dwight444
dwight444
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@LadyOwO said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801242#Comment_3801242
And diseboweling her instead of kill switching her was a bit much
well, for starters she isn't breaking the game in any way to suggest kill switching her…
I imagine the outcry would be worse if they straight up removed her from the game, literally, til she got reworked
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I don't think they're oppressive but plague is definitely boring to play against - the typical thana slowdown build and they'll still bring gen regression of course. Ceno is fine. My teammates usually don't go for the box til it's too late and it's probably because everyone assumes someone is gonna go for it. These are matchmaking issues though and not related to the killers being too strong
I think everyone is blowing the SM thing out of proportion and wildly trying to link it to every little thing as if bhvr has in any way suggested that they will approach every nerf through the same lens as SM
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or we played it and hate it
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these changes are silly; you're saying a restriction is a limited patrol path (so it should be what, infinite?), he should be able to get a free hit during unhook (guard no longer disappears after unhook begins), you want to see survivors during power, you want the 10m change reverted to encourage holding survivor at loop for free hit, etc…
you are indeed a Knight main sir
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and no, we don't need another overwatch style shooter. I don't think it would do well if it had to be tied to DBD either, it would be very niche
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to be fair, the only reason I know of bhvr is because of dbd. 6 of their projects are in the dbd universe, the only one that's not that seemed to have any traction was Meet Your Maker - which looks like it came and went. I don't hear great things about TCOFS and it's also a single player game so that will probably come and go.
if I'm bhvr, I'm polishing dbd as it's likely my bread and butter and likely the only reason I can even think of venturing out to stuff like TCOFS, MYM, etc
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it's boring and it seems like killers have found the best way to optimize via playing as stealth killers (or legion) similar to how all you saw was huntress and trapper in 2v8
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800504#Comment_3800504
just read the post fully?
you're upset over getting only 50% max multiplier and refuse to play normal dbd over it because that dictates whether or not you want to play dbd? didn't know ppl played this game for the bp and not because you know, they enjoyed the game…
bit ironic. you don't like the mode but won't play normal dbd and thus will continue to be a data point for them despite your desire of not wanting to be one. mmkay
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800560#Comment_3800560
No no, you see...
If you spam the forums the devs might reconsider the nerf. It isn't yet live, so screaming early and as often as possible has (unfortunately) been shown to be the most effective way to
manipulateencourage the devs to change their mind.you know they have data they likely use to assess potential changes? Even if the data supports the wrong changes; I don’t think they come to this forum and read the whining to make decisions
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how many threads do we need on this
just reply to one of the threads already on the first page
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yes
full court press release apologizing to the players who deliberately choose to play this mode despite having the regular mode readily available
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just don’t play it ?
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this mode sucks tbh, same as last time
that breath of fresh air goes away quickly (like 2 games)
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@fussy said:
Teamwork perks are also nothing for soloq, but omega buff to swf. Can't wait running 112% with friend without scratch marks with no downsides at all lmao.
omega buff? They’re throwing the game if they’re bringing these perks and getting value. Easy win for killer
no downside? The downside is literally being forced to be together or risk a useless perk slot or 2. There is nothing efficient about running in pairs in dbd. That’s two people not progressing the match ??
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aura is the new haste
when they don’t know what a perk should do so they just slap some type of aura read to it
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maybe u just play low mmr if you see it in ‘all your matches’
it’s really meant for beginners, still used by good players for info but not to the extent of the players who use the perk as a crutch
high pick rate is not cause for nerf either. What, we’d then nerf lithe once it moved into the #1 spot?
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799263#Comment_3799263
The hatred was EXTREMELY misplaced and actually arguing with SM hates always proved it. Half of them even now still say they hate her because 'she 3 gens' or 'shes chess merchant' which she hasn't been able to do for almost a YEAR now. ALMOST A YEAR and people are still ignorant to what she even does because they refuse to learn anything about her and follow a hate train trend.
Openly gutting a C-B tier killer worse than ANY other killer before, worse than killers who would need or deserve that treatment, just because people who already dont know how to play against her and refuse to learn her hate her? Even your complaint "HASTE AND HINDERED!" well clown can do that MUCH MUCH MUCH more often, with MUCH more ease but yet not a complaint about Clown. Ignore the fact that without haste she has no way to secure downs and shes reliant on forcing survivors to give her haste, ignore the fact you can dodge the scan beams as is and still loop effectively, ignore the fact you need to be scanned FOUR times with the fourth scan being within 45 seconds of your third scan for hindered to even appear as a status effect.
