Avatar

kit_mason

kit_mason

About

Username
kit_mason
Joined
Visits
2,612
Last Active

Comments

  • @JackOfTrades said:

    I wonder whether I should change to one on my Wesker.

    They can be, especially given combos like Plaything-Pentimento can really slow games down - be aware in games where you're running Pentimento that a survivor Blessing their Plaything will entirely deny you the Pentimento stack (unless you bring Shattered Hope but who does that), so if the meta shifts back to everyone bringing boons, pentimento may get significantly worse, and if you hear the boon creation noise know you're probably going to miss out on Pentimento value that game.


  • @tubalcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452975#Comment_3452975

    "I want them to remove camping entirely because it's a very boring gameplay"

    AKA "It's boring because it causes me to lose."

    I'd like them to reduce pallets by 30-40% and make loops deteriorate over time. That's boring to me.

    Loops do deteriorate over time. It's called Bloodlust. And camping is boring - for both the killer and the survivor it involves not playing the game, just standing there waiting for the opportunity to try for a hook save grab or waiting to die.

  • @Hernancito said:

    Good day, i am writing you this message to share my comments about playing as a killer on Dead By Daylight Game, I need to add, DEVS and people that appears on live transmissions when an update is going to be announced (Owners I asume) are playing 100% as a survivor and thats why they have not detected all killer´s issues.

    As you may know, people stoped to play as a killer due to all improvements were made during all past updates only for survivors, and I BET FOR SURE that the intention of DEVS and OWNERS of this game is to ridicule all movies killers by allowing survivors escape 100% of the time and to allow survivors performs dancing butt movement as a bulling with no any punishment on every game party , but, let me number all injustice movements below that needs to be reviewed on next updates on case DEVS and Owners wants to improve this game: (survivor´s techniques)

    1. Pallets are located in strategic locations to allow survivors complete at least 4 gens on the first chase, i need to say, at least 4 GENS are completed by chasing the first survivor due to all time they are running in circles inside a pallet area. Some times, all gens are completed on the first chase.
    2. TODAY (And this is NOT ACCEPTABLE) survivors are having the ability to carry flashbangs and other items at the same time! - Killers are not able to carry any survivor and DEVS are pushing in purpose to force all killers to use as a default perk LIGHTBORN. NOT ACEPTABLE.
    3. HATCH all time appears 1 meter of all survivors. (What else i could add). This is happening 100% of the time.
    4. IMPOSSIBLE to win a match when all GENS are completed, ITS NOT ACCEPTABLE all doors could be powered by a specific % that allow survivors to keep doors with .5 sec left to be opened. I think the correct way that doors needs to be programed it´s by loosing all progression after a survivor stops to power doors. NOT ACEPTABLE and this allows users to win all matches 100% of the time, even when a killer is having a survivor hooked then its 100% sure that survivor will win the match due to killer will not protect that objective agains 3 OTHER SURVIVORS. NOT ACCEPTABLE.
    5. Body protection, Please just remember, 4 against 1. NOT ACCEPTABLE and killer will not win a match 100% sure when all gens are completed.
    6. NOED visible 100% of the time, another example of Dev´s Sourvivor´s Help. (Another clear example of injustice, in fact, when this ability was announced (On live transmission) a girl who said this update started to laugh by performing a bulling sensation to all killers players.
    7. 100% of the time, all survivors needs to receive more than 2 hits, with this it´s 100% sure that GEN RUSH is going to be allowed.
    8. Survivors with RUNNING PERKS. Incredible!
    9. I forgot to include this one: SURVIVORS with ICON STATUS!!! - They are having the ability to know what the others survivors are doing!!! MORE TECHNIQUES TO THEM - This last one is the OVER POWER FEATURE EVER !!!
    10. During life time of this project, DEVS have been adding perks as a default features to all Survivors, like fast move when they are unhooked, Dead Hard when the are unhooked, ability to see totems by default (They can see NOED in a really easy way), and killers have been ruined slowly (If survivors are having the ability to see totems and are having A LOT OF PERKS to detect those, why DEVS did not roll back HEX: RUIN to their original effect ????) - a clear example to allow survivors to assign META PERKS on all their slots instead to push them to use one perk that allow them to see totems!!!!!.

    And, the most important new update to be announced and the update that will RUIN this game: SURVIVORS WILL BE ALLOWED TO UNHOOK THEIRSELVES if killer is doing "CAMPING". I need to say, was a very SAD INJUSTICE when DBD DEVS punished "CAMPING" but that is the ONLY technique that killer is having to stop GEN RUSH, actually, survivors are having a LOT OF TECHNIQUES (Gen Rush, Pallets, Now 2 ITEMS, Body Blocking, PERKS that allow them to receive a lot of hits, Power Doors at any %, Windows, TEAM ASSISTANCE, ETC.) Killer is only having ONE technique that helps to stop GEN RUSH and to make all survivors works as a team.

    I am looking with the future ability the whole game will be RUINED because now all players will stop to play as a team and when a survivor unhook theirselves then they will have the ability to receive 3 HITS in order to be downed, this will allow to improve in a maximum all GEN RUSH and to include the MAXIMUM INJUSTICE ALL TIME in to this game. I remember then this update was announced and the announcer said "we are thinking on all new survivors" , i am looking DEVS are only "thinking" on survivors because they LIKE TO PLAY as a survivor but... THEY ARE NOT THINKING AS A NEW KILLER!

