jajay119
jajay119
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@Prometheus1092 said:
I seen it maybe 2 or 3 times but mostly seem to be getting wreckers or cold wind farm (without any offerings). The map chance percentages have felt off to me for a long time.
all I ever get without offerings is Ormond, but not the new one, and Wreckers. It’s really irritating. I have not idea what’s going on at the moment but I agree the randomisation has been appalling for ages.
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I miss nighttime cold wind.
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@MrMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853789#Comment_3853789
I've always thought that a system that encourages survivors to actually walk around the map instead of just sitting in place on gens would be a lot more interactive and fun. Like gens were quicker, but at 70-80% gen progress, the gen stops working and you have to go somewhere on the map to pick up a part, then return to the gen.
Obviously it would be hard to balance, but anything would be better than just sitting still on gens. Encourage the survivors to move around a bit, that would lead to more killer interaction, more interesting stealth, etc. Just a pipe dream of course and it would be hard to balance but I think it would be more fun in practice.
perhaps survivors could have to find the handle for the door switches, or a fuse or something to get them to work. They could also have gens that could be sped up with items hidden in the environment.
One thing I’ve always felt Friday the 13th did better than DBD was have different challenges to do to try and escape.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852857#Comment_3852857
They've complained about less. They're mass complaining about a hex, which doesn't do anything if you gen rush, as we speak.
yeah. It’s not like you ever see that from the other side.
cough Windows cough
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apparently it’s bots: yesterday I had the nurse who auto hooked everyone and the killer was a TTV player. But when I went to their channel they were live and actively playing as a survivor in a match. So it couldn’t have been them. It’s very strange.
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@PuddleOfBludd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853245#Comment_3853245
what is the whole category of perks that Lightborn is negating? Because that is not the same. It’s negating an item, one that is brought for the purpose of being toxic. And the idea that you can counter it in pre-lobby is absolutely a joke. Residual manifest x4 and the survivors don’t have to show the killer that they are going to have flashlights. The only people that want Lightborn to be nerfed are the ones that want to play the shittiest possible way. Residual manifest, flashbang, blast mine “LOL I beez da tr0ll … wait … how DARE they run a perk that doesn’t let me show off how c00l I am … NERF IT! NERF IT NOW! I need to look cool on Twitch!”
Yeahhhhhhhh no.
I never mentioned anything about lightborn negating perks.
I disagree with every other point you made, at least I think so. The one about pre match avoidance and Residual Manifest doesnt even make sense. -
@Prometheus1092 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853245#Comment_3853245
I'd like to point out many survivors change items last min to flashlight so killer doesn't have time to change to lightborn and flashbang isn't shown. So seeing what items they bring in means nothing.
I’ll accept that and that itself needs a review e.g you have 30 seconds to lock your load out in and after that it’s blocked to changes. The remaining time allows for perk/cosmetic changes etc
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853103#Comment_3853103
Survivor perks can be taken up to 4 times, which is a point a lot of people always seem to forget.
No, its not 4 vs 16, but the "16" can cause the same effect to happen up to 4 times. Having them be 1:1 strength would be a terrible idea for that very reason. The potential of 4+ flashlights/flashbangs is exactly why lightborn is as valuable as it is.
No one forgets that. It’s just a case of not believing it is as prevalent as killers make it out to be. I can’t remember the last match I played, even among all the calls for distortion to be nerfed, where I was consistently seeing it being run by 4 players. Whereas Lightborne consistently denies an effect to all 4 players for the entire match.
Sure, going against a flash squad is annoying and I’m fully supportive of that having a counter - but killers have a way of dodging that before the match even starts because they can see what items survivors are bringing in. Furthermore, it takes a quite well co-ordinated team to get that sort of play and I’d argue if you’re genuinely seeing them a lot you’re probably at high MMR and doing well for yourself anyway. You’re not a baby killer at the bottom rung being denied any sort of play.
Ultimately, I’m not asking for Lightborne to be gutted - just changed. Perhaps with a limit to 1 stun per march or a cool down or maybe even you can use it to save but not to blind etc. I never take a flashlight cause I suck at the timing to blind on console and they’ve got rid of things like burning the wraith/nurse /hag traps so it’ll barely affect me. But as someone above said if the devs are agreeing with killers that things shouldn’t be able to negate a whole category that needs to be consistent on both sides.
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we clearly got different notes
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I’m convinced this rise in cheating is in protest to the AFK penalty.
I had a killer yesterday who just ran up the stairs and off the balcony of Eyrie until all the gens were done - it’s not going to make any difference.
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@AlexXHunter44 said:
Are you really complaining about an entirely fair perk 😭 I'm dying.
killers: Survivor perks shouldn’t ever be able to completely negate the killer’s power.
