esarraf
esarraf
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- esarraf
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Maybe try checking your ping. Heard that they made hit registration a bit better for extremely laggy Weskers.
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Nope, it's easy to tell she's actually very strong it's just she's got a high skill ceiling unlike pay to win killers like Ghoul or Jason. People are gonna say that she's weak but it's really just she's hard to play and you need to be good at hey gameplay to win.
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Because slugging needed to be stronger.
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Uh… sorry to break it to you but literally yes making survivors experience better will make que times better. That's why killers have long que times in 1v4 since the devs heavily cater to killers in that mode to the point there's a massive deficit of survivors.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111019#Comment_4111019
I'm still mildly annoyed at the Wake Up nerf, but honestly as long as you aren't the last survivor it isn't a bad perk. The extra gate opening speed makes a difference more often than you'd think, and I have a really bad habit of forgetting where the exits are and it helps with that lol
Sizzling, I uh… appreciate the hope? But let's be real here. Wake up is trash, the amount of times opening a gate slightly faster pales in comparison to the amount of times running anti tunnel, gen progression, healing, or even sole survivor will save you.
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@sizzlingmario4 said:
I'd really like if Flow State affected chest unlock and rummage speeds. It's close to being the Fire Up equivalent for survivor but I feel like it's missing that. Obviously I get why it doesn't work on exit gates since there'd be no point in Wake Up if it did, but anyway Flow State just feels a tad undertuned, it is nice for getting rid of NOED though
Is there even a point for Wake Up now? Tbh flow state should do more.
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@Dreigonix said:
@esarraf Chess Judgement is a totem problem, not a Judgement problem. Totem progress should decay gradually if you hop off, not all at once.
I agree, totems are in dire need of a nerf.
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@MiseryandCompany said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110121#Comment_4110121
Then maybe, just maybe the issue is the hex build, and not the killers ability to snipe.
Hence the fix should be something targeting her ability to defend hexes, not devalue her ability altogetherOh yeah no, ultimately the main issue comes from the fact that some killers under no circumstances should have access to certain perks. But the devs want all killers to have access to all killer perks despite how terrible of an idea that is so we are left with the reality that Judgement needed to be changed.
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110121#Comment_4110121
If the killer tries to hit the people on gens then they are not using to chase people and get downs, judgement can only pressure one gen with a cooldown of 12? seconds (it's somewhere around that), the repairing is 1 charge per second so the 5-8% you lose each M2 you can repair back with more progress, like the judgement will use the M2 on different gens and the hexes so it's enough time to complete gens and cleanse the hex, so you can win.
If the judgement is not aiming at you then you can just continue doing the gen.
And the judgement wins if the game goes on for over an hour. You really don't understand why skull merchant got completely changed do you? It does not matter how unlikely it is. The simple fact is that Judgement could hold a game hostage for an hour easily and there was nothing survivors could do besides die or dc.
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110030#Comment_4110030
You could still dodge the attacks if you pay attention, you were able to see it coming with enough time to dodge, I have done this myself and it was very easy to do so.
Cool, and that means you can never progress on anything ever because ruin + this means that you are constantly loosing 5% gen progress every time they attack whether they were aiming at you or not and totem progress is constantly reset. Wow such a fun and interactive game. Constantly loosing because you literally can't win.
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Bro did not realize chess Judge existed and it shows.
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Yeah, I don't know why more killers don't run it. It's easily the strongest slowdown in the game if you pair it with even one other perk on a killer with decent mobility.
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@Lethal_premium said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109996#Comment_4109996
I don't know the solution. I'm just saying it needs a solution to the hatch because it's making my experience and my teammates' experience worse. I wrote this post because I just came out of five survivor matches in a row where someone hid the whole game and escaped via hatch, not doing gens or anything, plus it annoys me when killers slug for the 4k, I understand it but it's still annoying, and all of this is because of hatch.
Oh I agree the hatch should be changed since it incentivizes a lot of bad stuff but it's really just 10% is so low that all you are doing is making an extreme nerf to survivors and they just have to deal with it. By making it 33% you make it so the killer does not automatically win after they kill someone and still have to try. I get that you want it to be only for 'tunnelers' but there's so many killers and perks that can pretty easily let you find someone specifically after you hook someone. Or you just proxy camp, hook the unhooker, and then go tunnel out whoever was unhooked. Technically speaking you hooked someone else but in reality you just tunneled someone out.
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@Lethal_premium said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109993#Comment_4109993
I now understand I need to think before I type, but no I meant that it should be instant thirty three percent on all gens if you tunnle, and 10% if you don't tunnle.
