hatchetChugger
hatchetChugger
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Comments
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@Nos37 said:
Stop acting like if you step one foot closer than what's shown in the last pic that the survivor on the hook immediately unhooks themself, the exit gates magically open, they teleport to the gate, and their t-bagging sets your machine on fire.
Go patrol gens.
Go patrol gens, leave hook, you go to gens that have no progress, they get unhook, reset, leave, and now you have no pressure. Great idea!
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@Sava18 said:
"the devs are already fixing the maps"
lmao
Speed running your post being disregarded. The last 2 maps and every rework but haddonfield has been survivor sided.
Eyrie of Crows. Autohaven, and they also recently changed collision of gardon of joy which makes it a lil more bearable for several killers.
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@tech said:
It seems that the Borgo is the most hated map for its design so how would it get reworked?
maybe just the colours as its very red or just reducing the pallets or maybe its fine what you guys think?
Good maps have good connecting windows to other loops when they are implemented in a balanced way. Bad map design is just putting a bunch of fillers inbetween every tile ane calling it a day. Same w/ garden of joy
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@BlueHorkew said:
For a few years hook grabs has been a topic that is brought up when talking about camping, i have seen multiple survivors and killer mains in favour of removing them because they feel unfair and promote a waiting mini game with lag.
But what are the devs thought on the matter, during the last year many interactions have been removed like locker saves and lightburn, BT became base kit, more killer with anti camping in their power. Even a similar mechanic the hatch grab was removed in the past.
So, why isn't hook grabbing being discussed more or is it even the devs intention to change it?
It's an unfair mechanic that mostly punishes uncoordenated team play, aka, solo q.
The devs already seem to be ok with hook trading, but hook grabbing removes that balance and makes it RNG with lag.
So, again, will hook grabs be removed or are the devs ok with it?
No. A single healthy survivor shouldn't be able to remove all of the killers pressure/prevent someone from going to the next hook state when the killer is present / without a double save
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@BloodBird said:
https://us.v-cdn.net/6030815/uploads/AP4Q3Y4X6D23/prestige-100-victory.jpg
They only repaired 2 Gens, I never tunneled, slugged or camped a single person the whole game.
Last person got hatch at shack, 50/50 I picked the wrong side of shack to check first lol.
how are you p39 and still dont know hatch can only spawn on the back side of shack
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@Veroles said:
What should they buff on demo?
- His shred is a decent chase power and also can break pallets
- He has portals for map pressure
- He has killer instinct near portals while charging shred for information
- Addons are also pretty fine
No clue where a buff is needed.
My only problem with him is his portals are too slow to use against good survivors.
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@ironblade said:
You removed all the light interactions from Nurse, Hag, Wraith, Artist and Spirit except for Nemesis. Why is he the exception?
Additionally, what about Victor and Pinhead? Victor can be blinded and pinhead's chains can be blinded, why not remove those interactions as well?
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@Piruluk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411137#Comment_3411137
Do you think its balanced that a player can win 1000+ games in a row at the highest level?
Why cant we see 1000+ win streak SWF? Hell I cant even see 100+ win in a row for survivors (at least 3 people escape)
'Highest level play' doesnt exist in casual matches. There are not enough competent players in public games (probably cuz theyre all playing in tourneys, scrimmaging, or practicing) for momo, the winstreak holder, to have close games every match. Its not a balance issue at all, as when momo faced actual comp teams, the games were extremely close and he almost lost them. Hell, his own comp team even stream sniped him because they were so bored watching how bad the survivors were that he was facing.
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@I_CAME said:
You can check Otz's twitter if you are skeptical and want to verify. Do you think Blight should be nerfed? Thoughts? Is there a justifiable reason for why any killer should be this powerful? 1000 wins in a row just seems a bit ridiculous and difficult to defend. Even the great Magnus Carlsen never won more than 125 chess matches in a row.
and yes I am going to keep crying about this busted killer until he is finally nerfed.
blight isnt overpowered. the streamer, momo, is one of the best blights in the world, and is also a comp player with thousands of hours ans dozens of tournament wins. the only thing the streak 'proves' is that casual players arent coordinated enough to beat a comp player, which is fine.
