illNicola
illNicola
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You can tell they're hacking in various way with experience. Speed hack is obvious, you notice it instantly if you played a bit of killer or survivor, since you know how fast are survivors and how fast the killer can catch up in chase.
Subtle cheaters who boost for example gen speed, heal speed and so on are harder to notice, this needs a lot of experience on both sides.
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@Shirtless_Myers said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449179#Comment_3449179
Imagine arguing that killers aren't OP versus solo queue, which is the main reasoning behind the thread. Nobody cares what you run in an SWF when you can call out various information on the fly and reliably count on how your teammates perform versus the random nature of solo. Where every two to three games, you'll get a DC at the start of the match versus killers on your skill level, while your teammates can have less than fifty hours in the game and not even four tiered-up perks. Where a Jane will farm everyone off the hook for free points and not even bother to take protection hits. Where the killer is rewarded for camping and tunneling out the first player they catch with healthy grabs off hooks and the inability to communicate a coordinated save. Where any of your teammates will be running a challenge that requires throwing the game, killers have control over this compared to solo.
Dead by Daylight heavily favors killers in most games played as a whole, as they're simply not balanced for the swift nature of matchmaking, leading to the randomness of solo queue, the ridiculous aspect of challenges where you need to throw the game, and the easy ability to lobby hop to your preferred group. They even let you gauge the group with prestige levels, outfits, names, and items. You can pick Skull Merchant; most lobbies give up or disconnect on sight.
I had just gotten out of a game RIGHT NOW where a Mikaela disconnected after going down to a Wesker at the start of the match. These matches aren't even counted, yet there's zero point in playing the game as survivors lost. The kill rates would be even higher if they were counted.
Imagine thinking that the game is killer sided only because soloq is an hell, and not because the killers are strong, but because 99.9% of soloq are noobs.
I played a lot of soloq while waiting my friends in party, all times that the killer chased me the game would have been pretty easy, if only the randoms hadn't wasted time. I remember in a game that I literally made the killer go around the map, using all the loops and pallets without wasting anything, the randoms I had in my team, how many gens did they make? 1. This is the practice of playing soloq, and it would be the killer's fault right? Not the fact that soloq randoms just waste time huh? Let's not kid ourselves, we both know that the current state of soloq is the fault of survs who can't play.
Try going against top swf, and tell us if the game is killer side.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449179#Comment_3449179
It's not "90% of people on this forum", actually it's "90% of the players of DbD".
I mean, pig IS legit strong killer according to kill rates, that tells something interesting about the players.
I wrote "90% of players on this forum" because there are many people who are not on the forum, and I believe that a lot of users on this forum have never commented or created a post, maybe I'm wrong, but I think it is.
Of course I'm referring to those who write, not all the members of the forum and not all the players.
If we also look at the kill rates we also know that Nurse is at the bottom of the kill rate "chart". Just looking at the stats as most do, then Nurse should be buffed af as she is the killer with the lowest kill rate
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@KenwanObinobi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446439#Comment_3446439
I would like you to show us how you win against a high MMR SWF :)
And then show us how you play in soloQ as a survivor.
I'm tired of ppl like you having 0 argument and just being sarcastic and giving ad hominem attacks.
"Blala you are wrong because i have decided you are"
You obviously play at a really low level to think that killers are OP, i do not even know how it is possible to believe this 😂
You clearly have a skill issue if you can't win a game with your SWF using META perks. Yo uare obviously a baby player with barely 1000h of playtime 😂
Then you point out my comment is a bait while i have given many fair points. You haven't however so who is the troll ?
They have 0 arguments, they just say killers are OP when they have played 3 games in their life.
With my SWF I win even without meta perks, 90% of the people on this forum have a heavy skill issue, and that wouldn't be a problem if they minded their own business and tried to improve, instead they come here to complain about things that aren't true.
I'd be curious too to see them play, both surv and killer
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The only rework I would do to Freddy is to put fake pallets on him without the need for add-ons.
The other alternative in my opinion is to completely rework it once again, or to add one more thing further to his power
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I totally understand you, the fear of encountering subtle cheaters added to the overall stress of playing killer.
