMovies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795128#Comment_3795128
I genuinely stopped reading this text wall after you implied I don't know macro/micro gameplay. Congratulations or sorry for your loss, whatever's applicable.
not implying anything but it's true when you know your macro/micro vs a swf with killer/perks/addons/maps and know how to pressure playstyle ain't a issue outside of some small outliers witch is map offering specific i've never implied you don't have some knowledge with macro/micro but i doubt you don't have room of improvement like everyone else witch i don't have this issue playing killer im not roosting you at all btw if you would have reeded the entire thing you've would have seen that i've said
that you need way more game knowledge in general the game has become harder in general on both sides and 2v8 fixed a lot of the issues and relieved a lot of pressure of both sides killers and survs
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@Chocolate_Cosmos said:
Seems like slugging is back in meta since I see killers slug pretty much every second game, sometimes even refusing to hook the entire team. So please bring at least Unbrekable like the old meta.
I can't run my fun niche gimmicky builds in this madness, I have to switch so I can even play the game in the match.
i got you fam ill just run his ass for 5 gens and run no mither on top of it lmfao
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@GonnaBlameTheMovies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795043#Comment_3795043
Have you considered that maybe, the amount of communication a SWF has in game through voice chat was never an intended feature of the game? It's here to stay now, but that doesn't mean the game was built around it. You have to play differently versus a coordinated SWF.
it dosent matter i play vs swf and bully squads i know in general how to deal with them because i've took the time to learn micro/macro with maps/killers/perks/addon properly hell i don't even hook the first survivor anymore out of a few specific big maps i leave him on the floor it add so much natural pressure because i can set up my map by getting the worst out of the way pallets walls ect and get a 2nd survivor down i usually hook the 2nd survivor and the redown the first guy juggle them both the first guy bleeds to death the 2nd guy dies from hook and they have to get off generators really quick and help them or they'll lose the game witch buys me a lot of extra time to do even more damage its to a point i barely run gen regressions anymore for me it's not even a consideration ever since they've change buckle up leaving some one down can win you a lot of games without going for a 4k slug so you can go a hybrid style of downing someone and hooking i think this state of the game is actually healthier but it's less casual friendly because you need game knowledge hance why 2v8 was supper popular it relieved the pressure from the general populations on both sides btw i play both sides
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@Arbmos1998 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794681#Comment_3794681
Notice how I said "In my Experience"
BHVR can show all the data they want, which we know they love to picky and selective with anyways so I usually take it with a grain of salt and disregard it, Nurse low kill/pick rate? We better buff her then because the data said so. We know Nurse is strong but the data says otherwise so where the buffs at?
It's also not victim blaming if once again they are causing certain playstyles through their own choices, again my experience. I'll always try to win every match I play but at the same time Im not the one running all the meta stuff to give myself an advantage before the match even begins.they aren't picky they've said that tunneling from back then to right now has always ben the same lmfao ppl tunnel and slug regardless of perk strength and metas it's just the easy way out
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@GonnaBlameTheMovies said:
WoO is most certainly overused and needs to be changed IMHO to only reveal windows. You just aren't intended to know where every single resource is. You're not supposed to know the Meg dropped shack pallet; that's part of what makes SWF on comms strong is they can do that. As Survivor you are not intended to know what resources and stuff is on the map, you need to run perks or items for that. You might hate it but the Devs did it that way for a reason.
The other issue with WoO is it encourages really, really bad gameplay in its current state. Another perk could be used for Pallets, why not add that part to Any Means Necessary? That way if you want THIS MUCH free aura read on map resources, you would need to sacrifice two slots and be a dedicated chaser or something.
im gonna disagree as long a swf is a intended feature of the game knowing resource around the map that you get in a soloq trough a perk is also a intended feature it's already a sacrifice of a perk slot on top of being with a less coordinated team compare to a swf and has already more downside then just playing the game as a swf
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794534#Comment_3794534
It's definitely overpowered without a shadow of a doubt. I just gave 4 reasons on why it's overpowered and those points still stand. Killers are told to stop relying on aura reading perks and use "game sense" to locate survivors. I say stop relying on WoO and use "game sense" to recognize tiles before you get to them, predict where pallets will be in said tiles and pay attention to where your teammates are looping and what pallets have been used.