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@ironblade said:
Regardless what your opinion is, exhaustion perks will and always will be a problem. It only becomes less of a problem if they get nerfed til survivors refuse to use those perks. Dead Hard is still used even after the nerfs thus they're not nerfing it hard enough. Killer regression perks are nerfed to obsolete so killers have to find replacement. Survivors? No, no, no, they get a slap to the wrist nerfs and call it a day. SWF are now abusing Boon: Circle of Healing instantly healing eachother to full health. Dead Hard is still prevalent since they are adapting to it. The perks hasn't changed at all for survivors... again, and they managed to make Circle of Healing stronger. Gg, wp.
Get good or find a new game, sorry.
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@IWasLrft2Die said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399705#Comment_3399705
Ya know, I never thought about this but I do think that's genuinely a good move, largely because most game you have to dedicate 1 perk to gen slowdown and another to either Franklin's or light born most of the time.
sorry but if you need franklins or lightborn you are not very good
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@BenOfMilam said:
The concept of a perk that lets you parry or dodge a hit in a game where you are fighting tooth and nail to get something as small as two meters closer to your target... is a little too strong. There's really no way for a perk with that kind of design to ever be fair or fun to play against.
I have three potential ideas for it, which can keep DH as a strong perk but not an over-bearing one.
1: ""Mild"" nerf. Dead Hard makes you Hindered by 25% for 3 seconds after using it. This means you get significantly less distance for using it, but it's still not really that much weaker and probably still the best exhaustion perk in the game.
2: Scorched Earth nerf. Dead Hard no longer gives you a speed boost for tanking a hit. The perk isn't useless, but you gain basically no distance. You can still get the dopamine rush of timing your DH right, but the only reason to run it is for the fun factor.
3: Complete redesign. When you take a protection hit, Dead Hard exhausts you and gives all survivors (other than you) within 16 meters a 150% speed boost for 3 seconds. Still a very strong perk, but now it has a niche as an anti-tunneling perk that helps your teammates get away from the killer.
I'd love to hear what other people's ideas are, so we can find a way to keep Dead Hard fun to use and strong, but not unbearable to play against.
Edit: Multiple typos
Post 6.1 DH was quite literally the most reasonable change to a perk ever, and it did not need to be nerfed further. It went from being extremely strong against weaker killers and kinda meh against nurse and blight to the complete opposite. Lithe, SB, Balanced, and even overcome were better than DH against M1 killers after the nerf. DH became stronger against nurse and blight while losing effectiveness against every other killer
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@HugTheHag said:
Reassurance should be buffed.
If it was genuinely good at countering camping, I'd take it into all my games despite the perk slot it takes.
As it is, with the time it takes to walk up to the hook and back to whatever you were doing (assuming you did manage to use the perk without getting instadowned in some cases), very little value. Especially since it's one per hook instance.
Make it 45s per hook stage and now we're talking.
Reassurance is already broken lol, an S tier perk does not need a buff
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@MrSlayer said:
Like the title says, I'm starting to get lost and would like some advice from more experienced killer mains.
I've played as various killers for around 700-800 hours now and honestly I don't know anymore. Against people that are semi-coordinated the best I can do is to hog few closest gens and run between those, sometimes hitting someone or going for 15-20 second chases before I have to come back and defend gens once more. On big maps it's not even that - most of the time I'm forced to defend 3 closest gens, because people know the spawn spots and focus on those. It's either that or throw the current game.
I'm quite invested in DbD (besides gameplay I'm a sucker for killer cosmetics), but after many hours this game feels more like a funky security guard simulator than a horror game. What am I missing?
You dont always have to commit to your first chase. Many times I have been able to find a survivor out of position / in a deadzone simply by leaving a chase earlier. Don't do this all the time, such as if the survivor your chasing is going to be downed soon or if they are in a deadzone.
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@NovaKane said:
Can we please get an anti Franklin's Demise perk? If a survivor wants to protect their item, let them use a perk slot. In most cases, it will just waste a perk slot, but I'd still like the option. Survivors can't remove the killer's add-ons, so let us protect our items if we choose to. Merci BHVR.
Built to last
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@almofan1001 said:
No way you just did that - it's actually appalling. Speechless.
Guess the people who scream the loudest always get their way.
I'm camping/tunnelling from the first hook. I was maybe considering otherwise, but after seeing that they don't even have the balls to keep healing nerfs while at same time keep gutting anti-gen perks... hard to feel any remorse.
how did they buff dh??