Yeah then that's nothing and you just end up with impossible games immediately and everyone gives up instantly. That's a terrible idea.
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@Lethal_premium said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109987#Comment_4109987
Agree with the concept, but thirty three percent would only incentivize tunneling. I think that should be the result if you tunnel, and make it like 10% if you don't.
Ehh nah sorry but it needs to be an active detriment to tunneling. 10% is nothing in the grand scheme of things compared to someone dying. And like this would still give the last survivor something of a chance by making it so they can finish gens still even though that tells the killer your exact location for each gen.
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Sure, I think it'd be good if we remove the hatch as a mechanic and instead make it so survivors get progressively stronger the more survivors are dead to incentivize people to keep trying as more people die. Maybe something like reducing the progress needed for gens by 33% per survivor dead would work.
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@Mikeadatrix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109860#Comment_4109860
It's objectively worse than it originally was but it's a flat-out unabashed lie to say it "kinda sucks". It's a great exhaustion perk and easily in the Top Three, if not Top Two. It's a phenomomal exhaustion perk and if used well can extend chases for god knows how long. It also makes the EGC trivially easy if you can chain DH together with the basekit BT off hook.
Also the 5th most used Surv perk in the game according to NightLight btw.
Excluding the fact that it's also 100% ping reliant and you can still be exhausted on the ground. And that a lot of killers can just ignore it by hitting you off hook which is when you need an exhaustion perk the most, and that some killer powers also negate it.
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@MechWarrior3 said:
Dead hard isn’t “gutted” or useless considering I see it in almost every lobby I have as killer. I quite like using the perk, and think it works well.
Lol, dude dead hard kinda sucks.
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Yeah, 1v4 got real stale for me as a survivor. All my preferred playstyles besides genrushing got nerfed or removed and it's super boring going against the same broken killers each match. And when I play killer it's even more boring having to throw just so the survivors can possibly get to the last gen.
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@Leon_van_Straken said:
A big problem is that if a perk isn´t op the community often sees it as trash.
Example:
A perk which gives you anti slug.
First question. Is it better than Unbreakable?
If the answer is yes it is freaking op but if the answer is no why shouldn´t you bring unbreakable.
The main thing is that a lot of the issues could be solved if the devs just stopped making perks super weak and extremely situational.
Like on the topic of slugging perks off the top of my head there's a bunch of ways to make other anti slug perks actually viable. Like say if tennacity allowed you to heal other slugs on the ground or if exponential gave you like ten seconds of endurance once you got up. Right now the value from each of these perks is both fairly situational and weak but by making them good in different ways you can actually make them real contenders with unbreakable. -
@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108736#Comment_4108736
Yeah I mean, the OP is talking about how throwing down a pallet makes most loops incredibly unsafe, and some of that is designed that way, some of those are only unsafe because hit validation is based on the killer's POV, so if the killer is laggy or if the survivor's ping isn't less than 40ms, a lot of pallets are almost unplayable
Yeah, hence why hits should just be server validated so we can finally see what needs to be balanced. Because as it stands a map could have like a hundred pallets but if survivors are getting hit through every pallet it'll still look killer sided.
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Let's just make it so all hits are server validated instead. I think that'd be a good place to start.
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Can we just have it so people who disable it are shunted into their own que so they can all be terrible together?
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Mobile also let you see others builds in lobby… it was so good for solo q. You could actually strategize and use niche builds without being in a swf.
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Maybe if you nerf the effects of the strongest hexes this could work.
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It's why if I do survivor it's only in swf.
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@Hoopme said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107766#Comment_4107766
Let's talk about that then does anybody's use that class? No cause the skill level of both survivor and killer is so low Aiming something like a flashlight or heck even a flash bang trying to get a flash save is extremely rare and a survivor that just follows killers around to try to get a flash save is throwing it's like those bully flashlight squads sure they'll make the killer miserable but no gens will get done. So everyone will just stick to Meta escapist class
Here's the thing. It's actually is not a terrible idea to have a class like lightbringer. Being able to deny a tunnel is potentially game saving. It's just that fundamentally escapist is better at protecting someone from being tunneled out by giving them haste and it means if you find a flashlight you can get extremely good saves. I've had matches in 2v8 where I've been able to get easily five or six+ saves and force the killers to stick together which means gens will fly as they are no longer spreading pressure effectively even if chases are fast.
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@ForTheEntity said:
With only 4 classes for survivor I am surprised they're aren't more complaints about it being stale.
They should add a Head On class.
Maybe they could do something with totems.
I love that people legit forget that lightbringer exists lol.