It is factually an overpowered perk. It literally makes me at the very least 2x better at looping. And when I hit a survivor who uses WoO with the Amanita Toxin add on for Huntress, its blatantly obvious that some of them rely on this perk way to heavily.
The problem with Pain Rez is that it's not overpowered at all on weak killers but dramatically overpowered on Nurse and Blight. Certain killers being significantly better than others heavily skews the view on killer perks. But all survivors are the same so there perks don't have to take into account for that.
Not only would I say it's overpowered but I say without a doubt in my mind; it is hands, down bar none the strongest perk in the entire game for survivors. The only thing that was ever stronger was original Object Of Obsession.
there a huge difference between killers in survivors lmfao as killer tracking without aura perk is really easy just a lost art if you know your maps and know where are the crows you can find a survivor really quickly by just spotting witch crow is missing witch most killers now days can't seem to do anymore
for survivors woo comes down to in soloq i can't communicate to my teammate witch pallets has and haven't ben used witch has nothing to do with game sense in general woo give the info that you would get naturally in a swf about the map state in soloq because behavior doesn't want to put in game communication the perk that does this perfectly as a replacement for communication if you want that to change you need in game coms but there's a problem with this you might end up with ppl being toxic and they would have to moderate coms witch i don't think they wonna do in general so you're just stuck in that state unless they do something drastic to change the state of the game to help out soloq in general
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@humanbeing1704 said:
isn’t the general consensus still that noob mmr is killer sided and high mmr is survivor sided
not really if you checked the last stats release high mmr soloq/duo was actually lower in the escape rate then mid to low mmr soloq /duo queue where the stats differs in high mmr is swf of 3 to 4 in a party but there a caviate to this tough is really dependent on maps/killers vs the 4 man high mmr swf high mmr swf like to bring map offering to win more than average that being Saied this population of high mmr swf 3 to 4 man are verry low and might not be a good measuring factor because of a small simple size compare to the rest i don't think that high mmr is survivor sided per say but that some maps aspect of high mmr 3/4 man swf uses specific advantage that makes them win with maps offering way more that on average they would not get away with if map offering didn't exist
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790789#Comment_3790789
dude, once again, give players an actual incentive not to camp and tunnel instead of making another punishing system to catter to people that refuse to play against those strategies. Further punishing strategies that don't work on skilled players will have completely counterproductive effect and will make bad players be even worse because they will rely on BHVR punishing their opponents more.