I don't understand why bhvr doesn't change anticheat, it doesn't protect anything the anticheat that dbd has
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447568#Comment_3447568
You surely can hook at least 2 survivors doing a sabo squad, and chase the others who recovered. If you think you are not winning the game here then I have bad news for you
I have bad news for you too. If you think that an organized sabo squad is easy to face just by "hooking 2 survs" well you probably never faced a strong sabo squad. At least, if there aren't any unbreakable or max 1 is easy, with 4 unbreakable is a living hell if they know how to play. I don't except you to understand, my only error in that match was that I didn't remember who used unbreakable since they had all the same outfit
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447706#Comment_3447706
Starting off: The killer is not supposed to keep up with it. Survivors need to have a chance to break through and clear gens. When they don't, as we saw in the regression meta, you get extremely long and tedious matches.
That said, yes, genrushing is when you bring a stacked toolbox and/or hyperfocus build, and those need pruning.
The killer should keep up with the generators thanks to the slowdowns for the simple fact that almost all slowdowns reward the killer for a hook, for landing a surv, in essence for playing well.
On the other hand, gen speed stuff doesn't require any type of skill from the surv (except hyperfocus, but if you do a build on purpose for that perk it can be really monstrous).
Do you understand what I mean now? If the killer is rewarded for playing well, why can the surv be rewarded for not doing #########? Why should the surv be rewarded for finding a bnp in the bloodweb? (I take the bnp as an example, but I also include the toolboxes)
The killers' red add-ons are also strong and are found in bloodwebs, but the stronger ones have stipulations. For example, Wesker's red add on that allows him to break pallets with the Ouroboros, you can break pallets but you can't vault over them, so it's a red add on but it has a clause.
Meanwhile, the bnp gives you 15% repair, then with two
extremely difficultextremely easy skill checks they reach 25%.The red syringe is ok, but still without doing anything in 16 seconds you have healed yourself one stage. Differences between surv and killer: to use the strong stuff (add on and perks) the killer must have conditions, the surv has strong stuff without conditions.
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@HoodedWildKard said:
Been seeing a lot of complaints about genrushing recently and want to get more views on it. What do you consider genrushing? When is it good tactics and when does it get to the point of being "toxic" and what might be done to "fix" it? How can you effectively counter it?
As someone who plays both roles I have mixed feelings about it. As survivor it feels like you are simply doing your objective efficiently, but as killer it puts huge pressure on you.
Any killer player will recognise the feeling, you are in an early chase, you have a would and your target just keeps reaching loops and pallets, pop, pop 2 gens done and you have 0 or maybe 1 hook state. Survs are 40% done on their objectives and you are no where near. Hell in my surv games i often notice we have 3 or 4 gens done before killer has really managed many hook states at all.
It's easy to go into overdrive at that point, tunnel or face camp for pressure and easy hits. And a lot of killer players will do this, I know I have. Especially since regression has been nerfed so hard. I often feel the need to run at least 2 regression perks to delay gens long enough.
I find the answer lies with pressure or tactical sacrifice. Know which gens to pressure, scare ppl away from, or just guide the progress where you want it. Stake out a decent 3 or 4 gen setup, and keep survs away from it, sacrifice outlying gens to make the clustered ones very dangerous to work on. Killers sometimes kneejerk into face camping, but forget they are at their most dangerous when there is only 1 or two gens left because there is only a smaller chunk of territory to worry about. Unless survs have split gens well.
As for mechanical solutions? The recent balance changes are pushing killers away from regression and therefore channeling survs towards gen rushing. A flat decrease on gen repair speeds seems an obvious answer but could cripple low mmr teams who already sturggle on gens. I've suggested an adaptive handicap before, modify gen speeds and killer move speed based on game progress and who is doing best at their objectives so killers who lose 2/gens early get some breathing space and survs who lose a player early don't feel like the game is totally helpless.
I'd love to know other ppls opinions, and their point of view as well, killer mains, surv mains or anything in between.
If we're talking about actual play, I'm 80/20 in favor of surv, due to the fact that it's chill not because I prefer it, in fact I've always preferred to play killer.
Genrush isn't toxic, since it's ultimately the objective of survs to repair gens, isn't it? Like tunneling it is non-toxic since killing is the killer's objective.
The real problem, which comes with genrush, is that the killer can't keep up with the gens either with regression or with kills.
- Kills are slower than generators, and this is because chases usually last much longer than it takes to repair a generator. This is caused by the maps being super surv side all come with super safe pallets and loops attached to each other.
- As I said in a post I made a few days ago, I no longer see the point of using perks for gen regression, for the simple fact that they are not effective, they can't keep up with generators. I found it better to use a build without gen regression than a full gen regression build. At least, even if gens fly, I can destroy them late game with devour hope
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@ThanksForDaily said:
Survivors doing gens. Genrushing.
