jinx3d
jinx3d
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@stvnhthr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333926#Comment_3333926
The old "Get Gud" insult. Real classy. There is no way you can get good enough to compensate for a different unpredictable gaming environment every match. I guess you could say get wimpy, quit playing aggressively, avoid chases, hide in a locker, duckwalk the whole game, leave your teammates to die on hook. That is not my playing style.
I have all the characters, I have all the perks, I have 50+ of every item (common items I have over 300 of each.) I don't need bloodpoints, I don't need to level characters up. I play for the chases and interactions with the killers, that is what is fun for me. This means I am constantly in chase, constantly getting saves and taking protection hits. I play aggressively and want perks which perform at the same level I do-CONSISTANTLY. If a race car driver's car only performed well on certain days in certain races he would complain to his pit crew to fix it so it worked correctly everytime. Saying, "well in that race last week your brakes worked okay, why complain that in this race you had no brakes?" is silly. There should be consistency in the game, it is what I experience in Fortnite and COD (okay, relatively consistent.)
i mean i play without dh 90% of the time and i still play fairly well as survivor. im not the best sure, but since i have 2 healthstates and not 3, i have to play more cautiously when injured, i have to think, because i dont have a crutch if i make a mistake. like it or not but dh is a handicap
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334869#Comment_3334869
Here's the thing though.
The meta trickles down from the top.
At a certain level of play, killers need to tunnel to even stand a chance of contesting a game. Now, this isn't representative of all levels of play - naturally - but if you force killers to 2 hook before killing anyone, you'd completely break comp or high MMR.
A perk to incentivize it...what would that even look like?
i dont know, but it would have to be VERY strong. Old bbq sort of did it, but if people wanted to win, they didnt care about bp. its a nearly unwinnable battle
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@Mockingjay_S451 said:
So sick of people crying about Dead Hard. It’s beyond a joke now. I don’t even use the stupid perk and even I am getting angry on behalf of the people that do.
DH was nerfed to the ground and killer mains rejoiced. It was every topic on this forum when it happened. The chance of getting it timed perfectly is such a small window and it can so easily be baited.
It’s a skill issue at this point, not an issue with the perk.
"nerfed to the ground" is an exaggeration. ruin was nerfed to the ground, corrupt was nerfed to the ground, ds was nerfed to the ground, those perks have too many downsides to justify a perk slot being used, but dh is still the most popular perk in the game hands down. Its still a third health state, its still used to extend a chase by even longer, its still used at windows/pallets to force a lose lose situation on the killer, and its still easy to time. If it wasnt, nobody would use it.
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the only way to fix tunnelling is to heavily incentivize going for someone new. You could chase the full health Feng Min with 2/3 health states, or you can cut your time spent in half, and go for the injured Ace, wait out his bt, repeat this a few times and now the survivors are one person less. Its the best strategy for any killer.
Whether its a perk or a base ability, they need to make it equally or more benefitial to go for someone new. Either increased gen kick/regression (a base kit pop you only get when hooking someone different than the last person), or something equally strong. Until that happens, tunnelling will be the best strat, and with the nerfs to camping, hit and run especially, and the fact that adrenaline is meta making endgame builds harder, it will remain the best
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@Devilishly_Rowdy said:
Maybe nerfing gen regression perks that literally require the killer to patrol the map will fix this. Right?
assuming this isnt sarcasm, i dont see how nerfing perks that require the killer to leave would nerf camping. shouldnt they be buffed? love or hate eruption/cob, but it forces the killer to not camp the hook-they have to walk to at least one gen to get value out of 1 or 2 of their perks, giving survivors the opportunity to unhook
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if a survivor isnt doing anything to progress the game, and not within 30m of the killer for 20 secs,their aura should be revealed. that way people cant just hide in these massive maps for ages and take the game hostage
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@stvnhthr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331308#Comment_3331308
You are correct. Shortening the exhaustion would do nothing in preventing me going down, but it is supposed to. Since the perk cannot do what it is designed to do it needs some other incentive for players to use it. I'm also juking and spinning so sometimes the killer misses when he swings, but he is still chasing me so a faster recovery would be useful in those situations, but you are correct it would not prevent a down.
I look for fair solutions for both sides, killer and survivor. My suggestion would not impede a good killer but it would probably frustrate the weak killers who erroneously think they have skill but are simply getting downs because they are relying on poor game mechanincs to assist them.
another way to not go down is to play the game better and not rely on the busted third health state on command perk
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youre leaving out something crucial-what perks was HE using?