Yeah sorry theres no justification for this, no matter what anyone says theres nothing to be said about this nerf and the devs handling/attitude about it that isn't extremely disgustingher kit encourages a brain dead play style and suggesting everyone adapt to it rather than addressing it is not a solution
it's not hard to get scanned in chase when you're more concerned with pathing/looping than this scan line that you can duck and avoid at the expense of distance. Her haste takes into account your teammates with traps which you have no control over. You can only lose traps by going down (I think?). Her kit is overly complicated for no reason and adapting is not a solution. She should have been designed better from the get go
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it's not a good precedent but honestly a large portion of the player base does not like her kit now because it's silly (haste and hinder at loops so you can't leave but will die if you stay + free deep wound) and people still remember her old kit; neither kits were good or fun to play against and at this point people still dc or go next because they're just over this killer's failure of a design
to be fair, the devs should have foreseen that her kits were not healthy, especially when the 3 gen meta was a thing and you were introducing a killer who could optimize that style x100
if nerfing this crappy design makes the game more bearable, solo q more bearable, then I'm all for it. There's already too much crap in the game that feels bad (esp in solo q) and this is one less thing to deal with so that's great
also, Mandy confirming the intent isn't really news. You can infer their intent with how they much they gutted her along with knowing how much a sizable portion of the community hated this killer
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these aren't good perks either way
hey'll be cool for specific builds to goof around with friends but the requirement of staying together is too counterproductive to a match. Survivors together is usually always a bad thing
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@Skillfulstone said:
https://forums.bhvr.com/dead-by-daylight/discussion/426750/distortion-overnerfed
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797540#Comment_3797540
Honestly, if number tweaks were too much to ask, all they had to do was tie token recharge with gen repair.
This would fix the main issue people complain about: Survivors hiding and not helping.
It would be much harder to hide in endgame since to keep hiding they would need to come out and do gens (and if a Killer finds a partially repaired gen then they know that someone is around even without needing aura).
But well, rip Distortion I guess if the Devs don't change their mind. For the vast majority of Survivors they will get 3 uses per match tops since all their chases will end on a hook. Complainers won.
Goodbye altruist-stealth build, hello yet another gen perk or Sprint Burst.
Good ol' perk variety getting lowered again...
I mean distortion players already usually do gens; they do gens and hide, just stealth-ing their way to each gen. meanwhile, the other 3 are splitting the pressure amongst themselves because our 4th just wants to do gens and leave. Forcing them to take chase to get use from distortion is great. Otherwise, what really changes?
solo q is hard as is to get a team who all know to do the objective so having teammates that do gens is always a plus. However, there is also a time to not do a gen and tying distortion to gen progress will just reinforce the same stealthy playstyle that sells out your team
these are usually the players with 0 hooks while everyone else has rotated hooks, someone is probably on death hook and the distortion user usually will not bodyblock, take a down or just take the pressure off of the rest of the team. Do all the gens you want but once it turns into a 3 v 1 the other 2 teammates are screwed because the distortion user will always rat to be the last survivor - that's just their play style and distortion only further encourages them that they can make it to end game
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798660#Comment_3798660
This isn't the first time someone has brought this up and it likely won't be the last, but ultimately there's just not really anything you can realistically expect the devs to do about an issue whose core is from basic killer movement controls.
yeah idk, I think there's a clear difference here between what is being perpetuated via the 'basic movement controls' in both of these situations
at least online player reports w/ video attachments of these types of actions should be dealt with differently than their usual 'slugging is not a bannable offense' response. Not to mention you they're not progressing the game and it's borderline holding you hostage but bhvr refuses to acknowledge it for what it is when it happens because they can't deduce 'intent'. I guess..
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797727#Comment_3797727
2.7 seconds of recovery time… That's 2.7 s x 4.0 m/s = 10.8 m of ground you, as a survivor, cover.
Plus 2.16 m/s faster movement than him for the same duration. That results in 2.7 s x 2.16 m/s = 5.832 m.
As far as I know the killer's effective lunge range is 2.5 m on a running survivor. Wind up time: 0.3 seconds of 0.6 m/s speed advantage (net distance of 0.18 m) and another 0.8 seconds of 2.9 m/s speed advanatage (net distance of 2.32 m).
So he would still need to catch up 3.332 m, which takes roughly 5.5 seconds. I sadly have no information about how the acceleration after a missed chainsaw works so this number will slightly differ.