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391528#Comment_3391528
Map pressure is a buzzword that people throw around without really knowing what it means.
How so?
Cross maps are not map pressure. Decent survivors have awareness to dodge them. Slinger gets way more hits than huntress, which is gonna be insane in the next patch. Only killers that have more map pressure than usual are ones with high mobility, aka not huntress
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391528#Comment_3391528
care to explain how slinger better?
He is stronger in chase, doesnt rely on rng to reload, combos well with more perks, has slowdown built into his kit, projectile is much harder to dodge, better at zoning. People like to say huntress is better or 'has map pressure' due to cross maps, but any decent survivor has enough awareness to avoid them
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@Grindixer said:
Deathslinger is in a pretty good spot at the moment, middle of the road balance. Despite this, I would love to seem some QoL changes to make him more fun to play and play against. I have came up with a few suggestions, not all changes are intended to go through if BHVR magically decided to read this post. All changes will be listed with a problem, and a proposed solution.
Changes:
• Problem: Deathslinger having a 32m terror radius while still being 4.4 m/s. While we shouldn't make him 4.6 m/s to keep him in line with other ranged killers, he needs some compensation.
Solution: Make his terror radius 24m again, but also add a slight lullaby to 48m (or 32m). This would make him still able to get the drop on survivors and use M&A again, but not a better stealth killer than wraith like before his nerf a while ago. The lullaby would be a slight tune similar to Trickster (Ex: piano keys, chain rattling, banjo, etc.) but not as loud as Huntress
•Problem: Deathslinger quite similar to Trickster, and other lower tier killers has little to no map pressure, He is a 1v1 killer by design and suffers because of it. We shouldn't make him OP with teleportation or something, just a change to give him some pressure.
Solution: Change the mend upon successful spears to 'lodged spears'. The spears would be a debuff on survivors who get shot by Deathslinger, either successful hit or broken chain. The spear prevents survivors from healing to full, and extra bleeding, but can be ignored entirely. (Could also hinder a slight percentage?) The spear could be removed after a long animation, and would be automatically removed upon being hooked. The 'lodged spears' would add some pressure to just shooting survivors and not pursuing a chase with them.
•Problem: No counter play in chase. Despite having a slower ADS time, it's still very easy to zone a survivor with your gun. This makes Deathslinger still slow to play but also to play against.
Solution: Make Deathslinger's ADS time slightly faster to make him feel better to play. Also give a very obvious audio cue (similar to Huntress) when he ADS's. This would make him more interactive but also more fun to play.
•Problem: The Deathslinger is bald.
Solution: Give us a skin with Caleb (Deathslinger) having a full head of hair. Very easy because BHVR loves to make skins to make money.
Please give any more suggestions and tweaks in the comments! I almost suggested an addon pass/ specific addon tweaks but that would be a whole entire other post. Thanks for reading!
Map pressure is a buzzword that people throw around without really knowing what it means. Slinger is better than huntress RN and it is not debatable
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@BougieBlackChick said:
I’m curious… you believe dead hard is unfair because it grants the survivor an extra health state correct? That’s what I’ve seen the majority of killer players say is the issue with it.
If that’s the case, do you also think it’s fair for killers to have perks/add-ons that give them the ability to insta-down survivors? I mean that essentially gives the killer the power to deny the survivor a health state. I’m talking about things like starstruck (if you get hit with starstruck on you, instant down) huntresses IRI heads that instantly down survivors, trappers add-on that is instantly downs a survivor who hit their trap, and then of course bubba and billy with their chainsaws, just to name a few examples.
Im curious how it’s seen as fair for killers to have these abilities that deny a health state but it’s not fair for survivors to have a perk that (IF they use it juuuust right) gives them an extra health state.
This isn’t an argument about the different between perks, add-ons or just basekit abilities. This is literally just asking about how it’s fair to give the killer the ability to deny a health state but not fair for survivors to add an extra health state if they’re skilled enough to use the perk accurately, assuming no lag or latency issues.