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333880#Comment_3333880
The game should be balanced. It's PvP. Not PvE. 50% kill rate. Not less, not more
its called asymetrical for a reason-the game isnt meant to be fair and easy for survivor.
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@killeriseasy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331374#Comment_3331374
Add ons is what I meant but some perks as well. But yes, once people learn when to use the knight a survivor is 100% going to take a hit and if hurt they are going down. Send the guard one way and meet the survivor the other because of the now speed boost that the Knight has.
if the knight is making a path long enough to get his barely noticeable speedboost, you leave the loop. you can see when and where hes placing a guard, its not hard
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@Akumakaji said:
DH and Eruption are the two perks right now that have such a strong meta, that they singlehandedly decide how games are played and they have the greater game in their stranglehold. DH did so for quite some time now and after some grace period right after 6.1 were killers could just be killers and swing when they cornered a survivor or caught them in the open we are basically back to were we startrd. Now, with a lot of survivor adapting and learned how to use the new DH, it's once again necessary that you have to second guess every single swing until you know that a survivor is running something else or are in the deep wound state.
It's true that the new DH is much fairer then the old one and that you can now effectively bait it out most of the time, but it's still wasting time every single chase and it feels just obnoxious to be forced to do so. And there are still lots of lose/lose situations for the killer, that just feel awful. By now I can predict pretty well when a survivor will DH in front of a palette, but the window to hit them afterwards is soooo fricking small that it's actually more to your detriment to try to go for it then to just eating the DH and applying mending. FR, I have pulled this off successfully a scant 3 times by now, but have many times predicted the DH correctly and still gotten hit by the palette ... this time without deep wounding the survivor and them just using a palette. This is really awful and quite comparable to the way survivors feel about the uncounterable status of an Eruption primed gen. Do they waste time off that gen and be waiting for a down that might never come or stay at the gen and risk looking at it for 25s? Fun for everyone.
I have a few ideas of how to nerf DH even further, without it being too strong. For one, we could not make it an exhaustion perk, but give it tokens. DH could have a much more generous activation period of 1s or even 1.5s, but once used up its token is gone, a bit like Unbreakable. It gives you this one or two strong plays per game, but you have to make them count and can't use it in every chase or to greed EVERY. SINGLE. WEAK. PALETTE. TO. ITS. ABSOLUTE. MAX. .... sorry, I needed to get that "skill issue of mine" out of the system. I would argue for two tokens, one would be too weak, 3 still oppressive enough that you could use it very much like now. 2 seems to be the sweet spot.
Heck, I would even be fine with a token-based DH to stack with SB or Lithe, if I knew that it was gone afterwards and can't hurt me further, DH has such a strong grip on this game, again .
Just some ideas to get a conversation starting on how to get the other exhaustion perks up on par if DH gets nerfed.
Lithe: press E. This uses up the perks charge, gives you the effect on the next fast vault you do within 10s and starts the exhaustion timer once you vaulted.
Sprint Burst: press E while walking in order to conserve power for 45s. In this time frame SB won't activate, if you want to or not.
Balanced Landing: as is. You also have 3 tokens that recharge while inside the killers TR. When exhausted you use up 1 token when you jump down a great hight to reduce the stun by 35%.
Smash Hit: on top of the effects also blind the killer and play the hook of The Tricksters greatest hit. If you have Alternatively, if you have Any Means Necessary the palette bounces back to standing the first time you successfully smack the killer.
Head On: hide scratch marks and foot steps for 3s on a successful hit.
Overcome: tbh this is good for what it is. Bonus: even when running away in a straight line the character model constantly t-bags the killer
we definitely dont need exhaustion buffs
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the game (in fact, no games) was made with the steam deck in mind, its made for steam on pc, not the steam deck. i doubt it will have any changes because it doesnt seem like a dev kit for the steam deck would exist since its just steam games on a new platform, but i might be wrong
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this is something swf already has and has had for years. balancing solo queue and swf makes it easier to balance the game as a whole
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@HamsterEnjoyer said:
Right? Haddie isn't even neglected she just doesn't have very many cosmetics which is normal for a NEW character. "B-But Vittorio!" Okay he's also the first historical survivor so ofc they're gonna give him a tome and some cool stuff since he's technically the oldest survivor we have as well.
Meanwhile Twins got like one new outfit and their other outfit was REMOVED from the store so lol. It's been well over a year since Twins even got an outfit and they were skipped for an add on pass/rework when they were supposed to be NEXT! It's just funny seeing people meltdown over Haddie just because she didn't get a new cosmetic
also vittorio is WAY more popular than Haddie. From his reveal people were simping, ive seen more vittorios than haddies and shes been around longer.