For the sake of the argument I'll say the killer only needs 4 seconds to catch up (which I'm pretty sure is less than in reality). That still allows that survivor to cover another 16 metres. So all of this adds up to 26.8 m. That's a lot… So the idea that you have to be already right next to the pallet is absurd.
don't need to do the math to know what it's like to be in chase against him when he misses a saw and starts up again not too far behind. It's a general complaint and probably the biggest about his chainsaw
also, you're not running away in a straight line. Once you see he's going into power you need to play whatever is near you and by then you should have already took note of what is around you to even play
good math tho
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797674#Comment_3797674
5% is a lot because every survivor is a force multiplier. It's 5% times three survivors on gens.
good luck getting 3 randoms to do gens consistently to take advantage of your perk
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idk but personally I thought he needed a cooldown
they literally miss and just rev up again and you better hope you were already almost close to a pallet the first time he missed
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@Rick1998 said:
you're right . His chainsaw needs to explode and kill billy in the process after he uses it more then once .
I'm dead
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ppl really complaining about quick gambit's 5% that turns off when injured and does not activate if you take chase while injured?
5% man, it's 5%. You're better off bringing deja or resi. The single guy bringing quick gambit better be looping 5 gens so we get some serious value from his perk (we know he's going to get hit in chase and this perk won't be as op as it sounds like on paper)
you need all 3 survivors on gens and survivor with perk needs to be good at chase to delay a hit for good value. On occasion you might run into full swf bringing this perk and juicing but probably not very often because there are better builds if your goal is to knock out gens that don't require a teammate to force chase for value
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@Hannacia said:
No this just means that everyone will be seen and not just 2 people who get tunneled out of the game while the distortion people keep hiding. Theres way too many games where distortion users have 0 hooks while their teammates are dying.
I would say this is fair. If you want to hide you have to earn it. Also i don't think many killers use 4 aura perks. Huntress is the only one that comes to mind…or nurse. Most killers use at least 2 gen defense and maybe 1 chase perk. Most common is 4 gen defense or 3 gen defense.
indeed
in my exp, it's never more than 1 teammate running distortion so this person forces the rest of us into unnecessary chases at times where it may not make sense and we have to abandon a gen, a heal, a save, etc while they're just unbothered playing gen simulator
don't get me wrong, I always appreciate a teammate who understands the objective but sometimes they have to take the killer's focus to progress the match from a macro pov
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idk I like the nerf
discourages those teammates that spend little time progressing the objectives because they hide at the first sign of a terror radius and just play very scared-like all match, especially if they get injured; I've had teammates who rat at 3 survivors left, rare, but they almost always have this self healing-distortion build
now you can't do that without relieving some of the pressure from the rest of your team
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good stuff
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@Royval said:
legit will probably never see a skull online again it’s 0 point of playing her she’s gonna be the worst killer in the game
they will be missed (they won't)
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I mean the first iteration was pointless as survivor, you were basically dead at the start. Played it a few times and went back to normal dbd
why would they bring it back unchanged when there was a clear consensus that it was miserable was survivor?
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@Nazzzak said:
I don't condone letting go on hook, but if I see a team mate doing it when there's multiple hook states and/or deaths and only one gen done then yeah, I won't unhook them and I get it. There's no comeback for survivors. They can't snowball like killers can. Once a killer starts snowballing it's over, you know when the game is lost. That's not to say some people don't let go for silly reasons, but that has always been the case in the 4 years I've been playing.
yeah exactly but people don't read the room and see someone give up and instantly go 'bad'
giving up at the start after a bad chase and giving up at 5 gens after realizing your team isn't progressing the match, comparable to how much the killer is, are 2 different things
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@Booper36 said:
Uh, what
it's the new position from forum killers for explaining why they slug
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ersonally idk anything about Castlevania but obviously understand who Dracula is in general. With that said, I only bought the DLC this week cause I wanted to try Trevor's perks but don't care for him as a survivor or his design, same goes for Dracula.
from my experience, Castlevania is not something that has ever came up in conversation, mention or just in general irl - like I've just never heard or seen anything about it. I have to imagine it's a niche interest and not mainstream like say Halloween or Stranger Things are.