but in a way op is correct if at low/mid level mmr tunneling is so effective it also promote bad habits for the ppl playing killer that only use starts that win way more then loses they shoot up in high mmr and then they get stumped and then they complain i do think it's detrimental for both sides you get survivors that don't learn the game because tunneling they can't play the game and learn to play it properly and for the killer it wins them games exponentially until it doesn't and they only learned to play that way don't know how to macro/micro with killerpower/addons/perks/map ect… and then think everything is op like ill give a example outside of tunneling do you remember when ppl used to track crows around the map to know if some one went by to track survs i do almost no one do it these days ppl are so dependent on aura perks now hance the whole distortion perk drama to be clear i don't use it i think it overrated if you're good at looping and there's plenty of counters to it but anyways that's a side topic that i don't think tbh is a issue but tunneling is a mechanic that is explosive and promote bad habits with explosive gains until it doesn't also at the determent of the game in general on both sides
hell 2v8 completely removed tunneling and it was great for both the killer and the survs and made the game better imo and relieved a lot of pressure for both survs and killer and especially SOLO Q the main game mode might need to a extent some type of small overhaul in general even tough i do think that game i alright right now
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790927#Comment_3790927
it doesn't need overhaul in general, it needs just four things:
- basekit Kindred;
- perk loadouts visible to teammates;
- much more strict MMR;
- much better punishment for people griefing in any way, especially those that are giving up prematurely
i don't think it would change much the game right now power creep wise is so much higher than it was in it's different aspect of the game even tough right now i think it's pretty balance when the game launched it attracted a lot of casual players that don't really care about balance and like the fantasy of the dbd "vibes" and there a lot to take in consideration on both side of the coin but is amplified expansionaly in soloq i think ppl in general can't handle the current version of the game and hance why 2v8 was more popular to the point that dbd was at it's almost all time high in player count for the entire duration of the event it was more casual friendly and had less pressure on both sides but especially solo q
but if i where to put a perk basekit for soloq survs woo would it for me because it allows you to have info on how to navigate the map on top for experiance players playing solo having the info of what pallets got drop and what didn't you get that info naturally in swf anyway
but i do think that soloq needs a overhaul and survivors in general need some new stuff that ain't perk that makes the game fresh for the more casual ppl
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@NarkoTri1er said:
this is absolutely true. Hooks actually used to be one of the strongest tools of killer to create map pressure.
Now, it's one of the strongest survivor tools to create hook pressure. Deli, Wicked, Reassurance, +10s hook timers, hook grabs removal, DS+OTR existing, you literally have everything you need to completely spit on killer's map pressure if you want as survivor. But nothing will be done about this because average player will never understand value of hooks for their own side rather for the killer.
i play both side i think tough it's a good thing i don't even hook the first time i down some one for the most part unless i need too i leave the first surv on the floor chase a 2nd there usually always some one close by if you know what you're doing down the 2nd surv and hook him and go back to the first surv and keep him down it add so much pressure when you juggle between the 2 players the first players you just bleed him out the 2nd you hook him out it plays so hard around the perks it's not even funny it won me so much more game than average
caviate tough some of the bigger map like coldwind farm is the exception on the playstyle i'm talking about but a majority of the map it work really well
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@SweetbutaPsycho said:
Im not often playing survivor, mainly because I have very long queue times for surv, when i get home after work. But since I am on holiday this week I thought, I could try to play some more survivor and work on my skillset a bit. Since all my other buddies are either not playing anymore or have to work, I had to go in solo and Oh boiiii was ist an experience.
Almost every game is just the same thing:
- You get found by killer, you get chased by killer.
- You do pretty well in chase, cause you play a lot of killer and therefor know what is possible and how to run as survivor.
- Killer downs you, most of the time a couple of gens are done.
- Killer gets mad at you cause you screwed up their game. Had for example a Ghostface just stand in front of my hook, hitting me and teabagging me for like 30 seconds, anticamp almost kicked in
- I get unhooked, healed up, we do the last gen, while killer chases someone else for a short time
- Exit gates are powered
- Oh No Noed
- Other survivor goes down, I find the totem and break it, also unhook the survivor
- Killer chases us on way to exit gate, I block for other survivor, now killer goes for me
- I run killer during endgame collapse while my team heals up
- I get downed and I get hooked
- My team instaleaves while there is still 80% of the endgame collapse bar left.
- I get some cool message in chat when I point out, that I really find this unfair like: "We all have good games and then don't make it out", "Shouldnt have gotten downed during endgame collapse I guess" or "Well normally I would have gone for unhooking you, but like I decided not to tryhard anymore"
And then the same thing more or less happens the next game. So many survivors in Solo queue just instaleave as soon as the gates are powered and dont even try to teamplay, even though some games they literary get hardcarried by someone else.
solo q need a overhaul in general if it's not what you talking about happens some other soloq shenanigan happens it's currently really bad it almost feels like playing a mmo right now in soloq it's like trying to do raiding on the hardest difficulty in a pug set up.
it almost never happens that's you'll find ppl that know what there doing i know i've when trough the struggle lmfao
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@joel84 said:
As many of us have already noticed, NVIDIA Freestyle no longer works. This means that there are no more filters to make the game brighter (sorry, but DBD is just too dark) and features like Nvidia Shadowplay no longer work.