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@MeanieDeeny said:
I'm going to disagree. It's Trapper. They don't gaf about Trapper. They haven't even done him the solid of letting him start w all his traps, (and being able to move them)..with the speed of gen rushing, by the time you collect and set up traps...what's left..one gen? So I disagree, it's not The Twins..it's good OG Trap Daddy...who is the face of DBD and still severely neglected.
thats an issue with the game-gen speeds, trappers power, etc
twins havent gotten a new skin in months, and before that one it was months since the last one.
they have MULTIPLE game breaking bugs that make them unplayable. Trapper isnt good, but this isnt about how good or bad they are, its about how loved they are, and seeing how Trapper has had two new skins recently, as well as a few buffs a while ago, and 0 bugs that brick him (in his defense, his power is very simple compared to twins)
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@VideoGameMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332481#Comment_3332481
Woe unto the person who mains licensed characters that aren't from resident evil.
or ghostface. as a ghostface main we have been spoiled more than people who main an re character
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@Snowflake_Syndrome said:
Thank God this thread isn't about Yoichi. Recently made him my main since they're extinct. Don't regret it one bit.
yoichi and other licensed characters (mostly killers) are unfortunately destined to be neglected due to their licensed nature (look at poor poor Freddy)
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332472#Comment_3332472
You think it's fine for a perk's existence to produce that kind of pressure? Or do you think it's fine that the only way to counterplay the perk is to give it an equally powerful, different function?
i dont think its okay, but when dh, unbreakable, otr, adrenaline, every boon totem ever, old ds, and every survivor item minus maps do the same-providing pressure through their existence alone-i think its okay for killers to have a few
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@Audiophile said:
Bring out the killer mains to defend their posh life. Face it: some killers are balanced but 2 and 3 ks aren’t acceptable to your egos. You must play the OPAF killers so you can go entire days without a single loss. DBD Killer remains the easiest gig in gaming.
survivor is significantly easier, its borderline braindead unless its against blight or nurse.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332259#Comment_3332259
...
They are.
What do you think people mean when they talk about 'applying pressure'?
then noed making you cleanse totems isnt an issue. you already have tons of things you need to do that isnt generators
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ofc dh is more popular than eruption? one is a free perk that can be used 4 times per lobby, the other is a licensed perk that can be used once
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so many moments when a guard is looking right at a survivor whos in the lil circle of detection and nothing
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the issue isnt how many she has, its how many she consistently gets. 3 this update alone, 2 before that, 2 before that, 1 before that, etc etc
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331916#Comment_3331916
The perk allegedly encourages survivors to cleanse totems, as breaking all five prevents it from spawning. However, breaking all five totems makes the perk an efficient slowdown, so that's not actually a real counter.
Worse is when people do invest time and effort to counter it, but only find four out of five, in which case the 'counterplay':
A) did nothing, as NOED fires just as hard when you cleanse one totem or four.
B) made NOED slow you down on top of firing full force, making it stronger.
C) ensured NOED would NOT show up in any spot you DID find.
NOED, even now, is a really strong incentive for survivors to just not do bones. It should have its power tied to the number of totems left standing so its counterplay actually counters it, instead of it countering its counterplay.
saying cleansing totems=slowdown is stupid. that makes hooking, chasing, healing, etc all slowdown as well.
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@TheArbiter said:
And all of this because the two people who play her at top mmr are "monsters". Which once again proves why this game shouldn't be balanced around the top 1%
exactly. balancing the game around the best survivors or killers shouldnt be a thing
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@Roaroftime said:
When theres no counter play on the killer side i.e., locker saves devs fix it yet when theres no counter play on the survivor side (having no clue when a solo queue surv is going to get downed) then it's ok?
the counter play to eruption is the same as dh
wait it out
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the only things that give endurance and a speed boost from the hit should be dead hard , mettle of man, and base kit borrowed time
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@Decutor said:
The worst part is, because of the promised process of making all skins eventually Iridescent Shards, ALL new skins started releasing in Auric Cells only. Meaning these FOMO skins will never be Iridescent Shards.
imagine next year they bring back skins that were purchaseable with shard and they arent anymore. pure greed
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326652#Comment_3326652
Obviously. Nurse cannot be nerfed because the result would either be that she is still too strong (like it happened two times now) or too weak (which should also not be the goal). Making her M1s be special attacks and nerfing her best Add Ons is surely a step in the right direction, but a stacking Slowdown-Nurse is equally as bad, because she is still breaking the game with her power. And strong Perk Combinations which are good on any Killer (except if they require a lot of M1s) will always be stronger on Nurse. So unless BHVR plans to nerf every Slowdown-Perk AND make every Perk, which is not triggered by an M1-Attack really weak, making her M1s cound as special attacks will be a right step, but too little too late. And I cannot really see them to balance every strong Perk in a way that Nurse cannot use it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326658#Comment_3326658
And this is sad. Instead BHVR spends time to release 4 chapters each year instead of slowing down on that side, which gives us forgettable Killers like The Knight or Sadako. They really should go to 3 Chapters each year and take their time to work on other things like Perk Nerfs and Buffs, general gameplay improvements and balance changes (which would include balancing the Nurse to a fun and strong Killer, but not in its current broken state).