    As i said, THE ONLY TECHNIQUE all killers are having to stop GEN RUSH and to make all survivors works as a teams is called CAMPING, but as i said, survivors wants so stops works as a team and to only complete GENS and run away with no any difficult.

    Please keep this post as a prophecy, all game will be ruined if "CAMPING" is "REMOVED" , in fact : CAMPING SHOULD NEVER HAVE BEEN PUNISHED due to this is the only tech for Killers.

    I hope one day survivors will be affected on points by doing Gen Rush, by running around pallets, by doing body protections, by powering doors in certain %, by moving their BUTTS at the end of every game in order to perform bulling to another players.

    Best Regards.

    PS. Please stop ridicule all movie killers. Please name a movie in where some one show a butt to a killer.

    Before I create a gigantic essay discussing your points one by one, I want to address:

     I BET FOR SURE that the intention of DEVS and OWNERS of this game is to ridicule all movies killers by allowing survivors escape 100% of the time

    The dev team have made it clear that their goal is a 60% kill rate - for every five games you play (20 survivors) around 12 of them should die when averaged across the entire community, and last we heard (oct. '22) they're maintaining around that kill rate on a majority of the killers in the game - trapper being the weakest killer, with top 5% MMR games seeing a 56% kill rate.

    Now for your points, addressed in order:

    1. Pallets are a resource - and they're a resource that can run out. If a survivor is giving you so much trouble that you're wasting four gens on them you need to swap targets earlier. If they're running you in a circle you need to run that loop tighter against it, decreasing the length of the loop enough to allow you to gain enough Bloodlust to catch them. Additionally, running slowdown perks like Jolt (free in all bloodwebs) can assist in making sure gens pop slower. Even without slowdown, most teams should pop 4 gens in more than 2 minutes (I say 2 minutes as that's a 3 man squad running Prove Thyself for 4 30-second generators). Slowdown and applying pressure to gens being completed with information perks like Tinkerer (Hillbilly teachable, you have him) or Discordance (Legion teachable, available for 4500IR right now or 9000 when the event ends) can help you harass generators and cause them to be completed more slowly.
    2. Pick up survivors facing away from others, against a wall where you cannot be hit by flashbang. Turn away from flashbangs dropped whilst you're carrying, and if you realise survivors are frequently aiming for saves check an area before you pick up. Lightborn is a good option to address this but given you consider it unacceptable it's likely best to practice playing around flashie saves of both kinds.
    3. Hatch has specific spawns - a simple example is the non-windowed side of the Shack. It can be guaranteed with an Offering but short of that which group reaches it first is a mixture of game knowledge and luck. When you see a Hatch, remember where it is for future matches and try and keep a list in your head when looking for it.
    4. 99%ing gates is frustrating, but ultimately they're held at 99% to decrease the window of time they need to play around you after getting an unhook. Sometimes there will be nothing you can do but one thing you can try is forcing survivors to leave by injuring them and chasing them to an exit gate - that removes them from the match allowing you to better focus on what material (i.e. hooked or downed survivors) you have.
    5. Protection hits are impossible to remove unless you want to make every killer able to phase survivors like Sadako. If three of four survivors are healthy when an unhook happens then yeah, they're gonna use the health states they have at their disposal to ensure that others escape alongside them- like pallets, health states are a form of material, and are one that can run out.
    6. NOED is visible within a specific range for survivors and an infinite range for you. If you're not guarding your NOED it's going to be cleansed, because cleansing a NOED is a gigantic priority for survivors who want to try and save a fellow downed teammate. If you find a survivor attempting to cleanse your NOED they're able to be oneshot and put on a hook right next to your NOED, making guarding both incredibly easy.
    7. Survivors do not necessarily need to be hit more than twice - Dead Hard and Off The Record cannot be activated until the survivor you are chasing has been unhooked, and the Styptic Agent deletes a survivor's medkit - if you see that, count to 5 and then whack them, which waits out the timer on their Endurance. Additionally, these perks often have a tell - Off the Record makes survivors entirely silent, Dead Hard can be waited out but also applies exhaustion meaning they don't have any others, speaking of which...
    8. Presumably by running perks you mean Hope, Made for This and an array of Exhaustion perks like Sprint Burst and Lithe. All of these have tradeoffs - a Hope user is playing a perk down until all gens are done, and the others are countered by running at least one perk or addon that Exhausts survivors. Try Fearmonger (available for free), you might like being able to harrass gens without worry of Exhaustion perks.
    9. Icon Status serves to assist Solo survivors in working as a team - without it, the difference between a group of four SoloQs and a SWF would be widened, and your matches against SWFs would feel far less fair than those without any. Hopefully the game will see more changes to this effect in future to make the game easier to balance.
    10. Default BT was added because without it tunnelling was monstrously easy, leading to every survivor under the sun bringing BT in order to prevent it. This caused a knock-on effect where killers would have to wait out an invisible timer just in case a survivor had BT applied to them. Making this perk basekit both took the guesswork out of unhooks and the requirement for every survivor in the entire game to bring a specific perk. NOED's see-through-walls is a countermeasure against it's incredibly potent effect - the only Exposed effect in the game a survivor isn't immediately told about. Hex: Ruin's original effect - by which you might mean 200% regression - could be alright to revert, but it's original effect of red skill checks that regressed generators automatically only served to punish new survivors who aren't versed in hitting Greats and finding totems - the game is better off with that effect gone.