Recently gen repair time from 80 seconds buffed to 90 seconds with bunch other killer buffs.
Now if killers want a gen to take 2 mins to repair that ain't happening. You know, no one wants to stay in a game for 15-20 mins expect 3 gen killers who play like their lives is on the line.
You can make a generator's repair time as long as you like, but if the survs have so much stuff that allows them to double/triple the repair speed that doesn't matter.
The real problem, and this is where the term "genrush" comes from, is that survs can gain an amount of gen speed (with 0 effort) that the killer can't keep up with, since the repair speed is 4 times the regression speed of the killer.
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@Rudjohns said:
Basekit Unbreakable when all survivors are in the dying state, and when there are 2 survivors left in the game
Now
When there are only 2 survivors left I quite agree, since it's boring being slugged for the 4k. However, it should have a limitation, for example the first time it takes 20 seconds to heal from the dying state, the second time 30 and so on.
When all survivors are in dying state is just stupid, because sometimes you NEED to put all survivors in dying state, for example sabo squad. I remember a sabo squad with 4 unbreakable, I sent all survs in dying state 5 times to be able to hook and kill everyone, because every time I tried to hook someone all hooks were destroyed instantly. So here I needed to slug and to send all survs into dying state at the same time to be able to win.
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If it's a licensed set, like Birkin, there's a reason it can't be mixed with other pieces, but like I'm taking for example the Pyramid Head forge set (or whatever it's called). The sword and helmet are gorgeous, but I don't buy the set because it's a set and the body disgusts me. Many sets don't actually make sense
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Now I feel like laughing not to cry when it comes to cheaters. I have a fresh one to tell. Yesterday I was playing, quite a chill game were it not for the absurd genrush, I close the game as I had both devour hope at 3 tokens and active noed. I put 3 survs on the ground and slug for the last, at that moment 3 totems explode together (The Undying one, the devour hope one and the noed one), with 3 survs on the ground. Needless to say how the game ended.
I thought it was a normal game and fair? Obviously, then I see 3 totems pop together with 3 survs on the ground and only 1 still standing.
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If you play on ps I strongly advise you to keep the sens low and gradually raise it as you get used to it. That's what I did, now I play killer with 80 sens
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I can tell you that Midwich has about 3 safe pallets, the rest are safe up to a certain point.
One thing I hate, as I will always say, are the "level crossing" pallets, I like to call them that, the ones you necessarily have to break or otherwise you can't pass. In my opinion, those should be deleted from all maps, since they are quite brain dead
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I don't think the Exhaustion perks need a nerf, maybe a few tweaks, but I don't think a real nerf.
For the toolboxes I totally agree, since they unbalance the game like hell. I would also add, besides the toolboxes, all the stuff that provides gen speed without a minimum of requirement
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It's a bug, I once got hit by a Myers and literally had my speed doubled (if not tripled) until I crouched. I think they fixed it though, it never happened to me again
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The real problem is that in 30 seconds they often make you 2 gen, without you being able to do anything at all. You'll say, "Unless you're playing against bots, a chase doesn't last 30 seconds." Well my dear, not to flex or even to belittle you (since I don't know how you play, I don't know you and so on) my chases last on average 30 seconds, there are exceptions it's true, but the average is 30 seconds. Usually in 30 seconds 2 gen are already done and finished.
In my opinion it also depends a lot on the zone where you play, because often speaking on this forum I feel like I'm talking to people who have never seen a bnp, a prove thyself or a genrush squad in their life, when I find myself against this things at least 1 game out of 3.
@Th3Nightmare said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446501#Comment_3446501
Again... the perks are not the solution for this.
A more right sentence was never said.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445529#Comment_3445529
You realize the only slowdown thats "useless" right now is Ruin correct? Every other slowdown is still useful, just not to the extent as before.
Besides we answered the question, heck we even answered correctly~
Pop right now has no value, it will have value after the patch
Thana useless
Call of brine and overcharge both 0 value
Eruption is decent but 10% without blocking gen is not that much. For a down, if it doesn't block the gen at least a decent regression since 10% is nothing
Pain resonance in my opinion was better with 15% unlimited, but I need to try it
Deadlock is countered by genrush, my last matches ended up with 6 gens made so deadlock was useless
For pentimento you need to run a specific build, and against swf is useless/not strong since they remember which totem they broke during the game
Corrupt gives no value, since in my opinion it's just stupid that it goes off after the first down, since you as killer want to down survs as quickly as possible, so I don't see why a perk should deactivate if I'm doing my job well.
