mizark3
mizark3
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The only way a flashlight could be considered toxic is if a Killer injuring someone is considered equally toxic. I'd be glad to be rid of clickies to make sure my soloq teammates actually do gens for their flashbangs instead of throwing by never touching a gen in their life though.
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I think this is if you do the lob arc and swap while the bottle is still mid-air. This has been an issue since the Xeno patch or the patch before it.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543951#Comment_3543951
This is assuming the tile has reliable collision. Reworked Auto haven loops? Terrible. Red forest loops? Terrible. Yamaoka loops? Absolutely awful. The collision on most of these maps is either extremely sticky or nonexistent.
Playing Blight has you learning the collision passively, and you are fast enough of a Killer that mistakes mean little to nothing. I slid off of everything on Borgo and still managed the 4k by the end because he is so busted.
Edit: Grammar
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543742#Comment_3543742
This is far from true.
Care to elaborate? In a normal medium sized loop you have the basic curving capabilities to skip a bounce, or the speed and Adren Vial to afford 4 bounces.
Blight Normal Medium pallet loop (with optional bump fatigue delay add-ons)
Blight Adren Vial Medium pallet loop
In both circumstances if they drop the pallet early, the Blight simply bumps off of the pallet, then breaks it on the 2nd rush instead. That arguably makes him a better pallet shredder than the likes of Bubba/Singularity/Demo/Nemmy.
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@Alice_pbg said:
did you know they broke the record for fastest escape in a random lobby recently? 2:57 seconds. I think that's neat. 3 people out by the 3 minute mark
Since the only exclusively new tools they used was Plot Twist/No Mither on the off chance of Corrupt Intervention, buffed 6% Deja Vu (for ~86s gens instead of 80s gens without buffed Deja Vu) and they also used the nerfed 10% PT, nerfed BNPs, I'd say it was theoretically faster before, and only not done because why gigasweat to that level?
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543591#Comment_3543591
Map traversal mean nothing if your time to down is bad. fready, legion, dredge, etc can all get around the map fast and none of them are crazy good. The bulk of your time is spent catching a survivor while looping not getting to areas. His anti loop still strong but i wouldn't call A tier just yet.
Legion can't get around the map fast normally. If you spend the normal Frenzy going 5.2 for 10s, you only gain 6m. The fatigue slows you down to 2.07m/s for 3s, losing 7.59m of distance. Even with Mischief List, with 12s, you only gain 7.2m. Technically you can lunge at the last second to go net positive, but then you are down your power if they are healthy. Technically this is good if you are going for a corner gen that you know you'll have the injured Survivor cornered in, but it most often loses you distance/time, especially if they have medkits with 99'd heals and they catch on to Frenzy for Mobility.
Clown is slightly better at power for Mobility (with exclusive Yellow Bottles) than Legion, as the fatigue equivalent, the reload, isn't required. You can pressure the gen, then take the reload when they are cornered, and cancel early to get a free hit if they try to hold W instead. Clown also gets 9.2m of distance with the basekit 4 Yellow bottles with ~9m lost in a reload (without Yellow duration, extra bottle, or reload adjusting add-ons).
TL:DR Clown is better at map mobility than Legion, and add-ons shift it further into Clown's favor.
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@GannTM said:
Killers are 4.4 because they have some form of anti loop in every situation, it is less about strength. Blight can’t really use his power in every loop so that’s why he’s 4.6.
@HugTechLover said:
As stated above. 4.4 killers have powers that can be utilized In every single situation. Blight does not.
The only time a Blight can't use their power is a small rock 'loop', and by that I mean no pallet exists, so its a hit for Killer eventually no matter what. Normal 5 bumps allow for pinballing into a hit at all medium sized loops, and small loops (like the tent+2crate new loop on farm maps) are too small to matter.
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@[Deleted User] said:
Half vent/half suggestion, but I'd really like to see some sort of map ban feature for killers. I've played 7 games of Singularity between last night and today. I got Lerys in 3 of them and RPD in another one. Players shouldn't have to burn map offerings to ensure they have a trial where they can use their power effectively. It wouldn't break anything to be able to ban the worst map for a killer. You could even have offerings take precedent over bans so players wouldn't have their offerings lost. Just have something so that a player with a specialized killer power isn't stuck on a super unfun map repeatedly.