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326689#Comment_3326689
Sure, she will be played less. Some players really relied too much on her broken Add Ons (e.g. a Streamer I know (know, not watch) was a Nurse Main, 13k hours and said that they wont play the Nurse ever again and only for donations... That person was using her with all the strongest Perks and Add Ons all the time). And others will just not play with her, because they think she got "ruined". So we will have a few weeks with less Nurse-players, but once people realize that she is fine and still very strong, we will be back to square one.
if BHVR did do that first part (nerf all slowdown perks) nurse would STILL be the best killer in the game because of her ability to negate chase mechanics. No chase=fast downs=fast deaths=less chance for survivors to do gens
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@Warlord1981NL said:
Bloodhound : No idea what could fix this pile of garbage
Predator : No idea what could fix this pile of garbage
Beast of Prey : they should reveal the aura of the chased survivor while within 4/6/8 meters.
Furtive Chase : Seems fine to me.
Hangman's Trick : No idea what could fix this pile of garbage
Huntress Lullaby : increase regression penalty to 6/8/10 percent.
Insidious : No idea what could fix this pile of garbage
Unrelenting : add start running at full speed without the buildup
no shot you think furtive chase is fine lmao
it reduces your terror radius while ALREADY IN A CHASE, the one time your tr doesnt matter
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to everyone saying "a bug is a bug and should be removed"i agree-but why would they prioritize a bug thats just a qol change instead of one of the many, many, many bugs that make them unplayable?
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@Slaughterhouse3 said:
On both sides :/ anyone else? I just feel like nothing has really changed even after that big meta shift. Still love the game no hate here lol just saying.
all that changed was the killer meta. No perks that were meta when the shift happened are still meta on the killer side. Meanwhile for survivor, they keep their strongest perk, and it still has the same issue-being uncounterable in a loop. Killer meta switched from passive regression to gen kick perks
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yoichi is the kid from Ringu, grown up and added to dbd as the survivor of the sadako rising chapter. the trickster is an original character from dbd
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Camping is not "holding the game hostage", its holding YOU hostage
Holding the game hostage is making it so the other side cannot progress their objective. You can be camped from first hook until death, and gens will pop, therefore progressing the game, therefore its not being held hostage
When you are camped, the killer is adding extra pressure to survivors by offering a choice-attempt the unhook, risking your safety and potentially getting you camped in exchange for keeping your teammate alive, or continue to do generators, letting your teammate die and making the game progress slower for survivors.
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@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322205#Comment_3322205
So nurse should be allowed to guarantee midwich while survivors can’t choose?
That seems kinda stupid
thats how it is now. Survivors can guarentee rpd, eyrie, garden of joy, the game, coldwind, or borgo because they have 4 offering slots as opposed to 1
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@LuthirFontaine said:
I would love it! But I'm sure the killer mains would burn down the forum if that came over.
Because it would be unfair and uncounterable. Old dead hard on steroids and you dont even need to be injured? In what world is that fair?
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the real issue with dbd is that both sides need to tryhard, because if one side brings everything to win, and the other doesnt, they will always lose
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@Coffeecrashing said:
None of this addresses the fact that Nurse is miserable to play on Lery’s and RPD, without the current recharge addons. None of your fancy reworks are going to help when a survivor has so many line of sight blockers, and sound occlusion is making them completely silent. I don’t care about addons that make open maps easier. I don’t need help with open maps. I need real solutions for the garbage indoor maps where a survivor can go behind 3 different line of sight blockers in 5 seconds.
your solution is teleporting through the los blockers, something only nurse can do. Hope that helps
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@durag_demon1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320935#Comment_3320935
1.Force a pallet break? All the killer is going to do is just follow you until they get high blood lust and then fly around a pallet with a swing..lol.. please
2.what perk protects us from camping???reassurance??? I repeat All the killer has to do is stand thier and wait it out..