    On the topic of anti-camping measures, camping does not prevent gen rush. In fact, face camping encourages gen rush, if the survivor you have hooked runs Kindred (which many do) or are on comms with other survivors, they can watch you standing there and know it's safe to sit on gens for the full 120 second pair of hook stages, getting 4 gens done in the process as mentioned earlier, and that's before Reassurance if any survivor has it. If you think that camping is going to cause survivors to drop off gens to come for a rescue then you're simply mistaken - the second you're out of baby survivor lobbies they will leave the hooked survivor to die whilst they juice gens. The best way to stop gen rush is to run gen regression or slowdown and play around generators, applying pressure to the team and keeping them off gens as long as possible.

    Punishing survivors for doing gens, looping pallets more than once, taking protection hits and 99ing gates is punishing them for completing their objectives. You wouldn't support a killer being punished for hitting survivors. Face camping, however, is ignoring a majority of your objectives in favour of taking a pittance in the form of a free single kill.

    This game can be frustrating, and I get that. But ultimately, the reason a loss happens is down to the mistakes made in any given match. If you didn't make any you'd get a 3k or 4k almost every time in public matches. Looking for these mistakes in your play leads to you being a better player.

  • @Spectralfx said:

    These posts are all nice and cool and all, but everyone seems to be missing the point.

    they are too busy releasing OP new survivor perks and crappy new useless killers to even THINK about the low tier killers who are performing under 40% killrates.

    Of the last four survivors released - Vittorio, the Lyra siblings and Soma, one perk has stood out as too strong - Made for This. Most other perks of those 12 are useless, and a handful see some use - Potential Energy and Background Player come to mind as the primary two. By that logic, they're also too busy releasing OP new killer perks because Nowhere to Hide is strong.

    I agree that much of the alterations made to this game focus very heavily on what is new and what is old and unused is often left to rot, but arguing that it's because they're releasing amazing survivor perks patch after patch is simply untrue.

    Many of the killers need a second pass - especially with regards to their addons. Wraith and Sadako are no exception. Them not recieving them, I think, has to do with the way they approach balance - seemingly (key-word seemingly, I'm not a member of the dev team and have to speculate) changes are made just based on a big spreadsheet with usage and kill statistics, without regard to the wider context of those values. Additionally, rebalances don't come very often - the last major rework to perks was over a year ago now, just prior to the 6th Anniversary, and many of the perks made meta by that rebalance - Off the Record and Jolt as an example from each side - remain meta to this day.

  • @Zenislev said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463597#Comment_3463597

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463605#Comment_3463605

    These games aren't totally analogous, but I've been playing a lot of street fighter lately. In SF6 you can see a person's connection type, rank, character, and control type before you match up with them, and based off that you can decide if you want to play against them or not. That's a LOT of info which can be used to give someone an advantage. Only want to play against people using classic controls rather than the easy mode modern controls? You can do that. Don't want to play against a specific matchup because you know it'll be bad for your character? You can do that.

    I've played over 500 matches since launch and do you know how many times I've been rejected? 0. You know how many times I've rejected a match? 0. SF6's matchmaking is actually pretty good, so most games don't feel like hopeless curb stomps and the game is mostly balanced enough that even if you get stomped, there's a lot you can look at throughout the match and say "Yeah, I could have done this better"

    DBD's matchmaking is abysmal. It's map balance is abysmal. It's perk balance is abysmal. If you're a killer, the deck is almost always going to be heavily stacked against you. I'm not looking for easy games, I want games where I stand a chance. That's not too much to ask for, I mean, street fighter gives me that just fine, despite having comparable player base sizes (again, not perfectly analogous I know), and in the absence of a good matchmaking system, being able to filter out matches that I know for a fact are going to be one sided stomps is important.

    I mean I could ask for BHVR to improve their matchmaking, fix their maps and balance perks properly, but that absolutely is asking too much from them, so I'm just trying to keep my ask realistic here.

    Just because you would filter for fair games doesn't mean everyone else will. How many killer players will fish for a game they can stomp to feel better about themselves? How many survivors, if they could see killer info, would lobby shop until they can stomp the poor 4.5hr huntress that got the game yesterday?

    If Street Fighter's matchmaking is sufficient to make lobby shopping irrelevant, as you've pointed out from 0 usage of match rejection since you started playing, then that's awesome. But given we both recognise that DBD's matchmaking is just as likely going to give you baby survivors as it is 4 man bully squad SWF loaded up with dead dawg saloon offerings and power struggle builds, we both know that there are plenty of people on both sides that would use the info to get free games.

  • @Zenislev said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461949#Comment_3461949

    I never said the system we have now is perfect, or even good, but the answer isn't to obfuscate things further. Hell, if it were up to me you'd be able to see who's in a team and you'd get an "hours played" counter next to people's names. Playing killer is miserable enough as it is, you should at the very least have some tools to figure out if you want to stick through a game or leave.