I was always able to collect video evidence to report cheaters, for example. I can no longer do any of that. I know from the bug forum that it has to do with the latest update of EAC.
Please finally release NVIDIA Freestyle again and talk to EAC. I sincerely ask you
welcome to console dbd join the verry dark map and when playing vs dredge you fully blind in some of em lmfao sidenote they really need to brighten some of the darker map
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@TiredDBDenjoyer said:
I'm not sure if anyone else has noticed this but it genuinely feels impossible to play 75% of solo queue matches anymore because people are just instantly giving up and letting the Killer hook them and then they give up on hook. I have no idea why this has gotten so bad recently but it's not even just Killers that are annoying or easily prone to 3 gen anymore, I was playing against a Bubba who didn't even have engravings or chili and was running zero slowdown and all three of my teammates just ran up to him and gave up at the start of the match. There was zero interaction between us and the Killer prior to this, they just didn't feel like playing against Bubba, one of the most inoffensive Killers to go against in the game in my opinion.
I really don't know how to solve this other than just disabling the DC penalty and making giving up on first hook a bannable offense, because the only reason people are doing this is to dodge the DC penalty. I understand some people don't want the DC penalty to be removed since it'd leave certain killers like Skull Merchant, Nurse, and Knight with almost entirely bot lobbies almost every game, but solo queue is genuinely unplayable as it is right now. People are giving up against some of the most inoffensive, weak Killers in the game for almost always zero justifiable reason. People who don't want to play a match aren't going to one way or another. Either they DC and give your team a bot and maybe some semblance of a fighting chance with said bot(s) or they give up on hook and screw their entire team over. And right now, things have gotten so bad that it's almost always the latter and never the former.
Either way, something has to change with this. This epidemic has gotten really bad, it's left solo queue in a significantly worse state than it was a few years ago.
i'm gonna be honest survivor gameplay need a overhaul from scratch im getting games where im first chase and ppl are not even touching gens for a ridiculous amount of time while im looping like a madman it got so much worst after the 2v8 event it's so much more common that in those game im at the point that im about just gonna give up on hook not because of the killer but because there a huge amount of survs that don't even try to play the game/do some gens 1v4 in general need a huge gameplay overhaul just like 2v8 was a breath of fresh air for a lot of the casual peps
love the game can't stand the ppl that don't even try like it's to the point im like soloing 3 gens in some game when im not in chase some one goes down they go unhook the hook surv in front of the killer instead of waiting throwing the game not even getting a safe unhook getting themself down plus the unhook surv on top of not doing gens it's becoming infuriating now im not saying it's all my game but it getting verry close to halve of my game are like this and it ain't fun at all
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/422755/live-roadmap-august-2024
So many things to discuss!!
Its nice to see so many changes planned!!Just to clarify: this roadmap is subject to change right? Things can be added and can be removed, right?
I will discuss this by some topics:- The Unknown
Really, i fear for what can be changed for this killer. Since his release i'm in love with this character! Been playing almost only him. He feels very strong but very fair, specially since he is a very HARD killer to learn. I just want to ask for you devs be very cautious in his change, since making him too weak would push all the players away from this character as making him too strong might turn him into a problem.
Making his UVX more consistent and making some very small tweaks to his teleport might be good but i don't think he needs any changes.
- Distortion
Definitely this perk needs changes. It counters too many killer addons and perks, being strong enough to negate an aura build. I wish they change Distortion to be not that strong but add some negate aura reading to some less used perks that are more situational, like Bite the Bullet (when you are healing), Dance With Me (after a vault), Overcome (after a hit), etc. I think other survivor perks can have some effect in negate aura reading, but being much more situational than Distortion. It would be a nice buff to some less used perks without making a single perk so strong that it can deny the whole build from a killer.