This post falls under one of the logical fallacies i forget which one its called tho
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@ProudRinMain said:
Let me just start off by saying that this add-on is nowhere near as op/unfair to go against as many claim it to be so in my personal opinion and i’ve gone up against many good players who countered it when i was playing as Spirit ( have been playing her exclusively since late 2019 so you can’t just say it’s a case of “you played it bad/messing up “ on my part ) , however, i’m still open to hearing everyone’s thoughts on a complete rework e.g : ( completely different effect EXCLUDING a number increase that would make the add-on useful in the process ) or just a number nerf ( keeping in mind that the no scratch marks downside would be removed as it wouldn’t justify being there anymore as it’s already kind of damaging with the current MDR )
i’m aware that the majority are always frowning upon any player who uses it ( weird tbh ) and have extreme dislike for this add-on, so no need to come in here and start stating how “unfair/broken” this add-on is because quite honestly i don’t care as it’s your opinion just like how i’ve go mine on it. So if you have anything to comment in regards to the main point of this post, feel free! :)
Basically no downside. My ideas for a new potential downside :
- Dramtically increase recharge time of phase walk/ charge time of phase walk
OR
- Decreased maneuverability while phasing (turning, strafing)
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388961#Comment_3388961
I mean, that's all well and good until Wretched Shop decides you get 6 pallets on the map and 3/4 of it is a dead zone.
Got four 4 lanes, TL, and a double vault on coal tower against slinger lol
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@MerleDixon said:
Blight is completely fine, why not simply buff most killers to be as strong as him.
Hey Alexa, whats power creep?
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@BougieBlackChick said:
Just played a match with a wraith. I never saw him the entire match because he committed to chasing only two survivors who looped him the entire match. We popped exit gate and at that moment someone went down and he finally got his first hook. Edited to add, I was not the first hook that went down. I was the second one to go down attempting that hook rescue.
Long story short, my teammates screwed me so I got left behind to die on first hook. The entire time I’m dying the wraith stands there and just hits me over and over in hook.
If you’re a killer who does this? Why? You know you’ve got that kill and there’s nothing I can do. Why sit there and be a toxic douchebag by hitting me over and over until I die? I’ve even had killers who 4K do this. If I’m the last on hook dying they stand there through the entire sacrifice process and just swing and hit over and over.
what’s your deal? Did the game make you that angry? Why be a sore winner?
new player, most likely frustrated
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@Patokiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383663#Comment_3383663
They will nerf Sloppy.
the devs said that?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385578#Comment_3385578
I think it would be incredibly healthy for the game, if dead hard was finally not worth running over the other exhaustion perks.
I really hope we can have a chase oriented meta, and this requires dead hard to be massively nerfed.
dh is probably the only chase oriented exhaustion perk, besides smash hit. Every other exhaustion perk is mostly centered around leaving chases before they really happen.
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@ironblade said:
Wesker, Blight, Nurse, they all have a common theme; win the game easy mode. Hillbilly doesn't count with all the nerfs he's gotten. Meanwhile killers that have no mobility in their kit will suffer and lose more than mobility killers. 3 gens will blow up in your face. Nemesis, trapper, any m1 killer with no mobility will crumble even killers with teleportation like Sadako, Freddy or Dredge.
So, why don't you give mobility to the weaker killers? Make nemesis run, give Trapper bonus speed when picking up/setting up traps, whatever.
honestly i dont even think any killer basekit changes need to come. It can be as simple as reworking monitor and abuse to give haste outside of chases as opposed to additional fov
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@jinx3d said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384641#Comment_3384641
huntress oni plague pinhead are NOT mid tier what are you on
and i dont wanna be that guy and be like "i have more experience than you yada yada yada" but ive played all these killers at the highest level (tourneys and scrims) i kinda know what im talking about, i dont just go on here and spout complete crap, as there is merit behind what i say and think (usually xD)
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@Gwinty said:
Depends on how you run them and how you plan to play.
Pig can get away with just Corrupt Intervention which is not a regression perk per se.
Pinhead has his own slowdown and can use it to play without any regression perk should he chose to.
If you play dirty, Trickster and Cannibal can just camp (unless a person had a heart and bought Reassurance) and play without it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384632#Comment_3384632
However you missed the very serious question: Which Killer is mid tier for you?
Otherwise you get comments like this (and rightfully so) who say that Killer xyz is not "mid-tier". And I have to agree: Oni and Huntress are not mid-tier. Cenobite and Plague are up for debate. However I can not see you running Demogorgon without any slowdown successfully unless you are a very, very good Demo-player.