Am I forgetting something?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445533#Comment_3445533
Every word I used to refer to Overbrine Eruprion was in the past tense, referring to them before they got rightfully nerfed.
I use Corrupt to herd Survivors towards the unblocked gens. It slows down any potential gen progress, since I'm nearby, and it also starts expending resources in that area, making it unsafe. I'm not necessarily looking to down someone ASAP with Corrupt, I'm looking to inflict the maximum damage possible, like I said.
You are most definitely wrong about PR. 25% is a huge amount of instant regression, having it more than 4x a match would be extremely OP.
If I find some time I will try a build with PR, maybe you're right. 25% unlimited will be op, I agree, in fact I preferred the 15% that can be used more than one time.
I don't really agree with what you said about corrupt, but that's my opinion. Probably we have two different playstyle and for your playstyle fit better than mine
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@Pulsar said:
Slowdowns, right now, will only help you as a Killer if you are good at Killer.
That's not an insult towards you. Things like Overbrine Eruption required very little input from the Killer and sort of worked on their own. Kick gen, get a down eventually, profit.
The new meta of regression and slowdown requires you to be much more active and play way better than the old. PR has high-impact limited activations, so you need to use gamesense and knowledge to use it effectively. Corrupt is excellent, so long as you know how to find Survivors, how to inflict the maximum amount of damage, where to chase and more importantly; where not to chase. PGTW is going to be a solid pick after the PTB, 30% regression is significant.
Overbrine is useless, eruption is not good anymore, but because survs sometimes can end gens before you can down someone even if you down someone very quickly.
Corrupt is excellent? Nah, I don't know about you but I find survivor very quickly and I end chase very quickly, so you know it's a wasted slot in many opinion. Maybe there are some exceptions, like for example I chase a surv in a safe zone during corrupt and I can destroy some pallets.
PR I agree, now must be studied a bit, but in my opinion the limit is just stupid. Maybe I'm wrong, but I don't think it can give some value right now.
About pop I agree, I am so happy that pop can at least be similar to its top form.
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Since slowdown are useless right now... No.
I hope pop remain with 30% after the next patch, finally it can shine again
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@RaSavage42 said:
I thought the same things... nerfing the Gen progression would be a way to improve the game... but it's more like basekit that needs to be changes... then nerf Toolboxes and perks (if need be)
If you put like 100 seconds to repair a gen, it's boring and you force to bring genrush builds. Devs need to destroy everything that speed up gens, both perks and toolboxes. If they increase gen time will be boring, even if it's balanced since gens now fly
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444956#Comment_3444956
Well, there's a good reason slowdown perks don't match survivor repair speed- if they did, using them in combination with natural slowdown from injures/downs/hooks would become pretty insurmountable for the majority of survivor players. The only things that'd be able to overcome that kind of combo would be full on genrushing builds, and those should be nerfed, not encouraged.
There's enough slowdown in the game to perform reliably right now, perks just won't carry you.
Well, once upon a time, both gen speed and slowdowns were more or less the same. They balanced with the chase, if you were strong in the chase (whether killer or surv) you won. In fact, I closed games really quickly, with 4 or 5 gen left.
Now survs can easily do ######### in chase, they can genrush and still win. In fact, like you said, all the crap for genrush should be nerfed underground.
If you say "There are enough slowdowns in the game" I agree, but they are not efficient currently. If the devs nerfed all gen speed, then the slowdowns would be well balanced
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@RaSavage42 said:
Cause if they buffed Gen regression perks then we would be back to 4 slowdown perk builds
But also if they changed the % based Gen regression perks then those would be used a lot (then get changed again)
Simply buff the gen regression, nerf the gen speed (perk, toolboxes and bnp) and maybe limit the slowdowns.
I did a similar test some time ago with my friends in private games (playing seriously tryharding like bastards). No stuff to speed up the gens, just 1 slowdown and we deduced that, quite simply, if the chases don't last long, the survs don't have time to gen, while if they last long, the gens start. As it should be. In public games, just genrush and you win without problems. As always, the killer's objective is not as fast as the surv's. Even tunneling you notice how fast the generators are
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@roundpitt said:
https://forums.bhvr.com/dead-by-daylight/discussion/377789/whats-the-point-of-using-slowdowns-now
You have to tunnel/camp now. It’s the only way to reliably win.
Anyways… how about that Texas Chainsaw Massacre game coming out soon? 3 Killers vs 4 survivors sounds much better.
A game that will die after a month? No thank you
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444945#Comment_3444945
That also works. I used that combo on Skull Merchant the other night, it's risky but effective slowdown.