- Leverage
I always thought this perk could be very good if the timer was buffed since 30s is not enough to slowdown heals. Lets wait and see.
- Weave Attunement
I don't think Weave Attunement needs any nerfs since it has too many counters - leaving items in corners, not using items or even object of obsession.
If the perk is to be nerfed, at least hope its rework into something else and don't end in the list of those perks that never will be used.EDIT: Forgot about the finisher mori. I'm eager to see what the devs are going to do. I rather have a finisher mori than being sluged for 4m straight.
gonna hard disagree with distortion they are aura perks by themself that burn easy trough distortion like for example gearhead a full hex build with trill of the hunt burns trough distortion ppl dont use aura perk that needs build up with multiple procs they use the easy to use perks that distortion counter really instead of using aura perks that counter distortions verry well
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@Nazzzak said:
I think a better question would be why should opening chests and cleansing totems - legitimate side objectives - risk throwing the game? When I started playing you could do those things without issue or affecting your chances of escape. Now there's a degree of guilt that you'll cost your team the game if you do them. It shouldn't be 'glue yourself to a gen or it's over' and yet that's how the game currently feels.
But yes, my 2v8 games have been the same. Maybe 2-3 people on a gen and the rest idk.
when you're the gen class opening a chess can be good if you find a tool box your 3% great skill check perk can melt a gen by yourself because of the increase skill check occurrences it's really ######### good
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758206#Comment_3758206
Of course it should, it is scary killers hunting you (with deadly weapons and powers), not just a two-year older college student hunting first graders to bully.
not really its a twisted god that's siphoning ppl's emotion as a source of food the more emotions he gets out of ppl the better the more hopeless some one gets the less he get out of it thematic wise there should be no power role if ether roles gets too much powers in actuality the less the entity gets out of it and the best way to get that is if both sides don't know if they get to kill of survive if too much ppl died he would get nothing out of it because ppl would lose hope and there would be no point
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758135#Comment_3758135
Using communication methods outside of the game, is not cheating! As per our game rules, we have SWF for a reason and fully expect players to be matching up on Discord etc to play with their friends.
will we ever have in game communication as a option i would love it if ppl want to op out of it if optional so it can satisfies both ppl that don't want to engage with coms and ppl that want to use coms in solo queue
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757356#Comment_3757356
If the devs wanted a balanced game they would aim for a 50% kill rate, not 60%.
Well, we had kill rates like this and it showed on queue times.... So clearly not best approach.
Fact is lack of killers is more noticable than lack of survivors, or at least way faster.
Killers should definitely be a power role, so equal kill rate doesn't really make sense for this game.
If you would aim for average 50% then most killers are going to be terrible to play.
no role should be a power role it should be a game where both sides have in and out where the game can strive to be a better game for everyone
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@DelusionalHubris said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751927#Comment_3751927
Honestly, this is the better counter in my opinion. I find Weave Attunement burns through Distortion stacks like nothing else lol
nah gearhead is way better to burn stacks you pretty much always have it active and it so underutilized that perk alone counter distortion but there's one more perk that's really neat that most ppl seem to have forgot and it's base kit it's called tracking the crows around the map it's like the community forgot that even a thing on how reliant they are on aura perks lmfao
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747428#Comment_3747428
Leaving a survivor on the ground is only the winning choice if you're playing a killer that can slug the other survivors in short order. Oni, nurse, an excellent blight or spirit. Otherwise you're trading a 60 second timer for a 4 minute one and shutting yourself off the best perks in the game, which require hooks.