3. It's the combination of m1+special attack+4 perks.. compared to survivors who just recently got one base kit ability... outside of borrow time we survivors don't have a special ability and a m1 ability to counter the killer
they cant swing around a god pallet, thats why it exists. yes, reassurance. Adds extra time on hook, get the killer to mess up or take hits, then unhook.
Survivors dont need "abilities", their abilities are perks. Survivor perks are strong, deadhard, circle of healing, every exhaustion perk, those are your abilities.
You arent supposed to "counter" the killer, if you could completely counter a killer, nobody would play them. You used to be able to sabotage Trappers traps and they wouldnt respawn. You could completely remove his power. Because of that, nobody played Trapper.
it just sounds like you want easy games. Killer is strong because they are one person, they need to compete against the 4. If your team has a single braincell each, you can get 3/5 gens done while someones in a chase. Thats why people camp and tunnel. To make the game easier for them. But even then, they have to work for it by chasing them again and again. By that point, theres 2 people on gens, one in chase, one dead. Down them, hook them, now theres one on gens, one on hook, one in chase. The one on gens cant do gens because they need to help their teammate, heal them, then someone can get the next unhook and the next
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@durag_demon1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320930#Comment_3320930
That would be hilarious....Sure do it... they probably are already making these perks as we speak... sense Kill rates is more important than anything else to bhvr...
do you understand why kill rates are important to bhvr? it shows who/what is and isnt under/overperforming, who they need to change, and then they can look into why. why does this map have a low kill rate, why does this perk result in higher kill rates, etc
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@Johnny_XMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314816#Comment_3314816
Lmao
It’s not skilled, you aren’t doing anything amazing that warrants the term “skill”. You are virtually capitalizing on a badly designed play style.
One where your victim is unable to do anything (hooked person) and the others have two choices, trade OR hold M1 on a generator. The fact that it’s so convenient to the point that 1 person doesn’t get to play the game boggles my mind that someone would think this atrocity is actually skill.
the skill in question is the chase. If you can chase a survivor to the point of getting them down, that is a skilled play, especially if you get the kill. the devs said so themselves, mmr increases from kills
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nah
chucky should be his own killer, thats the only way people would buy him. Nobody likes playing twins except like, the 4 twins mains
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@durag_demon1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320845#Comment_3320845
Knight,artist, mainly.. but clown,huntress,trapper,deathslinger,nimesis...can do anti loops
you can still use them, but you have to be smart-no wonder you struggle against them
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@durag_demon1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320853#Comment_3320853
Unfair?
Blood lust is unfair( doesn't require anything but just follow a survivor long enough)
Camping is unfair ( doesn't require any skill...if you have a bad game just hook a survivor and stand thier)
M1 and a special attack + 4 perks is unfair
But then again it's a party game so I don't take it that seriously.. but ya do lol
Bloodlust is fair. You cant use your power or break pallets, and it goes away after a hit. Want bloodlust reset? Force a pallet break, easy. Camping is unfair, yes, but you have multiple perks that protect against camping and tunneling, meanwhile theres no killer perk that promotes or benefits from camping. Not every killer has a special attack, and the ones that have one also have an m1 for situations where their power isnt the right choice (Wesker, Blight, Huntress, Trickster). Why cant killer have 4 perks exactly....?
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@durag_demon1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320913#Comment_3320913
1. Killers are never happy so it doesn't matter what they do
2. Ya are gonna tunnel Regardless of anything... it's the easiest strategy
3.. I've played a little killer it's boring
you havent played killer because its boring, so shouldnt you be trying to make Killer more fun? How about a killer perk that destroys undropped pallets? or that slows survivors without needing to play clown/freddy? would that make killer more fun, since it would make it easier?
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it would make the game fun for SURVIVOR, but not for killer. It would add 0 new playstyles and only make the game easier for survivors. It might be a party game for survivor, but not for killer. All this would do is make more tunneling 4 gen regression nurses. for half of the killer roster, this would make them essentially useless, especially ones who struggle as is like Trapper and Onryo, who now have to deal with the god pallet a MINIMUM of twice, assuming pallets that have been brought back can only be brought back once each. Have you ever played killer? if so, who, and for how long?
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@Moxie said:
Small buff to Knight and nerfing the most Survivor-sided map in the game.
I'd say it's pretty fair
yall still got garden, the new map, the 5 badham maps, the 2 rpd maps, and haddonfield. one less op map doesnt make it fair
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@Steakdabait said:
it's there because of tombstone tho if im honest if you run out of stalk on a non tombstone game and the game isn't over you messed up big
then make it only for tombstone.
a silly addon shouldnt ruin his whole power
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these would break the game and would need one use only to be even CLOSE to balanced, and even THEN everyone would use them.