There's still plenty of avenues to get your slowdown, you just normally have to think about it more and get most of it through spreading pressure naturally.
Thank you, but I still know how to build them. I think I was one of the first to use the combo with Pentimento and Plathing, I started using it as soon as the Artist came out.
The real problem is that you can do a slowdown build with synergies, you can also apply it to the fullest, simply gens fly (obviously we are talking about high mmr against the top swf), so slowdowns count for little or nothing if the people you are against are so well organized that consistently manages to counter the regression.
As I will always say, slowdowns are not efficient since they can't match (not exceed, match) the surv's repair speed
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@jesterkind said:
Slowdowns are still very useful and impactful if you use them right, though. The trick is to choose specific slowdown perks that synergise with your killer and other perks.
Example: Let's say I'm playing Wraith. Already I've got a good slowdown perk that synergises well with my killer, Eruption, so we'll follow that through. Let's say we bring Eruption, because Wraith can tag multiple generators quickly, and we bring Nowhere to Hide to get info from each kick. Suddenly we've got a good reason to be performing the action that applies Eruption, and we get Eruption's 10% regression on every down we get, which is nothing to sneeze at. You'll notice this also doesn't require tunnelling.
The thing that doesn't really work anymore is just piling four generally disconnected slowdown perks onto any old killer and expecting that to stall the game a bunch.
I also try to do synergies, and the combo you use on Wraith I used on pyramid head. True, I can also hit well with the punishment, however it is not rewarding. The generators flew anyway, I fell back to using Devour hope with undying and Pentimento. and I managed quietly (more or less quietly) to kill.
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They could leave it and set that the cages work like normal hooks (bt basekit and so on).
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444634#Comment_3444634
They nerfed Pain Res, Call of Brine, and Overcharge.
Three.
If you mean further back than the last patch, we're getting complicated, because a ton of things have been buffed and nerfed, and added, over the course of the past several years.
From August until now they nerfed every slowdown without nerfing toolboxes, bnp and probe thyself. Balanced isn't it? Nerfing slowdowns without nerfing things that speed up gens is pure unbalance.
Now I don't even play with slowdown, simply they aren't effective anymore, I'm trying to play with devour hope and undying, but it's hard since now 2 gens can pop in like 30 seconds without anything the killer can do to prevent it from happening.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444337#Comment_3444337
They nerfed healing the same time they nerfed regression. Healing and regression are counterparts, they each undo the partial progress of your opponents main objective.
In fact they nerfed all healing, while they only nerfed three regression perks. Three regression perks I never used anyway.
Ok, you didn't understand a thing of what I said. They nerfed 3 gen regression? Bro count well how many they have nerfed.
Healing and regression aren't the same thing. If you compared the healing nerf with Thana nerf I would agree, but since healing and regression are different I can't agree with this. If you let survivors rush their objective, without giving the killer ANY defence, how in the hell this is balanced?
You can nerf all healing, but if survivors can genrush the game is still unbalanced
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Syringe is ok right now... BNP has to fly away from dbd
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@VoidOfMe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444192#Comment_3444192
problem is altruistic teams will unhook one way or another
it won't change anyrhing
I must disagree. My swf is very altruistic, but we're not stupid and we play tactically. Even if the killer grabs a surv, another does the save, that's true, but removing the interaction is beyond any logic. Besides, it always depends on the killer. With my Pyramid head I defend the hooks without problems even when they rush a save. Obviously a weak killer or m1 has a lot of difficulty defending hooks.
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Gens are basic fast, trust me. I played a game against the bots about a week ago, since I hadn't played for months and I needed to get the hang of the controls, in about 30 seconds they started the first generator (I should point out that the game ended on 3 gen left, I don't let bots walk all over me)
It takes a lot of experience to notice a subtle cheater. It's not enough to have a few hundred hours or be a killer main with 2000 hours, you also need to play surv, with genrush builds if it happens, in order to understand how much gen speed survs can have at most
Always check builds after the game, maybe do some math to see if it was possible they could repair that fast
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@Timmylaw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443793#Comment_3443793
Personally, I want bhvr to make spreading hooks worthwhile. Give killers a reason not to tunnel.
I think ds should also go back to 5 seconds but keep the new restrictions on it so it can't be used in end game and it only works when being tunneled.
Before it's nerf, the mere existence of DS prevented a lot of tunneling.