I would also like to add: Killers who have a slowdown by themself like Cenobite and Wesker are not mid-tier because of this very thing. Cenobites chase power is medium at best for the skill it requires, however his box even if solved every time gives him a sweet pillow of passive slowdown that makes his gameplay much more manageable.
id like to explain my reasoning. huntress is B tier, but I can see arguments for her being A. Oni is good, but because he is so reliant on that first hit you can go a whole game and only get 1-2 power procs if survivors play well.
anyway, literally any killer can get away with no gen regression perks. obviously you cant 4k every game but thats because the game isnt balanced around being able to 4k every game
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@jinx3d said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384641#Comment_3384641
huntress oni plague pinhead are NOT mid tier what are you on
they are, dbd league has them as tier 3 killers which is mid tier, and they take their balance and killer ranking v seriously
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@AnchorTea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384641#Comment_3384641
If you watch any DbD content creators they can tell you that these are all-around solid characters. For a few you may rely on one gen-regress perk but anything it's a necessity.
any killer can be played well and grant you a good result without regression perks, its how the game is balanced
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@AnchorTea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384622#Comment_3384622
Those characters are NOT mid-tier.
Billy, Bubba, Knight, Deathslinger, Executioner, Nemesis, Clown, Freddy, Trickster
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@AnchorTea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384622#Comment_3384622
Those characters are NOT mid-tier.
Demo, oni, plague, huntress, and pinhead are. The others mentioned are like high mid tier
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@AnchorTea said:
https://us.v-cdn.net/6030815/uploads/S6ZP8117BBS6/my-image-282-29.png
And there you go guys! Heavily crafted and straightforward tier list of mid-tier and below killers that can win without anti-gen cheese.
Hope this helps!!
Demo, Oni, Artist, Plague, Wesker, Huntress, Pinhead??
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@foodie said:
***Warning, this is a rant.
So instead of Hag getting a deserved buff in the current state of the game (yes, she does need a slight buff, despite what some may think), she is receiving a massive nerf, thanks to Otzdarva, who made this change suggestion a few months ago in a video.
It's disappointing to see a content creator who doesn't main this killer get his suggestion into the game, instead of the community that actually play this killer exclusively. Her needed changes have been discussed many times by Hag mains that are content creators as well as here on the forums.
Removing the ability of survivors with flashlights to destroy her traps is not going to be oppressive, and saying that this was the only way to remove her traps safely is simply wrong.
Survivors have plenty of ways to avoid and remove her traps without taking a hit. You can crouch to avoid or run around the radius of the trap, so you don't trigger it. You can trigger the trap on its very edge of the radius and even if the Hag teleports, she is unlikely to hit you.
You can keep an eye on where the Hag is placing her traps and run at them while she is carrying a survivor. Her traps are not invisible and very easy to see and if you happen to know the Hag is very far away from her trap, you can safely trigger her trap without her being able to do anything about it. Yes, she would get a notification of the trap being triggered, but she won't be able to get there in time since she is SLOW.
Instead of only survivors with flashlights being able to destroy her power freely and without any consequence, now all survivors can destroy her traps without consequence.
This is a huge change. If such a big nerf is going to be made, where is her add-on rework? Such a change deserves an add-on rework. Since her traps are going to be constantly removed without her being able to do anything about it, she will need to waste even more time retrapping. She should then receive normal killer speed.
I would like an add-on that will injure survivors who remove her traps, just like Trapper and his add-on that injures all survivors that remove bear traps.
Hag being one of the most unplayed killers will now become even more unplayable. Instead of making changes that will motivate players to play this killer and shake up the meta around Nurse, Blight, Spirit, etc., which are most played, this change will make even players who play Hag not want to play her anymore.
I know I won't want to play her knowing her power is to be made useless without consequence by every survivor, and without her receiving 0 buffs to compensate this nerf.
I don't think this change has been well thought. I see this being heavily abused, especially by SWF, so good job on killing the killer.
good, maybe people will play fun killers such as literally anyone else
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@Desteriaa said:
COB, Pain res, Eruption, DH, COH… list goes on
If you really wanna change the meta buff perks with low usage rates. Theres a reason people choose the perks listed above over others. (spoiler: it’s because they’re the best of the best) Like why would anyone choose to use lithe over dead hard when Dh is so much better theres a reason these perks have high pick rates please buff some other perks to switch up the meta please!
Thanks bhvr.