Also killers: lightborne, which completely negates a survivor mechanic, is completely fine and fair.
A lovely example of the disparity constantly shown here.
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@Autharia said:
I've had killers complain about this also but they also never chased at 1 gen left, camping gens the whole time.
Ive noticed killers seem to try and hold one corner of the map and it makes it near impossible get anything done when this happens.
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no amount of bp incentives is fixing the issues that they’re clearly struggling to get survivors to play the game.
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Does the scourge hook perk transfer scourge hooks or just create more? Seems like it’ll be pretty abusable when combined with regression perks of virtually every hook can be transformed into a scourge hook.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832514#Comment_3832514
in this case, I suggest to the mechanic that if more than 2 survivors escape, 3 and 4 survivors will automatically be hooked and die
just watch 4k videos on YouTube and pretend you’re playing if you want this little engagement or challenge .
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BNP and tool boxes should be able to lock in progress after ‘x’ amount of time so a generator can not regress beyond that point. I’ve said this for a long time.
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832444#Comment_3832444
yes, but i suppose they didnt think it would be an issue.
i think when asked about finisher mori encouraging slugging for 4k, they said you cant use it if the other person is slugged. that sums it up honestly.
I can see that but we all know it’s a hand wave - they were willing it not to be an issue when they knew it would be because the evidence is already there.
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832438#Comment_3832438
basekit UB was scrapped because it was weaponized and was unfun mechanic for both sides (mainly for killers, but I can assure you, it wasnt very fun to hold m1 for 45 seconds as survivor or have a perk slot permanently locked with a perk that doesnt really do anything normally). I wasnt even remotely surprised they scrapped it, just too many issues, not worth the value.
It took away killer's ability to punish swarming/group ups, counter sabo/saves and it also lead to hardcore slugging becoming a consistent win con because recovering w/o unbreakable perk was very hard and the moment you played whack a mole enough to get 4th survivor down, the game was instantly over which saved you a lot of time and made it actually worth doing.
so it essentially punished&took away ability to utilize slugging as a fair strategy, but made everyone double down on all toxic instances of it.
they had to find some solutions to easing the frustrations of being slugged, but they failed to realized the way to solve issues like that is not give more counterplay than they already have, but make the process itself less boring and painful. they never try, though, sadly.
I know why base kit UB wasn’t included my point is they should have thought of an alternative. Now we’ve handed more powers to a situation that was already problematic.
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The truth of the matter is that the base gameplay needs to change to make the objective fairer when there are less survivors in the game:
gen repair speeds need to be proportionate to the amount of people who are in the match, ergo two survivors have the same repair speed as 4 survivors, so when there are two players left and three gens to go that isn’t an insurmountable task.
The killer should be forced to pick up if there are only two survivors left and not be able to put them down unless stunned. That way the killer cannot physically slug for the 4k and has to continue normal gameplay by hooking. This in turn means the survivor who has been hooked can be rescued or they can suicide on the hook to give the 4th survivor a chance at the hatch. This ends the game much quicker.
To compensate for abuse, if the killer is stunned by a flashbang or flashlight (or any other sort of light based tool) the killer gets base kit lightborn for 60 seconds to avoid multiple blinds in quick succession.
If the 4th survivor goes down taking protection hits trying to help the 3rd survivor wiggle off the finisher mori activates automatically as soon as the killer has hooked the third survivor - killing the 4th survivor instantly and ending the match.
If the killer downs the final survivor the finisher Mori activates automatically finishing the match.
To me this is the best way to resolve this situation and it’s fair and empowering to everyone.
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@Toystory3Monkey said:
I called it from day one, but people called me crazy.
It's kinda sad how devs didnt think of anything to address 2v1/1v1 alongside adding the biggest incentive to sweat for 4k so far.
they could`ve make it so that you could kill 3rd survivor and get a hint where the 4th survivor is so you have less guessing involved at least.
they knew it was going to be an issue - that’s why they announced basket Unbreakable in the original PTB when the finisher Mori was announced.
I’m not quite sure how that was scrapped with no alternative but the mori went live anyway but here we are. The base game really needs a review so the main objective becomes more accessible for 2v1 - that’s the only logical and fair solution.
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maps are smaller now and the trend is continuing. Gens are generally closer together. They don’t need a buff.
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if you’re facing squads like this consistently you’d be at very high MMR going at people who are equally as good as you are. So you’ve likely already won a massive amount of matches. You’re a victim of your own success and unfortunately you need to deal with it in that situation.
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I don’t mean to be rude, but does anyone even care about blood points anymore? Killers certainly aren’t going to find this as something to disincentivise digging.
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it’s been a thing for a very long time and I’ll die on that hill.