I agree, bhvr should give incentives (i.e. in game advantages, not bp) to killers to make tunneling less convenient... Which currently bhvr isn't doing at all, is it? Does nerfing all of gen defense and adding more stuff to gen speed seem to incentivize mixed hooks? I do not think so.
However, I should add that tunneling is not always easy, since many maps are super safe and surv side, so tunneling is not easy. It also depends on what killer you're using. If I use the Blight for example it doesn't make too much sense that I tunnel, since I'm using a pretty strong killer. If I use Legion for example, how can you expect me not to tunnel? Especially considering that I don't play against noobs, I play against swfs at high mmr.
Not to spam my ideas, since they aren't even appreciated (sigh), but I also have some ideas to stop tunneling, or at least reduce it, and I also posted it some time ago on this forum. No one considered it, the only one who answered said it sucks and doesn't make sense. My idea, essentially, would be to "penalize" the survivors who get hooked, each survivor is penalized by a certain amount based on how much he was hooked, so that a killer can reason by saying "If I make mixed hooks, every surv will have at least a certain amount of penalty, instead if I kill one immediately the others are at 100% strength". For me it would be the perfect idea, also because by doing so the devs can play around this mechanic with perks and maybe some add-ons.
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Yes, it's possible. Like @Seraphor said, on a micro level maybe is impossible, but on a macro level is highly possible. The most important thing is: buff and nerf things with the same soul on both sides. Now bhvr has nerfed all gen regression, without nerfing gen progression, so now the game is unbalanced since gens can fly and killers have nothing to defend them.
It's simple to balance an asymmetrical, simply you need to balance things with the same soul on both sides to prevent one of the two sides from subduing the other without difficulty, making their objective fly without the other side having equal defenses (or in the case of dbd I dare say superior since it is a 4vs1)
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@Rovend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442393#Comment_3442393
But nobody knows how the mechanic will work, how the meter will fill, how the progress will be altered if another survivor is close, etc.
If the meter fills slow enough while the killer is between 10-16mts the survivor will lose another life state or straight up die.
I agree that in two floors map in may be troublesome, but until we see this mechanic properly tested i cant form an opinion out of it.
Also your fix to facecamp bubba does not work. If they lose charges while standing still they would just facecamp while doing circles to the hook or going left and right.😑
True, we still don't know in detail how it will work, but the devs have already given some of the aforementioned details and, as I already said, for now it's yet another function that benefits swfs and punishes the killer for playing.
I misunderstood the facecampbubba fix. I would do this: In an area X meters from the hook, if Bubba isn't chasing a surv, the chainsaw charges drop to zero. I wrote one thing thinking of another, I apologize
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442393#Comment_3442393
The farther out of the 16m, the slower it builds. How slow, we don't know. But you need to have a slightly bigger range so killers can't just camp outside of "facecamping range". A killer who sits at the 17m+ mark does allow survivors to make trades compared to the killer standing at 8m.
As I said, this mechanic has several problems. As the devs have described it, it absolutely cannot go live. It will be abused by swfs with reassurance, so that 2 can rush gens and the one on the hook can free himself while one chases near the hook. Also, the fact that it activates even if the surv is on a different floor than the killer is really crap. If it only activates with the Nurse I'd say "Okay, that makes sense" because she's the only killer who goes through walls, but it's silly to activate with everyone.
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@Rovend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442334#Comment_3442334
If this playstyle is unfun, boring and not meant to be the normal way to play dbd i say there should be something to avoid this to be used often.
I am not asking that all camping related strategies to be nuked but the most egregious ones like a bubba facecamping the first surv to death should not be allowed to be used consistently.
I dont think any amount of incentives can help if you dont address the problem itself. We have seen this with many things that were not fun for the other side and had to be changed.
Ok but this mechanic is not for face camping, 16 meters is not face camping. My idea for facecamp Bubba is to have his chainsaw charges decrease if he stands still. You see, no one's going to camp with Bubba anymore if they put stuff like that on.
Then the mechanics have various problems of sorts. It only benefits the survivors, who will obviously abuse it as they did with the unbreakable bk.
The biggest problem is that now the hook area can't be defended anymore, because the hooked survivor can free himself even if the survivors are close and the killer is defending the hook. Also, in maps with two floors the mechanic works even if the killer is upstairs, what the ######### is the point of that? Survivors will intentionally get chased near the hook so they don't have to waste time, they will also use reassurance so the hook bar doesn't procede, and the hooked surv frees himself.