This single healing change indirectly buffed Sloppy Butcher, Thanatophobia, Forced Penance, Dying Light, Coulrophobia, Pentimento, Ruin, Leverage, Face the Darkness, Forced Penance, Blood Echo, and Gift of Pain. As well as add-ons that inflict mangled like Wraith and Huntress, and the hit-and-run playstyle as a whole. No need to buff anything directly when 13 relatively weak perks were just made stronger.
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@TigerSnake said:
I don’t even think 24-30 seconds of healing will make up for the loss of slowdown. We have no good perks, and even less variety than before 6.1. Way to go BHVR.
Well these healing changes will make some killer perks much stronger than they already are. Sloppy is definitely going to get an uptick in use, as well as Coulrophobia and maybe even Thanatophobia + Dying light. Corrupt and Deadlock are also very strong now, and tbh I doubt the will see any changes. Ruin is also a bit better as the increased healing means the Generators will be untouched longer. Forced penance will be better, for reasons already mentioned.
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@Heytherebigguy said:
Fix the maps, make more safe loops unsafe, give base kit BBQ, give anything.
Killers who usually tunnel - will tunnel. why? cause it's the easy way, if it's the most easy way to win. even having no pallets at all in the map - some killers will still tunnel someone to death, which will break the game since then with the nerfes maps and loops for survivors, 5 gen tunneling will be literally uncounterable.
The only way to fix tunneling is to make the survivor unhooked trade an health state with the unhooker.
As long as free will exists so will tunneling, stop complaining. (Not directed at you, tunneling threads are pointless)
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@Pulsar said:
Since July, I've had a 91% kill rate.
I'd really like some of these challenging Survivors. As it stands, the game is extremely boring right now as Killer for me. I've been forced to seek out comp teams to find a consistent challenge.
Regardless, just because I'm good at Killer doesn't mean Killer needs nerfs and Survivors need buffs. Likewise, just because you're bad at Killer doesn't mean Survivors need nerfs and Killers need buffs. According to the last stats we got, Killers are doing just fine. There's a 39% escape rate at the HIGHEST MMR, where the game should be the most Survivor-sided.
completely same. playing pubs as killer now is just not fun due to how inexperienced the survivors that im getting are. i dont wanna preach to the choir and blame the implementation of mmr/the new matchmaking system but i never had trouble finding challenging and competitive matches with the old matchmaking system
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@Jasix said:
I have seen a few videos of players hiding their HUD completely...anyone know how to do this? I tried to do it through Nvidia but the "Remove HUD" filter was not there; even after selecting to use "experimental features" in the Geforce Experience app.
Probably them playing on a private server which would allow them to use mods like that
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@Adjatha said:
So this is new:
As far as accessibility options go, this is an interesting one. It solves a lot of hearing-impaired issues.
That is to say, assuming this IS for accessibility and not just a broad, survivor-wide information buff.
My question, however, would be: Are killers also getting a similar accessibility change? Something that lights up in a direction and intensity when survivors make the various noises killers are expected to parse? That tracks distance and alerts through a visual system that actually provides concrete information, rather than just a blob of reddish-orange in response to the most distant and loudest of alerts? Something that can track footsteps and breathing and grunts of pain?
What about killers like Freddy or Huntress who have lullabies? Will there be sound indications for that as well? What about things like Plague getting corrupt purge, Wraith uncloaking, or even Spirit phase? Is there any plans to expand accessibility further with something like direction audio indicators?
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@Grum said:
And BHVR has known about it internally for the past two years.
Wonder when that's getting fixed?
The issue lies within steam, not BHVR necessarily.
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@Mechanix82 said:
I play both sides and my observations are that while tunneling is a legit strat i will admit. The problem is that tunneling is a strat with no cons. When you talk about strats in any game their needs to be pros and cons some sort of downside. Now you can say if you tunnel a good looper then you will lose which is absolutely true but most killers with any brain will find a weak looper to tunnel. Now in that scenerio which will be 80 percent of games where the killer tunnels you have only two options. Do gens and hope they stay alive long enough for real progress or take hits. Now both scenerios are win win for the killer if you do gens they get a easy out and make it a 3v1 or you take hits and you got 3 people in a chase with one on a gen and thats going to end in a win. BHVR needs to add a few cons to tunneling that even that stratagy out. What do you guys think?