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@GlamourousLeviathan said:
This is a result of the terrible hatch mechanic that essentially puts the game in a coin flip. If you are a killer and going for a 4k (adept for example) it is better to maximize your chances by slugging and not relying on a random hatch to get the fourth kill.
No it’s not - it’s a result of the terrible game design that makes completing the objective impossible at certain times resulting in survivors giving up even trying to engage in it. That’s what needs addressing - the game should be proportionate.
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saying this for about the 50th time: a bleed out button would incentivise slugging, not discourage the killers from doing it and that’s what’s any solution should do.
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@LordGlint said:
You're the last Survivor alive. You have both wake up, AND sole survivor, so... SHOULD be a fairly easy escape. For some reason, the killer keeps only checking 1 exit gate (the ones where you're at) and is checking the nearby area. You're injured, so it's only a matter of time before your grunts of pain give you away... What do you do?
do the switch in sections and hope you can hide long enough to get the door open. It’s all you can do.
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I wouldn’t say I hate any perk right now. I hated OG Eruption, but that’s the last time I did truly hate a perk.
I’d say I dislike Friends Till The End right now as every killer seems to be running it at the moment.
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can survivors do or use anything without it being a new ‘meta’?
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Toba landing is exactly the same. Literally nothing on most of the map apart from plants and bumps that offer no value at all.
Then you have Glenville Square where you’re falling over pallets…. Makes no sense
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@Gardhome said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820000#Comment_3820000
Mostly people on Reddit hardly disagree with making him 4.4 and im hope this idea would be scrapped as well.
he can literally keep up with you in chase whilst throwing his knives at the moment - that’s not acceptable.
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my flashbangs hardly ever succeed.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819513#Comment_3819513
You say that as if you have discovered a deeply buried secret.
I don't think any reasonable player has ever said otherwise. Slugging, especially recently, is often the best move. (Not always.)
The one critique of slugging that's an exaggeration is the one stating that the four-slug-bleed-out is both done out of spite and common.
It happens, rarely, and is largely the result of severe misplays from the survivors. It's almost never out of spite and when it happens it's because it was the right move at the time.
Usually, the killer starts hooking after the four-slug, unless survivors are hiding. (Or the rare case of a jerk.)
No I haven’t and that’s the point. We have always known that slugging and tunnelling has been the optimal way for people to play because they’ve always done it regardless of what changes have been made on either side. The point is people, for years now, have largely excused slugging and tunnelling for one reason or another - case in point a user above has said if they ‘tackle the slugging meta it will promote a tunnelling meta’ but I’m glad we are getting to a point where people are open to admitting it’s optimal play rather than give excuses about why they ‘have to play’ that way.
The buff to WGLF won’t incite a slugging or camping / tunnelling meta because it already is the meta anyway and has been for some time now - despite nerfs to healing, despite nerfs to tool kits, despite nerfs to gen progression, despite nerfs to dead hard (which was one of the first excuses for this behaviour), despite nerfs to CoH. We know why they do it. It doesn’t need examining as if people using WGLF are the ones causing it when we all know it’s the other way around - just as the massive surge in DH at its prime also went hand in hand with the tunnelling meta that has plagued the game at times.
We all have our opinions on 4 man slugging and I agree, as a survivor main, that the reports of this have largely been exaggerated - however over the past month it has started to increase exponentially and that’s without the problem of slugging for the 4K which has been an issue for many for years and the WGLF buff also helps to combat. Ultimately, BHVT clearly know there is an issue and this is clearly a way to combat it .
Just because it’s optimal play doesn’t mean it’s fair or just play - things can change as the abundance of changes already have shown like when the hatch mechanic was changed as it was unfair for killers.
Killer mains moaning that it will increase camping and tunnelling are just spouting the same tired rhetoric we see any time a survivor perk gets a buff to something remotely decent to justify a play style they’ve probably always used anyway. There are plenty of killers out there who don’t resort to this play.
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Ironic how you completely admit that slugging is becoming the meta and want people to examine why that is… when the rise in WGLF is directly caused by the rise in Slugging meta. Apparently we only want to examine route causes when it benefits the killer.
As this thread has clearly exposed, killers slug because it’s ’optimal Play’.
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@Bookern said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818908#Comment_3818908
and mass slugging a bleeding them out does fill the objective yet devs are completely adding changes and buffs to things to stop Ergo pressure
good.
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there’s a thread about this virtually every day now. Can we please start looking to see if there is a thread already existing before creating a new one ? It’s getting equally as tedious as the people giving up.