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Well yeah nothing new has been added, survivors got a worthless new class that fundamentally does not make sense since they decided not to give them background player to the flashlight save class. So anyone actually going for flashlight saves is still just going escapist and getting a flashlight from chest.
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Ehh… no? Sorry but this is a terrible idea. There's no actual way to determine this is actual griefing since there are numerous killers and situations where "tbagging" is potential counterplay for their powers like for ranged killers trying to bait out a m2.
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Looking at the new survivors perks and yeah, the devs are just awful at making perks. Each of them is utterly garbage and outclassed heavily by already existing perks.
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I think this is an amazing idea and should be tested out in an event mode first to see what actual gameplay looks like. But you are right that survivors need alternate objectives because right now the devs have nerfed or removed essentially anything else survivors can do besides generators.
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It does not help that survivors only really have two usable items and even killers will have at least one or two add-ons that are unusable.
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If you make boons dramatically stronger then yeah I think this would be fine. As they are they are far too weak to even begin to nerf.
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Or better yet stop making survivor experience awful and the ques will naturally balance out.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106377#Comment_4106377
This. As much as I want everyone in, certain killers NEED to not be able to cheep it before they join.
Yeah like, killer instinct in a normal match? Fine. In a game where the whole point is that free info is not supposed to be there it's bad.
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It'd be good if they just got rid of killers whose abilities totally negates the whole point of the mode.
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So noed? Devour hope? I'm not even sure what exactly you are saying.
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It'd solve everything. Only thing is they cannot use flashlights while they are under this effect.
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Try not playing a fairly unique killer like other ranged killers.
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@ArtGueds said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106078#Comment_4106078
Dude what are you on???
Look when people make ridiculous statements like slugging is perfectly fine it's hard not to assume the worst.
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@ArtGueds said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106049#Comment_4106049
Survivors shouldn't be helped in this scenario, they should just not die. If the killer wants to down everyone before hooking, sure, go for it. My issue with slugging is that in the process of trying to achieve that, someone might die on the ground before the killer can get all 4 survivors, and that's terrible and unintuitive design made for a problem that doesn't exist anymore
Yeah yeah I know and you think basekit bt should be removed too I know you just want killers to win and for survivors to die I get it.
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Okay while yes slugging does need some nerfs and there should be some basekit features to help survivors in this situation the bleedout timer exists for a good reason. TLDR while growing more uncommon with how high the hook density is on especially the newer maps is there are certain areas where with a semi competent team they will be able to sabo any hook and get away long before the killer can catch up to them.
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@Memesis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105959#Comment_4105959
If bloodlust on trapper is your rebuttal and reasoning to why trapper should not be buffed, that is a skill issue
Nope, it's me understanding that a killer who automatically can't lose if they get someone in basement is not great game design and that buffing him would only make it worse.
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It'd be cool. I think it could be a bit stronger, like making the base haste ten seconds instead of just five and increasing the duration of aura for healthy survivors to like five or six seconds.
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@Memesis said:
Skill issue, you went down in the first place to the purest of m1 killers. With pallet density you have no excuse to be losing to trapper, hence why he needs buffs.
Bro forgot that bloodlust exists.
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Yeah, it's unfortunate but you are right that because basement trapper is impossible to save from that they can't really buff trapper all that much. Like I'd love if they were able to change it so this issue was fixed and they buffed him since he's the main killer I play now that they murdered Mikey.
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Yes but I want there to be actual details next time. Like just look at the abysmal perks the survivors and to a lesser extent the killers got. If we are going to be fed hot garbage then I'd want to vote for ya know, not hot garbage.
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Well the devs kinda keep nerfing everything else survivors can do. Sabo and flahslight? Multiple killer powers and perks totally negate it. Chests? Items nerfed into oblivion to the point 9/10 times it's a terrible idea to even open one right in front of you. Boons got gutted with circle being killed and given the new perk they have no intentions of making boons usable anytime soon. Invocations were terrible right from the start.
Which leaves three things a survivor can do in game. Generators, be chased, and unhook someone. You want genrushing to go down then you need to buff side objectives a lot. You know where gen rushing was not a problem? The buffet event because the tables while strong were actually worth doing.
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@Your_Dad_Playing_DbD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104839#Comment_4104839
Why are you turning this into an “us vs them” argument? I play killer and I hate that BHVR refuse to fix this problem because I also play survivor and I hate getting hit from 10m away. Nobody who plays killer asked BHVR for this and I think you know that
Because it's important to know why it will never be fixed and I was there when they changed it. Almost every killer main was complaining that they saw they were getting hits and because they got the 'sound' of hitting a survivor on their end that's all that matters.