On the one hand you're right, nothing to say, if you don't fix the problem on the one hand incentives don't count... but do you know why they don't count? Because if incentives aren't worth #########, they're not incentives but bullshit. If you give a heavy reward to the killer for choosing mixed hooks, a reward that isn't in bp, you see that the killers will stop tunneling/camping.
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@UnknownKiller said:
Anyone can test it right now if u have doubts enjoy ur matches
Why don't you try it yourself and give us the results via video? Since you are convinced of your opinion. Before I write something like this on the forum, I would provide video proof of what you say, proof of your matches with every single killer against the top swf.
I personally have played all the killers, I like to vary, but being able to win against a strong swf with Legion or Freddy... Well it's practically impossible, unless they make big mistakes
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People will not take you seriously just because you said "survs tunnel gens" when actually the term is right, since "tunneling" is doing your objective as fast as possible.
I agree with what you said, the devs are doing nothing to help the killer with kills, giving some incentive that helps mixed hooks and discourages tunneling (without unbalance the game). While survs get more and more stuff to genrush.
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@Luckyfer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442263#Comment_3442263
Really?
What's the counter to tunneling?
It's called "Get good"
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After the knight it took me about 5 or 6 months before picking up dbd again, and even now I play very little with it (in fact, after a few public games I had to play a few games against bots to get the hang of the controls since I'm rusty like #########)
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@NotAnotherDoctor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441809#Comment_3441809
Forgot to add Blight!
Ah ok, it seemed strange to me hahah
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441809#Comment_3441809
Huntress yes, Trickster no. Trickster has been unplayable since release due to his random horizontal recoil.
Deathslinger can't really flick, so that takes away a significant portion of his power.
Wesker can't flick or do many (if any) of his techs. Nemesis also can't flick and the Tentacle is difficult to use on console.
Trickster... you're right, I don't use it much since I don't like him. I forgot about the recoil, my bad.
(For Deathslinger and Wesker flick) I think it's just a matter of habit, I was born with the pad in my hand and I find it much better to play with the pad than with the keyboard.
Wesker's techs are much more difficult, I've seen people who can also do them with the pad. Probably being on next gen consoles helps. I personally am learning to do the techs with Wesker, because I still have to figure out how to do them, but I doubt that they are difficult to the point of being impossible. I repeat, in my opinion it's just a matter of habit, maybe I'm wrong, but training is enough for me.
Nemesis tentacle is weird. Sometimes I hit the survivors while withdrawing it, or when I've already hit the ground, I move for a moment and hit them. I've never understood this logic, if that's what you mean by "flick", well I do it often and I didn't even know this stuff had a name (just as I didn't know that Wesker's "techs" had a name too)
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The anti camping mechanic is good, but there are few problems. First of all, it's another thing that punish killer for a playstyle. Bhvr doesn't understand that punish things is bad for both sides, they have to give some incentives to the killers to make them leave the hook, otherwise they will stay one meter outside the area.
Second problem is that works through floors, so maybe I'm chasing someone at floor 1, the surv is hooked at ground floor, and he/she can unhook herself.
It's not that hard, bhvr isn't giving any incentives to not tunnel and not camp, instead she's promoting these playstyle by nerfing all gen regressions without nerfing gen speed perks and toolboxes.
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@Witchubtet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441794#Comment_3441794
I left Doctor out Because I Personally don’t think he needs a big buff or rework. I do agree his illusions could be better however.
However he is one of the worst killers in the game, he is max tier C
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@NotAnotherDoctor said:
The amount of killers that are borderline unusable on console is a joke and I don't understand why we let this slide.
- Huntress
- Trickster
- Hillbilly
- Oni
- Nurse
- Deathslinger
- Wesker (though not the worst offender on this list)
- Nemesis (though again, not the worst offender)
Every single one of their powers have something in common, and that's that controller is locked behind sensitivity and as such, console players don't get to experience these killers in the same way that pc users do.
I don't understand why we're missing out just because of the system we choose to play on. We're paying for the chapters just as pc users are and aren't getting the full benefit
Seriously did you put the Oni and not the Blight?