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with the way the game is, and before the buff to Jill’s perk that heals you up part way when unhooked, I’ve found Botany+SC to be a much more dependable mechanic than trying to get a team mate to heal. Yes it’s slower than someone else healing but when many killers just come back to the hook it’s more worthwhile them hopping on a gen and you going to a safer spot to heal. I don’t use the combo currently but I have before - pairing it with bite the bullet is also a nice little combo as it bamboozles killers quite a bit. Initially they can hear your cries of pain but if you drop line of sight and start to heal you essentially disappear and, often, they wonder off thinking you’ve ran away. It’s much more effective than iron will as killers will realise instantly if you’re using it or not.
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@HexAvadaKedavra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818853#Comment_3818853
Those aren't incentives. I am talking about BASE GAME incentives. There's zero reason to go for multi hooking. And even then the only scourge hook even remotely worth using is pain res and even THEN scourge hook RNG can make it so the perk for that entire game is just useless.
the base game incentive is that it’s your main objective as a ways to kill survivors and get them out of the match. Thus there are less people overall to complete gens and further reduce the likelihood the remaining survivors are going to escape - ergo pressure.
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the amount of times Chucky has dashed past me only to flick and down me when I’m behind him is infuriating , but I never bothered to mention is as no doubt people won’t see it as a problem. Glad others are starting to realise the impact though.
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^You could just hook the person straight away and this wouldn’t be an issue…. Let that sink in.
….
LOVING that this thread is finally getting us to a place where we are ready to openly admit slugging is done because it’s optimal gameplay, not for ‘x,y or z’ imaginary excuse. IMO slugging is a rampant nightmare at then moment and any counter to it is welcome. If there is someone waiting RIGHT there to flashlight save etc and you can get a down then that’s just logical, it’s not slugging. It’s fair play - you as a survivor chose to put yourself in that situation and you paid the price for it. But we we should not be promoting leaving players on the ground for extended periods of time for ‘pressure’. If this perk is countering that then good. -
Possible hot take - but I don’t want them to add any more characters for a while.
The game is saturated with characters now that it’s becoming pretty mediocre with each update - I haven’t seen a really good perk in a long time, for example and Killers are just becoming rehashes of each other. They’re becoming uninspired.
Secondly, There is so much wrong with the game right now they need to focus on fixing and polishing what’s already there.
unfortunately, the game is now essentially a live service game. BHVR need the licences to keep making money from it as 7 years down the like pretty much anyone who wanted to buy it probably has. They’re going to prioritise quantity over quality. -
the only thing I dislike about him is he can hit you through vaults with hellfire - you don’t even need to be on the floor or gets you in mid air. He already has the wolf form and the bat form to help in chase I don’t think he needed that too.
BHVR’s current trend seems to be stacking killers with every conceivable counter to anything a survivor does.
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@jamally093 said:
SImple....all other maps have the basic gates which when open go in one direction now imagine this your opening the gate as the last survivor and your injured. You open it and BOOM you go down because the gate has to open both direction meaning you have to squeeze through the middle while also panicking because your brain is saying stick to the side.
the gates always open from the side furthest away from you which means you end up humping the door as it opens anyway - I don’t see the issue, personally.
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I have to say, today has been particularly vile - and I’m never normally one to be bothered by stuff but it seems every killer today is hell bent on tunnelling and slugging at 5 gens. I’ve had at least 4 matches today where we’ve all been slugged and repeatedly in one match with a nurse. Everytime one of us managed to get up we were out back down again. Something in the water today, clearly.
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I don’t really understand any of the changes they ever made to SM. All people ever asked for was to not let her put a drone up in the same place once it had been deactivated for a certain amount of time and to not let her overlap the radi of multiple drones. Everyone seemed to concur on this yet they’ve reworked her about 3 times and never really improved anything.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815413#Comment_3815413
The Draculas I face normally get the unhooked and the unhooked with the fire attack, then down both. Good that they got you out.
I had a really fun Dracula the other day who kept going into his Wolf form for pets.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815565#Comment_3815565
killer role is much more perk dependant than survivor role, this is just some high tier copium for not being able to improve as a player, so you have to blame everything else but your own game knowledge.
I was being facetious - it’s not that deep. Try getting off the copium yourself my guy.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815543#Comment_3815543
it's funny that, after playing Chaos Shuffle as both sides for a while, you can see how killers are still able to adapt to playing without the aura "crutches" far better than average survivor without perks like WoO and Distortion. It really is crazy
yeah, it’s almost like killers are designed to be the more powerful role on a base level - crazy stuff.
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Unfortunately, BHVR seem to have a habit of creating killers where the scales can split from 'too oppressive' to 'not oppressive enough' quite easily - look how many times they had to rework Sadako and people still feel like she's still not where she needs to be. I personally think Billy and Trickster are over tweaked now too. It's not a job I envy, personally - but then I often think they don't think about how oppressive killers can become when they create them which is also part of the problem.