    There's a reason why you have the ability to leave matches before they start. If you think lobby shopping is really a problem, then what you should advocate for is for people to get the leaver penalty if they drop out of a game in the lobby.

    Your solution would lead to incredibly long wait times for both killers and survivors, and would cause new survivors to get stomped even more than they already do. Lobby shopping is an issue, and obfuscating how much information you can ascertain in a lobby helps prevent it, more than any amount of penalty for lobby shopping would achieve. Can't lobby shop based on information you can't obtain.

    If you want to just get constant, easy matches, the custom games have bots. Go wild - you can even set their perk loadouts so you know what they're running before they go in.

  • @KenwanObinobi said:

    For the last 3 chapters we have had terrible addition to the game.

    1. The nerfs/buffs qre questionable, most of them are terrible gameplay wise and just add clunky and boring way of playing on both sides :
      1. Solo heal nerf = garbage, not fun at all
      2. Gen regression perk = faster gen rush, force killers to tunnel
    2. The new perks are terrible
      1. Nowhere to hide giving way too much info
      2. MFT busted, even stronger than the old DH
      3. Garbage perks for Singularity
    3. The new killers are terrible
      1. Singularity concept is funny, the execution is mediocre as its power is easily countered by the survivors
      2. Knight is garbage and weak
      3. Skull Merchant is awfull to play a and against

    Honestly, there have been a huge decrease in quality throughout the last 12 months and the state of the game is actually really really bad. Nothing feels smooth and balanced and the community has become more and more toxic because of the game design choices you have made.

    The fact that killers are tunneling and camping is 100% your fault BHVR, same for the fact that survivors are just stacking META perks over META perks cause the current survivors META is unbeatable (MFT, Hope, Resilience, PT).

    The 3 last chapters have awful reviews on steam and to my mind it is well deserved, you shoud listen to the community and stop to pretend to do so while you actually do not, or at least, it takes way too long for you to balance things up.

    Solo Heal nerf was needed, and im saying this as a survivor main - medkits were far too powerful and the amount of pressure a single hit provided was essentially nulified in 90% of matches as long as anyone brought Circle of Healing, which many people did.

    Nerfing regression was incredibly welcome - going into games against a combo of Thana, Pain Res, DMS and Pop made games last forever and if Skull Merchant had released when that was meta it would've been even worse than you recognise she is now.

    Nowhere to Hide is strong but ultimately it's only effective if you're sitting around kicked gens, not going into lockers and then instantly go down when they see you - if you dislike it that much Distortion charges stacks from being in the killer's terror radius, something you'll do a lot if they're trying to milk Nowhere to Hide for value.

    Whilst I agree MFT is incredibly powerful saying its stronger than "old DH" which could mean anything from regular exhaustion perk 3rd hit all the way up to free distance and infinite extra non-hits as long as your exhaustion came back fast enough is plainly wrong. Changes to the way Haste works, like only considering the strongest single effect or causing MFT to disable in the endgame, will bring the perk down to a reasonable level.

    Singularity's perks are weak on the killer himself but Forced Hesitation is good on plenty of killers (Trickster, Bubba and Twins just off the top of my head), Genetic Limits lets you not have to worry about Exhaustion perks on freshly healed survivors, and Machine Learning is well-used on killers who benefit both from kicking builds and making solid distance against recently completed gens, like Oni.

    Singularity's fine. I think a lot of people seem to think that nerfing EMPs into the dirt will make him more fun to play as when all it will actually do is encourage camping playstyles where he's a Skull Merchant with extra steps - you should be proactive when using his power and counteracting EMPs is easier now they've been further limited in their use.

    No further comments on Knight or Skull Merchant, I don't play either of them so I can't comment on their power and Skull Merchant does absolutely suck to play against and as.

    The fact that killers are camping is intended to be addressed, and that's ignoring the fact that killers have tunneled and camped since this game came out. Removing face-camping as a strategy will allow them to buff or nerf killers according to playstyles that don't center around "remove one survivor from the game repeat until 4k".

    As for Survivors stacking meta perks, they've also done that from the game's release, but I do agree that we should see meta shakeups on a regular basis (ones that actually address weak perks, I'd like to actually see variety in builds but so many perks are just useless too much to justify their own existence).

  • @Leachy_Jr said:

    So if you pick up an EMP, that printer stops working until the respective EMP is used. When it is used, the printer starts from 0% progress.

    So if all 4 survivors have an EMP, all boxes will not be printing, so at max only 4 can be available at once.

    Idk i think it would help against pocketing EMPs to use whenever while they passively regenerate, meaning spamming EMPs mid late game becomes incredibly easy.

    I think the EMP availability right now is fine? It doesn't feel like they're in abundance, and doesn't feel like they're so stifled it's impossible to get ahold of one. Further nerfing their availability also comes with the risk of buffing a Singularity playstyle that causes 3 gen hostage situations, similar to how it is to go against Skull Merchant. You want survivors to be able to readily deal with EMPs in inconvenient places so that the killer is encouraged to be proactive in their playstyle.


  • @adsads123123123123 said:

    Wraith gets stunned longer in stealth. Sadako doesn't.