you don't need to slug nether do you need to have hook perks i don't even use hook perk on average i win a but ton most killers can play around a down survivor not only that but when you get them again the down surv plus the healing surv you get one on hook one you leave on the floor Reince and repeat you get a but ton of natural pressure i've won way to much game without slugging 4 ppl leaving one on the ground at the right areas witch leaves me with some easy w scourge hook btw are not the best perks in the game there are better perks with certain killer that leads to a harder steamroll than scourge hooks witch is way i don't hook when they are in bad spots it's such a huge lead but ppl don't know how to play that way a majority of the time and it's the same reason ppl are over reliant on scourge hooks
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@fussy said:
It's super funny how survivors are mad over mechanic which existed in the game without any purpose or meaning and act like it killers buff or something.
When I read it in devs blog, I didn't even think that there are so many people on forum who love chilling on the ground for 4 minutes. Why?because it add natural pressure on both sides i play both killers and survivors when i play killer tent leave one surv on the floor depending it adds so much natural pressure it gets some one off gens witch you know where both the downed surv and the healing surv are gonna be and for the survivors you're trading hook for down time it a natural pressure that you get on both sides that's going away it removes skill celling personally hook density should be reduced make plays more meaningful in genaral than just a guaranty hook 99% of the time my ideal playing killer is a mix of hooking and leaving ppl on floor it also makes wiggle and bleed timer on survivors not a useless resource and it adds a skill celling on killers and survs
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@tjt85 said:
My core build is Self-Care, Botany & Sprint Burst (was MFT before the nerf).
Then the 4th perk depends on how I'm feeling at the time. If the games are mostly sweaty I'll put on Resilience, Vigil or Deja Vu. If I feel like memeing I'll use Bardic Inspiration or Diversion. If I feel sneaky, I'll use Distortion, Lightweight or Fixated. If I have a challenge, I'll use whatever helps with that (We'll Make It, Detective's Hunch etc). Very rarely I'll use an aura perk like Still Sight or Lucky Star.
By Default, my 4th perk is usually Resil or Vigil though.
currently using blood pact , mft , botany , window , and a medkit hopes that whoever is the obsession know how to loop we get that sweet 7% haste and 10% when i get mangle witch actually is not as hard as ppl think and when i get some one competent i cant stop loling and some times killers dc
dissclamer this build is not gonna work 70% of the time solo queuers are bad on average when it goes with that type of build i just life for the highs also sidenote mft with botany gets you a ton of endurances it gets a ton of value it almost the old buckle up of healing
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@Yharwick said:
Say what you will about SM at least you can interact with her power and you can beat her consistently if you're willing to play differently and her community just loves their character and wants the community to like her to, even if you will never like SM that part is at least slightly endearing. The SM community was worse pre-rework sure but those bad elements mostly left after they couldn't hold games hostage for 50 minutes anymore. I've never met a BM merchant since then.
Now take Knight a killer whose entire power is AI and just "I make my guard go one way and I go the other and the survivor can't do anything". SM isn't really a skill expressive killer this is known but at least I've seen some get somewhat creative with drone placement and there's that laser tag thing, there is literally nothing cool you can do with knight either they're in a place to trap you or the guard just wastes your time. Then you get to knight players that maybe I've just been unlucky but they literally all just camp, tunnel and BM like they didn't just have an AI play the game for them.
This is a call to arms so Knight can catch the smoke they deserve because this is the real killer that needs a rework. I'm not saying SM needs no changes she can def be fine tuned some but Knight is a much bigger mess and in need of attention because the character is literally just forcing you into unwinnable situations with AI. Also not saying Knight is like A tier or unbeatable or anything just that when the character does do well that's the reason and that's not good design.
knight has a game breaking bug right now outside of that he actually have more counter than skull merchant by miles and is actually fun to play vs him when it's not a level with a lot of dead zones he has a lot of counterplays ill give you example if you touch a window without vaulting when a guard is on you you force the ai to go and check the window before continuing to chase you it buys a lot of time same thing with dropped pallets you can also prodrop a pallet when a guard is chasing you loop around touch the pallet witch force the guard to check the pallet 2 times there so many ways to make the knight guard really bad the only thing that makes him annoying is level with a lots of dead zones witch then you can't really do anything but he has more interaction than skull merchant by miles
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743988#Comment_3743988
Queue times are variable depending on region, mmr, and time of day. Your personal experience with long queue times is not the same everywhere as I personally have not encountered long queues as either role.