The Huntress and the Trickster can be used without problems, just have a little aim. Maybe with the Huntress you won't be able to snipe from one side of the map to the other with BBQ, but the Huntress is still strong even with the pad
Before they killed him, I was Main Billy. I made people quit every game, sometimes they quit just seeing how much I went around with the chainsaw without ever turning it off. Now the Billy disgusts me, but it's still easily usable
For the Nurse use the add on which allows you to see the distance of the blinks. Also, the Nurse requires a lot of practice to be used efficiently with the pad, but once you get the hang of it, she becomes easy too
The Deathslinger, bro, I use him without problems, and I have a bad aim in all games, yet with the Deathslinger I manage to make some good hits. You just have to get the hang of it
Wesker and Nemesis I don't understand what you mean. I use them without problems, they are among my mains, and I win without too many problems. They are quite difficult killers to use, you can't expect to win all the games right away (but in general, on dbd you have to get used to killers a lot before you can win, and even when you use them well you struggle if you catch efficient people)
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@Witchubtet said:
*Throws Nurse out of this Conversation* there, don’t bring her up.
This post is about Trapper, Wrath, Billy, Hag, Myers, Huntress, and Freddy. All these killers I believe need a little extra power to their kits. Letting them match up to more modern powers. These are just ideas so don’t take them 100% at face value.
Trapper: start him off with 3 traps and have 15 second timers for his other ones to spawn in his inventory. This will help his set up but keep him from instantly 3 genning. Also, when a trap is triggered give him haste +5% for a few seconds. This discourages traps being triggered as he is chasing. Again there can be improvements on these ideas.
Wrath: Shadow Step, allow him to set up dark ‘portals’ to teleport through. I suggest only two and they must be a decent ways from objects 20 meters for doors 16 from gen and hooks. Yes he has high movement but giving him an easy map traversal would increase his pressure. A down side is you uncloak as you leave the portal.
Billy: This one is a hard one, but I think he should gain some sort of interaction when he misses a hit and smacks into a wall. Not a tantrum but something. I’d like to see what you think.
Hag: Slight speed burst upon exiting your traps would help. Kinda like Wrath exiting his cloak. Or a new “Curse” option when you down survivors. Cursing them causes their aura reading to be disabled after being unhooked for 30-45 seconds. Could work well.
Myers: These sounds dumb but perhaps making it so he breaks pallets dropped on him when he stalks. Of course still stunning him. This boosts T1 and T2 but doesn’t help T3.
Huntress: Take her Iridescent that gives her movement speed with no hatchets and make it Basekit. She goes from a 110 to a 115. A small boost. We could also think about fixing some of the hatchet flight speeds and arches.
Freddy: His power is Fine but I think his add-ons Need a huge update to make them better. Currently he has like 6 that are worthless in the long run. Also giving him more Snares for each completed generator would be nice. Since he loses his teleport over time.
Trapper: He needs a complete rework, maybe adding some different type of trap. For example, maybe give him the ability to put barbed wire on windows to slow down survivors when vaulting windows. Maybe, since if I remember correctly the Trapper is a miner in his lore, he could use dynamite to break walls and pallets "from a distance", also damaging nearby survivors.
Wraith: he's not bad as a killer, also considering the very strong add-ons he has. I would only add the ability to ambush, quickly ringing the bell and dashing forward like the Demogorgon and, if he hits a surv, deep wound.
Billy: Bring back original Billy. That's enough, no need to invent complicated or strange stuff.
Hag: She needs a complete rework. Her power isn't efficient anymore. I haven't seen a hag since they put the unique chase and tr music on her.
Myers: He's not that bad at the moment, I would improve his stealth skills in general a bit, so he can surprise survivors more easily.
Huntress: I think she's already perfect the way she is. She is one of the strongest killers when used well, there are people who are scary when using the Huntress. If I really had to add something, I would give you the possibility to throw two hatchets together and, if she hits a surv, she sends him into dying state
Doctor (I think you forgot him): He has a cool design, but his power is very limited. First, I'd make the Doctor's illusions more believable by having them chase after the survivors and if they hit them, they'll scream, increasing the madness by one stage. Also, I would put more types of illusions. For example, even fake lockers, which if a surv tries to hide inside he/she remains visible and is signaled to the killer with instinct
Freddy: I will add both dream snare and fake pallets, so he can switch between them like Clown does with the yellow and pink bottles. Also, add something that allows him to move more easily within the dream, maybe use your idea of the Wraith on Freddy.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440238#Comment_3440238
https://us.v-cdn.net/6030815/uploads/HT236X7NGWIP/screenshot-20230527-094200-xbox.jpg
I saw a twenty second gen so I thought I was playing against some mega juicers. I was...not, no offense to them. I may have gone too hard on them honestly.
Also, @NerfedFreddy that's the outcome
I'd love to see the game, not to question how you played it (you won, you played well, I reason like this), but just to see how bad these guys were. No offense, but seeing prestiges 80 (almost 90) do so badly has a certain effect.
GG anyway