    Wraith can't pick survivors up while stealthed. Sadako can.

    Until recently, Wraith could get light burned out of stealth while Sadako couldn't.

    Given Wraith is a low tier killer, I don't see why he doesn't have these QoL changes too.

    Because it takes an iri addon to make Sadako usable, her stealth is far weaker than Wraith's is (doesnt actually make you invisible, comes with a lullaby), and lightburning is no longer relevant because it's not in the game.

  • @zeemgeem said:

    Just what the title says. 4% on its own is already stupid (should the killer get a 4% chance to teleport you to a hook when a gen gets done?) but being able to just unhook yourself and then unhook someone else in the basement while the killer is right next to you is the stupidest idea that has ever been implemented into this game.

    The second they touch the survivor they're unhooking, they've performed a Conspicuous Action and are hittable. If you're already on top of them, react. If your timing is especially good then you get a grab and can just drop them right back on the basement hook they just left. And if you aren't there to stop that then the 10s basekit Endurance doesn't matter anyway.

  • @JonOzzie16 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461816#Comment_3461816

    Lol. I'm literally a survivor main who has run these perks countless times. I know the value you get out of them. I am not advocating for them to be nerfed. I simply said I would be okay with it, and offered an opinion.

    I'd much rather some of the useless perks be buffed. To provide more balance to the game.

    That I can agree with - show some love to perks nobody uses, more options are always good.

  • To build off what Iron_Cutlass said I want to sing the praises of Distortion - it's great at hiding auras but fundamentally it's also an information perk. What a killer is doing when it goes off tells you one or more of their perks.

    Start of the match? Lethal Pursuer.

    Hooked survivor? BBQ and Chilli.

    Kicked a gen? Nowhere to Hide.

    Entered the exit gate area? Blood Warden.

    Jeff is half off right now, for 4500 Iridescent Shards, and his other two perks - Aftercare and Breakdown - are also solid. If you dislike aura-reading perks, Distortion will basically remove them from play.

  • Honestly I'm surprised they dropped the formula from Haunted by Daylight - the one where hooks or gen progress filled a bar that you could slot into a glyph for progress. It made people do gens very explicitly.

    Whilst you only need to open an exit gate, it still feels awful losing a mask, especially given how much of the late-game centers around holding gates at 99% until you can guarantee an out.

    As killer, I'm going to go for 8 hook games the entire event, which I'm fine with if it means people get to enjoy their masks just that little bit faster.


  • @JonOzzie16 said:

    When a perk has that high of a pick rate, it's unbalanced. I'd be okay with it being nerfed a bit or reworked. I think it should not activate if you're healthy, not wake you up from the dream world, and take 10 seconds to heal you.

    Same with windows, reduce the range to 24 meters. It's so easy to chain vaults with it at 32 meters.

    Perks with high pick rates aren't necessarily unbalanced? Windows doesn't make you better at looping nor does it give you the ability to chain vaults effectively, it just lets you see that they exist - it takes game knowledge to know your limits and chain vaults accordingly. It's a perk that's used because it helps new players last longer in chase, lets SoloQ survivors see what pallets have been dropped and avoid dead zones, and generally takes a lot of the guesswork out of looping. To say that it needs a nerf because it's easy to chain vaults with it is simply untrue for a majority of players.

    The inherent balance and tradeoff of Adrenaline is spending all but 10 seconds of the match at 3 perks. Adrenaline does nothing before 0 gens, and after the speed boost/unhook has ended it does nothing once again.

  • @ChainsawEnjoyer1234 said:

    for example, it could be in the form of a offering that you can chosse which one map you don't wanna play it could works like im taking an ban offering for the game (map) bc i hate playing as huntress on the game then me and my enemies can't play on the game(opposite of the maps offerings that we have now) . Or maybe in other way what about vote map that killer and surviors can pick which one map they want play on for example map vote entity taking 3 maps and pepole can vote which one they want play on if some map won in vote then 2 maps are banned and a game starts on this map where pepole took his map

    I think this would also be a benefit to their internal data on which maps need addressing - if certain maps are being constantly pushed aside by offerings it's clear that certain killers or survivor playstyles may need tweaking with regards to the map in question. I'd use them if they were an option - you're telling me I can never set eyes on Midwich Elementary again whilst still seeing a variety of maps in my games? Sign me up.

  • @nars said:

    yeah Im a hater of 4%s. On one hand, their a dc with no penalty which is stupid. on the other, their a skilless clutch mechanic that can completely deny a hard earned win with no skill involved. At least with UB you risk taking the perk, with this you just 4% and hope it works. If it doesnt, you were gonna die anyway... and if it does then you can clutch up. its just stupid all around.

    It's less the 4% mechanic by itself - RNG is an aspect of the game like any other - and more what the 4% mechanic allows survivors to do - which is essentially, quit out whilst bypassing the DC penalty.

  • Hooks need to be farther apart or the bar to get off their shoulder should be easier to fill. It’s almost impossible to if it even is possible to get off your either downed near one hook or steps away.