Again, for the people in the back, I am fully aware that map offerings exist. I am saying that players shouldn't have to use them to AVOID maps. This is a basic QoL and fun consideration. The devs have stated in writing on these forums that they know some killer powers are not good on some maps. So let those killer players avoid those maps. Why force players into bad trials? What does that add to the game?
I totally agree with a Map ban for Killers, alongside a Killer ban for Survivors. Same logic if I bring a heal build for my tome and run into a Plague.
The worst thing about RPD is how many Biopod spots are rejected 'just because'. There is no reason it shouldn't stick there, but it won't let you anyways. Lerys is bad too, but as long as you have a solid enough of a core perk build you can rely on the map size and your M1 skills to carry you. I feel like Billy is hurt less by these maps than Singularity, but he is hurt colossally as well. It is so miserable I just want to play camera simulator in the middle of Lerys and RPD rather than play out the match (as Sing).
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@EldritchElise87 said:
Killer is Malicious "Just have a perfect game 4 head" too.
At least you aren't reliant on soloq in that one, it is up to you and you alone, and you can't blame the Feng for running the Killer to you multiple times with Bond.
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@CookieBaws said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542299#Comment_3542299
That's assuming i get that many hits and hooks. You need terrible survivors who let you juggle them and not lose a game.
I mean yes, it is not hard. But it is not possible on my MMR.
MMR is only as challenging as you make it for yourself. If you intentionally go in with perkless Trapper, you will lose (a lot) until you start winning most your matches again. By that I mean your MMR will drop, the caliber of Survivors will drop, and you will eventually win naturally with perkless Trapper. If you continue to play matches as perkless Trapper, you will slowly and naturally improve and raise in MMR alongside your skill level. If you use every shortcut and crutch available (Blight hard tunneling off hook while proxy camping with Deadlock/NWO/2 other meta perks), MMR will assume you do that every match.
You have to make MMR work for you, and intentionally going for 9 hook action earliest kill will slowly shift it in your favor, instead of it working against you. If you need to, just give yourself a win condition like "hook each Surv once" or "8 total hooks" so that you will 'win' while dropping MMR, so that you reach enjoyable matches again. Slugging for the 4k makes future matches needlessly harder, and gives you only 1k BP tops, so it just isn't worth it unless doing a tome/achievement.
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I think all map offerings (and Sacri Ward) should be a singular item, and only show up as a single item in Bloodwebs. They are much much much too common, and at least making Sacri Ward the same item could ensure you never get forced a map when you don't want to be. It would work like the map selection in private lobbies, and it would take on the current icon of the realm of the map you ended up selecting. For example Wrecker's Yard would show the Azarov's Key. If you select it but don't pick a map in time, it defaults to the Sacri Ward effect, with an explicit option for the Sacri Ward effect as well.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543300#Comment_3543300
https://us.v-cdn.net/6030815/uploads/5V8UPH6DLPR7/20230915-225834.jpg
This was the game I got it the key here was they didn't get to heal as much. I actually got less points than some of those other games. Last one managed to escape through exit on death hook and one got second stage but still 10 hook game for me.
Key thing also was I didn't remove anyone quickly out so they didn't give up and suicide on hook. In your wraith game I still say key thing was they didn't heal too much either. Look my myers game heal point lose -48.
The only game survivors didn't give up or didn't give me big challenge is the second lowest picture in my post. It's actually from game where victorie made himself unhookable he used boil over and just stayed in upstair of building no hooks near. So I could not hook him which explain -6 and only 55 points. I killed him in endgame collapse closing the hatch and he still just stayed upstair I didn't want bleed out...
Healing doesn't matter. If they heal, they give you a bonus injury score for the emblem which counters the points lost from them healing.
If people try the upper floor buckin' bronco shenanigans, continually pick them up and drop them with your left side facing the drop. They will wiggle free, but the fall stagger will ensure they can't get anywhere of relevance in the timeframe. (See Otz's new DS is worthless vid linked here. It is DS stun duration instead of wiggle, but the concept is the same.)