Not to mention the claim that DBD is going to die over tunneling has been said for years and here we are.
Some of you guys just need to learn when to take a break when you find yourself not enjoying the game.
my dude you the exception im north america all the ppl i know have that queue time issue both in prime time and late in night times even that ppl that i've watch streaming have ling queue times you're the lucky one
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743631#Comment_3743631
If you aren't enjoying the game, don't play it. You're spending too much energy on hating other players.
you miss the point is ben getting so bad that i kid you not for me to queue killer for the event takes around 5 to 7 mins at peak times it's getting really bad it's not just mindless complaining it's affecting queue time really badly they need to address it because futures event are gonna be dead it's legit getting to that point
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@C3Tooth said:
And dont forget, its 40% escape rate. With 4 survivors, means they have 160% win rate, while killers have only 60%.
it's 30 % curently with the 3 top killers lmfao never ben this low in dbd history vecna at 70 killrate twin at 66% blight just behind by 1% less last time i've check it def not 40% with now top killers back in the day had around 60 ish now with power creep plus huges buffs it aint it anymore lol
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@Junylar said:
It's pointless to fix anything until SWF, the core problem of the game, is addressed.
you can't without killing soloq unless the fundamentally rework the game and personally i don't see swf as a problem
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731475#Comment_3731475
Scavenger barely save u anything on the gen. Even with the best toolbox addons combination. 30 seconds of -50% repair speed was overkill. It no reason to run it even in the best case scenario over built. This perk falls underneath the potential energy category as it could be detrimental to even use
not true with hyperfocus scavanger is the most broken perk in the game i know because i use it it can save you depending on skill check rng betweens 20 to 45 sec on gen time per gen if you're a god at hitting the great skillchecks on top of it scascavenger also have to side uses of geting sabotage box being a permenent treath in the game till the game are powered scavanger has the most crazy upsides in the game but it has a high skillcap to use it properly most ppl don't know how to use it same with hyperfocus lol
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@GolbezGarlandGabrant said:
Finished an entire gen and not a single skillcheck. 🤣
use hyper focus thanks me later those 2 perk combo are absolutely busted but you need to hit those great skill check
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@HamsterEnjoyer said:
I see this said a lot to justify overly comedic or non horror things in this game and it gets on my nerves more than anything. so far starters, DBD IS a horror game. It doesn't matter if it 'stops becoming scary' its still a horror game with a horror centric theme that, until last chapter, has always kept the horror centric theme.
DBD being horror is what makes this game successful and I'm sorry but straying away from horror to move onto other genres is just…weird. So what because the game stops becoming traditionally scary (at the devs fault btw) that means we just move on from the horror genre and start fresh? Everything in DBD people try to use as justification doesn't make sense especially since the mascot skins such as Robbie or Clowns community skin are often used as justification despite mascots being an extremely common fear (John Wayne Gacy hello?) and the Robbie skins are in a league of their own as literal icons in the horror genre.
Bottom line is its ridiculous that people fight so hard for DBD to stop being a horror game when it being horror is what made it so famous in the first place and I swear moving away from that will be something that kills this gamedbd is not horror it's just scooby doo running around like a headless chicken and when a wood pallet get drop on the killer big toe he moans that's not really horror never was tbh just ppl trying to immerse themself into a "horror" mood that's about it horror seting have ways to fight back to some extent it's none existent in dbd and in most horror setting the big evil gets defeated to some extent dbd aint it