I'm sure some dbd players were excited but there's probably a larger majority that didn't care one way or the other. Yay, new characters and perks but who cares about the license type of thing. That's my guess though
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that map is awful
how did we go from so red to so dark and blue
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yes
and Walter White from breaking bad
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@Skillfulstone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795725#Comment_3795725
Tunnelling has always been and will always be in the game, the regression nerfs didn't start anything, but just by looking in the forums/watching Youtube/Twitch and listening to people (and/or just playing the game on a regular basis) you can tell it's been getting worse. As long as tunneling isn't either punished or not tunneling is not greatly incentivized (the reason why Pain Res and Grim Embrace are among the most well-designed perks in my opinion) then it will always be a thing. Even then it will never go fully away. People don't tunnel because regression was nerfed, people tunnel more because regression was nerfed, anti-heal was nerfed, popular non-regression perks were completely overnerfed into uselessness (or nerfed the wrong way) in a pretty short amount of time.
People will always complain about tunneling due to it ruining the game, people complained back then almost as much as today (I think the only period where it was really horrible and comparable to the last few months was just after DS's initial nuking, it calmed down after a bit) because it's just as annoying and basically uncounterable for SoloQ as ever.
well, I'm going to put more value into a staff member who has access to all of these stats saying that post/pre nerfs, tunneling and the complaints remain constant before I consider what I happen to catch on Twitch, Youtube and the likes….
I can't tell that it's gotten worse, I see it just as often as I did pre-nerfs. It's just how some people are determined to play and nothing will change that
I'm not pro tunneling whatsoever, I just don't agree nor does my personal experience support that it's worst post gen regression nerfs. I see it all the same. All I was saying was Mandy came onto a post and said that after checking the data, it looks consistent with pre nerfs
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I am here representing those of us who just enjoy a map/realm or just do not certain maps and would like a decent map/match on occasion
after getting Hawkins, swamp or badham one after the other, yes I will opt to bring an offering next match. Tunnel me on auto haven at least
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795747#Comment_3795747
Dracula has 2 choices, ultimate weapon or third seal both are incredibly situational, it's a perk which highlights the bad map design atm, and even the newer map spawns with the longer walls are awful.
There are no options for some killers.use mindbreaker and now you've countered sprint perks and woo
if we're talking about those new long walls w/ unsafe pallets then yeah those suck and not even woo is helping you there. Well, besides letting you know to not run to that bad tile I guess
but seriously, woo is more of a hindrance to a team and player than anything. Bad teammates will W and pre drop everything while putting their team at a disadvantage later. Occasionally a good player uses it but chances are this guy already knows his tiles and you're just being denied a hit in a dead zone because he won't go there
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between blindness add ons and perks, run one of them
anytime survivors nag about a killer perk, they're told to use ____ perk to counter
when killers nag, they demand a nerf because why should they opt to use a perk in the same scenario
you're not getting looped cause of woo, you were already struggling at chase. Bad survivors will gain a few seconds and good survivors will just not blindly run into a dead zone and loop you nonetheless
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@Skillfulstone said:
Nearly every major updates since 7.5.0 have made BHVR's stance on gen-regression pretty clear: if it's too good then it'll get the hammer and/or get a limited amount of uses.
All of what you said is true but, since it's in nearly every games, I honestly don't see any way it gets changed in any way except a straight nerf, despite the weaker & limited regression since 7.5.0 being partly responsible for the tunnelling rise (with nearly every update after that making it worse or doing nothing).
they have already said that based on the data, tunneling/camping complaints and stats have remained fairly consistent before & after regression nerfs. Enough with the 'we only tunnel because gen regression is weak now'….
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needs rework but I see it 1/100 games so personally I don't think it's mission critical per se
that's my experience but I can't imagine others are seeing it so frequently since it's a waste of a perk slot if you want to win and needs a build around it
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I think it's an unspoken rule to not leave the match if your teammate is in the process of being hooked and it's their first time. So this is more of a solo q issue than game design
this game drags out in many different areas and I personally would not want to go through the motion of the first hook stage when it's just me left. I'm unlikely to kobe and just want to go next quickly. Maybe I'm near gates, maybe I'm not, if I'm not then it's even less likely I escape as you typically need some body blocking to make gates when you're 1 v 1 killer during EG. I prefer the match isn't extended
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'I just wasted an hour of my life trying to play but tbh there is so much of your control that it's just futile.'
very relatable every time I play tbh
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794525#Comment_3794525
A perk that plays the game for you and removes any need to memorize anything or track where your teammates have been is in fact overpowered.
It literally does everything for you. You’ll never make a mistake and run to a loop where a pallet has been used. You’ll never fail to chain loops together. You’ll almost never fail to set up the fast vault because of it. It entirely removes any weak links from the team.