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543160#Comment_3543160
Weird if the gap is 80 points from hits and maybe 66 points from hooks if you let 2 go let's say heals take -50 points probably means you should gotten less than 100 points and get gold instead. I don't know what is the max - points amount though.
That one game I had -48 from heals now let's say if you let them pallet save as well that's -6 at least. But at worst case you might get even more - points. So you should not get iri if you let 2 out and they get to heal a lot.
So I did a Wraith game to showcase what needs to be done.
In this match they offered Gideons, but since I had the (green) pallet kick speed add-on that basically meant they gave me the match nearly for free. I did have to play a bit safe (as 2 had the same 'clan' in their name (Yun P10 and Nea P100 SB user, so it was a minimum duo SWF), so I only downed people when they attempted gens while injured (normal hit and run Wraith behavior to be honest). I didn't track hooks, but I ended up killing (P3) Quentin on the 6th hook, Zarina (P100 DH user) on 7th hook, and Yun and Nea on hooks 8 & 9. Since I early killed Yun by 2 states, and Nea by 1 state, I lost 3 potential (wiki) injury points, but that still put me at 37/36 (wiki points) for the Iri.
If I reverse engineer the math, 1 wiki point = 2.75 in-game points (rounded up). The 55 hook point games listed in the original post means you missed 11 points, or 11/2.75 = 4 points, or 2 hook stages on the final person who escaped. If you get a 3k (with no camped/early killed stages), the final escapee needs to be death hook, so that would be (part of) why you missed out on the Iri emblem there. You could also theoretically let 2 death hook Survivors go if they were slugged when they left. (Only missing on their final 2 hook points each, for 4 total, 36/36 for the Iri. This would require all other Survivors to not have camped/gave up hook states though.)
Wraith also is a bit silly with the emblem system, because you can be chasing someone forever, but it only counts while uncloaked. That means getting 4 Iri emblems doesn't showcase anything other than Wraiths mechanic's gaming the system in his favor.
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@Majin151 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543239#Comment_3543239
Tried that method a few times and only these three things happened they down me and put me on hook, down me and try to get me to use the hatch or they close the hatch I assume the majority of killer players don't know about that achievement so I don't get mad at them whenever it happens I wish they reworked the achievement to escape via opening the gates as last man during egc or something because this achievement is a major pain lol
It's a roll of the dice, I'll give you that. The alternative is go in a SWF and purposely 99 the last gen, then everyone else gets the Killer to plop them on hook. You pop the final gen with Low Profile, Wake Up and/or Sole Survivor, and you got a stew a goin'.
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I would go as far as to fully re-implementing the pre-Mikaela patch hatch. It gives hope to losing Survivors to continue to pump gens rather than hold the game hostage (not touch gens for 10+ minutes) waiting for each other to die. It also allows for a built-in counter to hard tunneling someone out early, or camping a 3-gen from the onset. It also still counts as a Killer win (as 1k + 3 ties/hatch escapes is + 0 0 0, so still net positive, so the Killer 'won' even if it doesn't feel like it), so there is no reason to complain with a 3 out.
@Majin151 said:
That would make left for dead even more difficult(if not impossible unless the kiler is generous) than it already is
This isn't too difficult if you seek out the Killer (as the final Survivor), drop any item, and point at a gen. I'd say at worst it would take 1/10 Killers to be nice enough to let you pop the gen(s), and you being the final Surv is roughly 1/4, so together that would roughly take 40 matches at the most, and can be done while progressing other achievements at the same time (unlike Myers stalks or Huntress snipes). Some Killers will assume you have a gen tome and are fine with just afk-ing and watching a youtube vid in the meantime.
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I don't mean to exclude console, but even Switch itself is a barely playable mess (as far as I understand), and adding these features might simply be impossible for weaker consoles. If it would work on consoles, I have no problem with them receiving nice tools also. I was just being more realistic as to who would mostly benefit from it. If console got the benefits of the recent frame rates and other stuff, then this might also be available for console as well.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543099#Comment_3543099
I finally got it you need 100 points to get it. Basically I had enough points all of those games but they got to heal too many times. I managed to prevent them healing too many times this time.
The 80 point gap for hits was holding me back a lot too. I didn't know it was capped so few those games dragged too long when eventually I probably started to lose points instead gaining them.