    It's meant to be almost impossible. The killer is meant to be rewarded for getting a down but dissuaded from trying to go for hooks that are too far away despite being more advantageous (in a harder part of the map to rescue, a scourge hook, etc). The tradeoff then is a wiggle timer, giving killers ~16s to get to a hook. Any less and killers would be forced to slug constantly, a change that would be frustrating at best.

    and I also feel like there should be implements like actions that can be done to the killer as a survivor to help you get away more the killer gets a weapon can run faster and some have other abilities as well survivors can just run and drop pallets there are flash ants maybe add more stuff like setting traps for the killer to get stuck in and stuff

    whilst I agree that variety is the spice of life and that there should be new items for survivors to play with on a semi-regular basis, the fundamental gameplay loop is supposed to feel unfair to some extent. the killer has a weapon, sure, but the survivors' ultimate goal is not to win, it's simply to escape. the killer should feel oppressive- at times scary even, because that's the point of asymmetrical horror.

  • "Easy to counter skull merchant like killer" and "Speaking of merchant she can place her copters on spots and holding gens what singularity can't do."

    begging people to stop playing singularity as a reactive killer - you will not get far playing Singularity like Skull Merchant because there is no tradeoff to using EMPs like there is for disabling Skull Traps. Play him more proactively to see better results.

    "with no even useful perks."

    Whilst yes, Singularity's perks are not particularly amazing on him, Forced Hesitation on killers like Bubba and Trickster is great. Genetic Limits is fine - not noteworthy, but not awful either, and Machine Learning can be useful on killers who can capitalise on following up completed gens like Oni. His perks are useful- just not on him, which we've had with killers in the past - how many of Huntress' perks are useful on her, for example?

    "But survivors just picking EMP's and starting running around and destroying his bubbles and biopods destroying all his power."

    Powers necessitate counterplay, and BHVR have admitted they still think EMPs are too strong, which is why they're being nerfed further in the near future.

    Whilst I agree Freddy and Trapper are in sorry states, it's not really a fair assessment to argue that the devs only ever give stuff to Survivors and nothing to killers - Dead Hard's recent nerfs, the healing reworks, all came with Survivor players saying the inverse of what you are - that BHVR only ever appeal to Killer players.

  • Windows is the most used perk in the game because it's in a good spot and provides useful effects at every level of play. If you're new, knowing just to run towards the yellow can help you last a few seconds longer in chase, and if you're not new, knowing where pallets have been dropped allows you to play around that information - info that you would have were you in a 4 man SWF, same as perks like Kindred, Bond, or the secondary effect of Circle of Healing.

    Fundamentally, it's fine. It doesn't turn a 1hour survivor into a 10,000 hour looper, it just turns them into a 1 hour survivor that isn't necessarily running at a dead zone. And ultimately, I don't see a reason to touch it beyond "a lot of players use it", which is far from a good reason to nerf an aspect of the game.

  • @leviivel said:

    Singularity feels so lackluster to play as. His counterplay with the EMP’s is an extremely fun gimmick but taking the EMP’s is extremely boring.

    I have a multitude of reasons as to how singularity is just a worse Merchant:

    1. limitations; the fact singularity has too look inside the camera’s meanwhile Skull merchant. Gets information immediately and doesn’t have to manually look at the survivor. Additionally, she also gets info if someone removes her drone but for some reason, singularity can’t tell in the aura’s if the Camera is hacked, WHY???
    2. Utility; Skull merchant has infinitely more control over her drones, she can recall them, she can do manual activation making them unhackable shortly and her drones don’t require LOS meaning you can place them without having to perfectly aim your camera, and perfectly aim your camera you should because the smallest things can block the LOS. I am aware that you can shoot the pods to remove them and that they cycle when there’s 8, but that can still lead to awkward moments especially if you forgot what order you placed them in.
    3. Close to zero pressure; EMP’s completely shut down any gen defence you have, it’s very easy to get an EMP (especially since they auto craft) also, survivors can wait until you infect them with the pod, then just EMP and remove the infecton plus get more value from the cam disable because you did it much later. (Easy solution: infected survivors can only use EMP to cleanse). Atleast if a survivor has a clawtrap with Skull merchant, they can’t get rid of a drone so during gen swarm scenarios, she can actually do something.
    4. Chases; Merchant has more consistency, she gets free speed boosts and pressure at pallets because of her clawtrap, while Singularity’s teleport is never guarenteed to grant you value and the teleport’s location is always extremely awkward and you get a slow, so it usually doesn’t matter if you vault faster,.

    both killers are built for gen defence, one just does it 5000 times better (and BTW merchant is way more fun because it’s way less frustrating).

    My choices to change singularity:

    -change the EMP spawn locations, place them in the corners of the map to hinder survivors as much as possible without a gen just being right next to it.

    -dubble the auto print time but ALSO dubble the accelerated printing (mainly so the auto print is less effective).

    -the block the EMP boxes in the first 30 seconds of the match (during which they don’t auto print) just so survivors can’t immediately get one.

    -survivors that are infected using an EMP cannot hack biopods.

    -hacked biopods are seen in a different aura color

    Singularity is in an okay state but the EMP’s are way too effective, especially considering how mediocre his chasing capability is. I don’t want another 3 genning killer, but Singularity is so painfully mediocre, there’s no reason to play him over skull merchant unless you have a design preference or you really like camera’s.

    also please nerf/rework Forced hesitation and Made for this. Forced hesitation encourages slugging and is extremely anti-gameplay. Made for this rewards survivors for doing nothing besides be injured, i like the endurance when healing with made for this so try and balance the perk more around that.