It belongs in the game but denying it being overpowered is delusional. It has a THIRTY PERCENT PICK RATE. People with 10,000 hours use it. That should tell you something.
how or why should I be expected to memorize that teammate dropped pallet x across the map when I’ve yet to even go to that side?
you want me to focus on my objective and my surroundings while simultaneously always tracking the other 3 randoms even when I can’t see them most of the time?I use it sometimes, mostly because it’s rough in solo q because teammates will drop every pallet without even playing them. I’d imagine someone with 10k hours doesn’t need it but finds it immensely helpful in solo q
you can easily fail to chain loops together if you don’t even play in such a manner and instead drop, w, drop, w
someone who is bad in chase isn’t suddenly a god at looping because he sees windows and pallets. If your pathing sucks then I don’t imagine woo is solving that for you
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yeah I don’t hear an audio cue ever
didn’t even know that was a thing
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the guard disappears if it's on you and you unhook although it's still pretty cheesy because they'll immediately run to hook upon hearing the guard engage. Smart players will just hold their guard and call it once the unhook happens
knight is just a poorly designed killer like sm. Most knights & SMs I go against play the game the same way: tunnel and camp and use their kits to do this more efficiently. Similarly, majority of them are terrible in the 1v1 chase and bloodlust you to death because, imo, they are too reliant on these killers' cheesy kits and never develop their game skills
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@hermitkermit said:
I commented something very similar on another post but, I remain consistent.
From what I've seen in forums and discussions, many killer mains believe that the issue is that killers aren't good but that survivors are just bad. I don't agree with this perspective, especially when all available statistics show that killers are performing well, regardless of where they rank on fan-made tier lists or if they're primarily M1 killers. The majority of survivors are statistically losing more than they're winning, and dismissing low escape rates as simply due to most survivors being "bad" overlooks the fact that the survivor role is intentionally challenging. It's like criticizing someone for dying in Dark Souls or Elden Ring—it misses the point of the challenge.
Another common belief is that because SWF exists, the game will always be survivor-sided. But the same argument could be made about Nurse. Using a small minority of the game, like SWF, to justify or demand changes is flawed for the same reason it would be wrong to use Nurse as a benchmark for balance. Both can create unfair situations, but they represent a minority of the player base.
yeah but you're missing the point that every forum killer only goes up against try-hard swfs (and not simply 4 friends playing together because swfs can only mean meta builds and bnps) so the game needs to be balanced around this average match
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793589#Comment_3793589
It most certainly is controversial. The reason gen defence got nerfed is because people claimed it made tunneling stronger, even though that's an oxymoron. How can you spend the whole game going for 1 person at a time, but also completely control all the gens? You can't, except against bad players. But they have the biggest piece of the pie so they got what they wanted. Nerfing gen defence absolutely made tunneling and camping more appealing. A killer's not gonna just settle for less time. If they're gonna lose by default because they no longer have time to do their objective, they're gonna start taking shortcuts. I used to never tunnel, and now I almost always have to. What's the average result? Probably a draw still. They've made it to where as long as survivors know to do generators, it doesn't matter how bad they are, because they'll still just win. You used to be able to punish bad chasers by getting Pop and Pain Res off them, but now those don't even regress close to 1 piston's worth. This is in a game where you could regress 2 full gens worth of progress, and they'd still beat you. So guess how much worse it is now.
you don't spend the whole game going after one person, tunneling is not that hard against an ill-equipped random group of players which is your average match. You can accomplish this within 2 or 3 gens. Unless of course per typical dbd forum logic, you're playing swf match after match, 4 DH, 4 DS, 4 medkits, 4 lithes and that's the only perspective you can view the game through
will never understand anyone who is against the gen kick limit, basekit bt, face camp, etc. They were healthy changes, no one should secure a kill by standing in front of you or just hitting you immediately off hook when you're in no position to do anything about it (glad I joined dbd right after basekit bt). You don't see the gen kick limit much in games because the mechanic is doing its job of deterring that play style, not because it was never an issue.
2 people do a gen in 54 seconds uninterrupted, 2 people on a single gen is already bad . You should be able to secure a pain res, pop, etc within the time it takes to double a gen or at least regress 1 if they're splitting gens.
tunneling will always be the path of least resistance and people will say it's a necessary evil no matter the state of the game because it's the simplest way to reach the end of the match and have a feeling of satisfaction that you 'won'.
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wish I at least knew my mmr tbh