I've had 'farm' games before when I've just been trying to cap my BP categories and they healed more than 50 times. When I finally killed them it gave me the Iri Malicious, so the amount of heals shouldn't matter.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542607#Comment_3542607
I want to correct something with this (which is why I always advise players use the patch notes that we put out). This is part of an AB Test - it's not something that all players will experience (am referring to the Prestige Levels being shown in the lobby). It's also not confirmed that it will be implemented as it's currently in the testing stage.
I think this system would be good if implemented like DC bans, if you back out of lobbies too much it removes the Prestige visuals for the next match. If the person immediately backs out again once Prestige visual is re-implemented, then it escalates the Prestige hidden duration for an hour then day, and so on.
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Malicious works on 40 points max (for normal Killers, see exception paragraph below), 36 for Iri. I think the in-game system converts and rounds this to function on a 100 point system instead though. The in-game numbers muddy the waters for the most part.
You can normally get 10 points per Survivor. 2 per hook state, 1 per injury. Survivors have 4 injury levels (for points), Injured->Downed->2nd hook downed->3rd hook Downed. You get 2 injuries (+2 | 2 total) then a hook (+2 | 4 total), then they get unhooked. At this point it can diverge, but the end result is the same. If they heal, you lose a point (-1 | 3 total), then you get 2 injuries on them again (+2 | 5 total) and a hook (+2 | 7 total). Alternatively they never got healed (4) and you injure them (+1 | 5 total) then hook them (+2 | 7 total). 2nd hook ends at 7 points by both paths.
You can only lose points if they are camped/first hook killed, or if they escape. Each camped hook permanently denies you that 1 extra injury point. If they escape, they deny you the hook points remaining (2/4/6) as well as the injury points remaining (4/3/2/1/0, with 0 being a slugged hatch/gate donation).
The only exception to this in the past, was that sometimes exposed and instadowns were bugged and only count as a single hit for the points if the Survivor was healthy. So a Ghosty mark and down from healthy would only give 1 Malicious point instead of 2. On the other hand Legion also could Feral Frenzy hit an injured (but not currently Deep Wounded) Surv, and that would give a 'bonus' point. That might also have been a bug also however. The easy way to safely work around this is play someone like Wraith, Blight, or whoever you are good at not instadowning as, that Survivors also won't give up against either. (Nurse being a bad example, as too many people will quit against her on average.)
The 2 main ways to ensure you get Iri Malicious are a normal 11 hook (action) win, and it doesn't matter if the last escapes. Even if they are healthy, they only deny you the 2 injury points, and the 2 hook points, so you reach 36 still. The other common way is the toggle-tunnel approach, of hooking A/B/A/B/A/B/C/D. This only loses you the 4 injuries from early hook kills on Survivors C and D, still at 36, but requires the 4k. The 4ks you have listed, needed 5+ camped/early killed states combined to deny Iri, or a bugged instadown in the mix. Edit: I noticed one match was Trapper, if that didn't have 5+ camped/early kill states, then maybe the traps are bugged and not counting properly as an injury. Wraith is still my personal recommendation as you can't instadown, and not enough people quit against him to be an issue. The Iri gen add-on can be used to free up an intel perk slot, and the quick kick add-on(s) can be used to free up a lethality perk slot. Bamboozle/Nowhere to Hide/Pop/Eruption with Shadow Dance and the Iri Gen add-on could be good.
As long as the Killer doesn't rely on camping/tunneling/bleeding out, and you don't have a giga-rat Survivor, this should be a normal win. Unfortunately Survivor's equivalent tome is to never enter the Dying state AND escape, so giga-rats are going to be more common as well.
You can read the details of the system here at the wiki, but I've tried to iron out and explain multiple scenarios that they don't explain.
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@Coffeecrashing said:
WHY IS IT STILL RED??????? Purposely making a map the same color as scratchmarks, pools of blood, and default auras, is such a miserable experience.
Exactly, there are only 2 maps where seeing scratch marks is difficult for me, Borgo and Ormond. I've tried every colorblind setting and none of them help. I think the best option is to allow custom colors for all game features, that way if I like green Survivor auras, I can have green Survivor auras. Maybe with a couple of profiles so you can preset for certain maps and swap as you have the camera spin intro.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542532#Comment_3542532
Were you asking for this buff from the PTB? I didn't hear anyone asking for buffs for it.