    I think people fundamentally misunderstand how the Singualrity's power is meant to be used. Yes, it's excellent information and when survivors don't make use of EMPs it can be used to proxy gens. But ultimately, their power is meant to be used proactively- in chase, so that you can capitalise on the power of Overclock mode.

    Your suggested EMP changes (spawn regions, and print times) would make the Singularity even more map-dependent - take the amount of investment it takes to head to the edge map of Midwich Elementary vs Decimated Borgo, as a clear example. Survivors being able to Hack Biopods and cleanse themselves simultaneously has clear counterplay - replace pods that are hacked. Simply shooting a hacked pod to remove it and putting a new one down creates an unhacked pod, ready to use.

    I think Hacked Biopods displaying as a different color (white, maybe, given yellow is already in use for your last used pod) could be interesting, but only after entering them and seeing that they're hacked, it would help ascertain where best to head to replace pods.

    But back to the comparison of Singularity to Skull Merchant. Skull Merchant's reception was incredibly negative, and it was incredibly negative for a reason - her capability to lock down specific areas of the map with middling counterplay enable her to, instead of participating in normal gameplay, hold a game hostage by usage of powerful 3 gen setups. It's clear that players do not want that style of killer in the game, and turning a killer who is, currently, well-recieved with a clear learning curve, into a duplicate of a killer we already have, especially one who is not well-liked by the community, doesn't seem healthy for the game as a whole. You said yourself you don't want another killer that holds 3 gens like this, but your suggestions still push Singularity in that direction - and, notably, move them away from playstyles that are more proactive.

    As for Made for This, it's not the only perk that incentivises players for being injured. Resilience grants a 9% buff to almost every aspect of gameplay, and Lucky Break paired with Iron Will makes survivors difficult to find with only Iron Will hosting a tradeoff out of any of those three. Beyond this, setups like Boil Over, Power Struggle and Flip Flop reward survivors for going down, a step beyond injured.

    Finally, as for Endurance when healing, both a version of that perk when healed and when healing already exist - Soul Guard for yourself, from Cheryl Mason, and We're Gonna Live Forever for others, from David King. Focusing more heavily on this aspect of the perk may step on the toes of perks that grant similar effects, and a simple numerical buff whilst nerfing or removing the 3% speed boost would make it difficult to justify bringing a perk that is so situational - you need to pick someone up whilst injured yourself and then take a hit to get value. A healthier change for Made for This, I think, would be to either disable it in endgame entirely, preventing it from stacking with Hope for 110 survivors, or to rework the Haste effect to only benefit from the highest source, which both would prevent it from stacking with Hope, but would also allow for buffs to perks like Boon: Dark Theory, as they no longer have to contend with the power of stacking Haste effects.

  • @Worgen said:

    Its unhealty to the game, beacuse you get rewarded for being injured, when survivors get injured? if they do bad plays. With 3% extra haste survivors can take 2-3 extra loop on a tile, this will really hurt m1 and m2 killers, imagine being a huntress or nemi or doc....

    Suggestions: Make the perk like you need to do something to get that haste. like stun the killer and then you go 3% faster for like 60sec even if you healty

    Move speeds are one of the fragile pillars of balance in this game, they cannot give it to the player for nothing.

    Also imagine being combined with hope, then not just bad m1 or m2 killers gonna suffer. Imagine you step in a Hag trap, but you move 10% faster in endgame, and she just literally cant hit you, you outrun shes lunge. This cannot go live.

    out of interest what do you think about Resilience? it rewards survivors for being injured, grants a 9% bonus to lots of actions including vault speed, which grants survivors the ability to loop the tiles more than they would be able to normally.

    whilst there is something to be said of it's synergy with hope, the solution would be to disable this perk when the exit gates are powered, not rework it into a worse smash hit.

  • @adsads123123123123 said:

    Camping is an important strategy for killers to secure kills and commonly used on some killers such as Bubba. I suspect almost no one will play Bubba after the camping nerf. Camping is effectively dead with the nerf and killers need to be compensated for this as it's a large nerf.

    On killers like Bubba who camp because of their prowess at getting multiple hits in very quickly, the anti-camping changes will likely achieve little to nothing. You can hit through BT and re-down them very quickly if they unhook themselves in front of you.

    What sort of compensation do you even want for them trying to curb facecamping?

  • @nars said:

    Legendary survivor: Reach iridescent rank on survivor 85 times. Unless I'm misunderstanding something I can't get 100% achievements for a good 3 more years :sob:

    I'm pretty sure you just need to reach Iridescent 1 once, and the Steam achievements page is probably tracking pips, hence the X/85 number.

  • important distinction to instead of making Lightborn basekit they should just toggle Flashlights off - I dont want to load into a match with a flashlight I can't actually use lmao

    beyond that- like appleas said, it might be a hacker but it could also be that it's at the absolute edge of your range of vision, and if it bothers you that much then lightborn is there, ready and waiting to even show you where they stand when they go for it thanks to the aura reading.