The 'con' of tunneling is that if you mess up or misplay, its GG go next because of the lack of pressure you have
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@Devilishly_Rowdy said:
This is what it has come to sadly, make the game a 3v1 asap or lose. Because no amount of downs or hooks are gonna matter IF the survivors are just efficient at gens. All the new information on the survivor hud is cool for solo survivors but has also massively boosted gen speeds. The gen regression perk nerfs have also encouraged killers to tunnel more, because why go for hooks and not even get rewarded for it? Some survivor mains think that killers are just vile disgusting players that just want cheap wins and thus tunnel, but that isn't true most of the time, tunneling is literally the only way to win against decent survivors. Otherwise, enjoy those t-bags at the exits.
If they just balanced the maps instead of increasing gen speed, it would help massively, breaking like 40 pallets while other survivors sit on gens is the actual problem.
it has always been meta?? not the dev's fault lol, as if theres anything of 'fault' anyway
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@Elessar93 said:
https://forum.deadbydaylight.com/en/discussion/comment/3240900#Comment_3240900
Ok, I understand your joy seeing the representation. However I don't think this is the best game you want to be represented in. We are talking about survivors being chased and killed by serial killers and monsters. I wouldn't like to be represented in this kind of setting. I think this is getting too much attention to be honest. So just take it and stop talking about it like it's a big deal also because I can see the majority of attention it's getting is negative.
how can u be so blunt
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@bunnyfengenthusiast said:
Why can Demo drop his portals basically on top of totems with Lifeguard Whistle and have constant info on when someone is on his totem? This build is actually impossible to beat without being on SWF comms and coordinating perfectly to pressure the totem every time someone leaves. Out of all the builds that are terrible to play against, this one ranks one of the highest.
Bro is complaining about the most jimmy build ever
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@Devilishly_Rowdy said:
It's so pathetic that even when survivors go down like flies within 15-20 secs, somehow the gens are still flying. And just because the killer didn't tunnel one survivor out asap, he loses. This game has just become a tunnel or lose situation for killers because no amount of hooks or downs matter unless you're tunneling (against survivors who know hold to do gens ofcourse). That's why we even see top content creators tunneling for the win. Perks that rewarded the killer for hooks/downs are nerfed and new gen speed perks have been introduced, but surely the 10 secs added to gens in the "killer sided patch" helps right? Whenever i launch this game and play killer for hooks and not tunnel, the game very quickly gives me a reason why i should be tunneling and stick to that boring playstyle.
again, i have no clue why people dont understand that if you arent playing to win and your opponents are playing to win, you arent going to fair very well
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363179#Comment_3363179
And? I avoid tunneling and camping and still can get 4K (SWFs too). But, you know what usually when that happens it's because the survivors aren't that great. Playing SWF doesn't automatically make you are good.
anyone can 4k in pub matches, that doesnt carry much merit or value unless you run into knightlight
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@Desteriaa said:
As a someone who has been playing survivor a little more than killer something has to be done about these cheap tactics that killers love to defend. If you have to tunnel you’re bad and need to get better. If you hold a three gen from the start you are bad, if you camp at 5 gens ur bad. Tunneling and camping are stale strategies and killers do it for easy wins but god forbid a swf gen rushes for "easy wins" Killers are hypocritical and i’m over it. The tunneling and camping is genuinely draining the fun out of games for survivors. I haven’t even mentioned the slugging for the 4k all of this is not fun. Before anyone says "bring anti tunneling perks" The anti tunneling perks we have are trash. Ds is a joke. Otr is useless especially if you’re being tunneled bc of basekit bt once they hit you otr is gone.
this is a bad take, why is employing strategies to win considered 'bad'? does that mean splittin up on gens and breaking 3 gens makes you bad as well?
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@Monlyth said:
...Here's two tournament-winning Oni performances where the Oni swung into it. Four times total. Twice with his power, and twice with M1. Yes, in a setting where only one player is allowed to have it. Yes, even after seeing which Survivor has it.
https://www.youtube.com/watch?v=6YoJQyoh5ac
https://www.youtube.com/watch?v=72F-slds7oY
This guy got first place in the DbD community cup. Twice.
So, are you really going to lecture me about how this was clearly a skill issue?
what are u trying to infer lol? vistuis doesnt have problem w dead hard and stop using him to try and justify whatever point ur trying to make