  • @Chocolate_Cosmos said:

    Title + idealy if it happends to you more offten in the begging of the match or more like end game.

    I get tunneled every once in a while, and usually if I get tunneled it was because I wasn't playing carefully enough.

    Camping is rarer- especially face camping, which I only really notice in endgame where it's fair enough, or Bubba games where I expect it from the get-go. Proxy camping I do see often but I guess the killer's gotta play their objectives somehow, right?

  • @Technature said:

    I don't think the hatch itself is bad, but I have a better idea to deal with those people.

    If 5 minutes have passed and you have made no progress in any way (No healing, no repairing, no totem cleansing, no chest opening, and the killer doesn't initiate chase with you), then the game silently noise alerts the killer to your location and your aura is revealed until any of those things are done again. Lockers wouldn't hide the aura and perks that affect aura reading such as Distortion wouldn't help you either.

    This means that people who fought tooth and nail the entire game wouldn't be punished alongside people that did jack.

    I think Idle Crows already achieve something to this effect- doing nothing for too long causes a bird to encircle you that constantly caws, and at three birds you get a loud noise notification. Maybe they need to tune that effect a little to make that late-game survivor vs survivor section shorter?

  • by Griefing teammates and potentially working witth the Killer in-game

    This is a survivor report.

    kindly note that we won't be able to disclose the outcome of this report

    One you do not know the outcome of.

    Please stop lying.


  • @BoilTfover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438322#Comment_3438322

    you’re lucky I can’t post what my email from the actual bhvr representative because I reported a killer for slugging and it was considered holding the game hostage . And they took firm action against them ,

    because the player sent me a Ss of them being temporarily off of dbd for 3 days so keep slugging every time I see a killer ima stay and save clip and ima crawl in front of hooks and doing everything that deems game hostage just so I can report .

    since it won’t be fixed sooner than now me and my friends will continue to save clip and report .

    Didn't we just get confirmation of a new feature where BHVR would be responding to reports in the anniversary stream?

    Also, who DMs a random survivor they got in one of their myriad games the results of a report they couldn't be sure was even a result of the game they were in?

  • @BoilTfover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438293#Comment_3438293

    Unbreakable -works once

    boon: Exponential - you break in 1 second meanwhile it takes us multiple seconds to bless and you’re already there .

    adrenaline - how can we even get this if you’re slugging everyone to the ground and if it’s a scenario where they are just standing over you it’s no use .

    no mither - you’re just putting yourself in the predicament to be hooked that perks is useless are you being serious right now ?

    tenacity- doesn’t even get you up and if everyone is down like what ??

    Soul guard - nobody uses curses anymore

    Remember that OP stated that slugging was:

    getting punished for playing good

    As such, a team of good players should be able to assuredly benefit from perks like Unbreakable's single up, proper Exponential positioning, Adrenaline's reward for gen progression and No Mither's all-or-nothing playstyle, no? Especially if a killer is so on the brink of losing that slugging is necessitated - not being able to do that should turn the tides.

    Also, plenty of people use Hex Totems. Sure, Ruin isn't what it used to be but I'd be lying if i said I never saw Devour, Undying, NOED or Plaything.

  • blast mine into smash hit would be so funny, you're on the other side of the map and suddenly you get a speed boost, i'd for sure run it if it were like that

  • @BoilTfover

    we have 0 perks to counter slugging

    Unbreakable, Boon: Exponential, Adrenaline, Tenacity, No Mither, Soul Guard.

  • I think there are two things here that might help.

    First of all, there are an array of perks to allow you to pick yourself back up (and do so more quickly) if a killer is slugging - Unbreakable from William "Bill" Overbeck, which you have access to, as well as Boon: Exponential from Jonah Vasquez, an Original Survivor, and Tenacity from Detective Tapp, a Licensed Survivor. The first two simply allow you to pick yourself up (one only for you, the other allows anyone to in range of a blessed Boon Totem), and the last one allows you to crawl and recover simultaneously, letting you reposition to pick up and pallet stun the killer, for example. As a note, Tenacity requires you to also run Exponential or Unbreakable, as it doesn't let you pick yourself up.

    The second is that slugging is rarely down to a killer being mad at you- it is usually because they feel they have to to win the game. In the case of Boil Over, they don't have a hook close enough to actually hook the survivor, so they have two options - let you wiggle out or leave you on the ground. In the case of completing the game too fast, a hook provides more pressure than a slug in most cases - exceptions include survivors who refuse to work together (solved by Unbreakable, you don't need anyone else to pick you up) or ones so closely knit that a hook would become impossible (partially helped by Boon: Exponential, as you can all pick yourselves up by sticking near the Boon's radius.). Others include the Hatch being opened by hooking the survivor you just downed when you intend for a 4k match, and others I'm sure I'm forgetting.

    But regardless of the reasons, a situation where all four survivors are slugged simultaneously should be rare, unless you're in a premade stack of four people intending to cause said outcome- and would be made even more rare with the addition of perks like Unbreakable in your kit.

    Regardless, I'd be interested to hear what you want BHVR to do about slugging short of base-kit Unbreakable, something that was tried in a recent PTB and did not make it to the actual game, especially in cases where the alternative is to knowingly pick up a survivor you cannot hook.

1 … 12 13 14 ›