If the buff had never happened, nobody would care. People just hear nerf and revert back to a tribal mentality thinking that the Devs must be against them.
To be fair, in one of the threads where a dev dropped by, there were loud (and fair) complaints about the feedback of the tail and how it seemed to not match the visual. That was fixed, and the tail stopped being clunky. Sadly there was 1 or 2 people who also wanted to be punished less for using the tail, and I think they were listened too, and that's why it got raised to 2.0.
@GensByDaylight said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542586#Comment_3542586
I don't think its specifically this...
The survivor mains are much much louder and more persistant than the killer mains. Killers rants about MFT have become much more rare, but as a past example, survivors were screaming about eruption every single day, and didn't stop until it was nerfed(7 months).
I think this doesn't understand the majority of the playerbase. Most people play both sides, with the side being played more being their 'main', even if it is only a 49/51, 45/55, or 40/60 split. There are 2 large reasons why some people play Survivor as much as they do, even if soloq is so miserable.
The first is the role incentive, as it tends to be almost always be on Survivor (at least from my experience and asking friends). Weekend evenings is probably the only time it is Killer sided, because the 'no-lifes' are finally playing with their friends after not having time during the week.
The second reason is the tomes. Most Survivor tomes are throw fests, and the Killer sided ones are easy in comparison. This makes people have to spend 3-4 times longer to complete the Survivor tomes, which would fit in the playtime of both sides quite well, but doesn't make it enjoyable. Look at the 16-4 openers for Survivor and Killer. Each need 3 Iri grades in a specific category, Malicious for Killer, and Unbroken for Survivor. Iri Malicious can easily be done by getting at least 11 hook actions (a normal win, at least for me), with some buffer room for 4 less hook actions if you still get the 4k. This can even be done with the common 8 hook actions toggle tunneling by hooking Survivor A/B/A/B/A/B/C/D. Survivor on the other hand needs to escape without entering the dying state once, not unhooked, but undowned. So even if you get pallet saved and never got hooked, it doesn't count, gg go next.
Looking at some content creators, both Otzdarva and Scott Jund are Killer mains while playing both sides extensively, although Otz advocates slightly more for Killer and Scott advocates slightly more for Survivor (with both still advocating for both sides overall). Both reasons are probably due to how they experience each role largely. Otz goes for streaks and therefore feels the pain of sweat squads as Killer more extensively (since 1 loss ruins your day, instead of going 'oh well, that's only 1 in 20 matches'), whereas Scott's Survivor experience is near exclusively soloq, which clearly needs help as well.
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@sizzlingmario4 said:
It just needs the 2 second linger back that it originally had, Starstruck Nurse is gone so it shouldn't be a problem anymore
It might still be too powerful on Spirit and Monitor Slinger, but this is probably the best change for AA.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542409#Comment_3542409
The fact that they had to put looping on that list... 🤣
I think the game rules haven't been updated since like 2017, when the game was more 'hide-and-seek simulator', and Looping was an emergent gameplay behavior. Also the last time I checked it in-depth they had 'gen-tapping' as another non-ban worthy action, which was only done to counter the original version of Ruin, so I guess it has been updated at least somewhat recently.
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Slugging in and of itself is not bannable. If it overlaps with another reason, such as intentionally bleeding them out to torture them (but not the others), then that could fall under 'Intentionally targeting to ruin gameplay experience'.
Specific section I'm talking about here (excluding the non-relevant bullet points from the major section of Griefing)
GRIEFING: INTENTIONAL GAMEPLAY ABUSE
- Targeting specific users repeatedly in order to ruin their game experience
https://forums.bhvr.com/dead-by-daylight/kb/articles/139-game-rules
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Malicious isn't too difficult to get, you need 90% of the possible points. You get 1 point per injury, and 2 points per hook state. This means if you get 11 hooks you get it. Basically that should be a normal win unless the Killer camps or hard tunnels, although there sometimes is a bug with instadowns. Each camped state loses you 1 point from the max, and an escape loses you 2 points per hook stage plus whatever injuries you are missing. But a normal 11 hook win will do that no problem.
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My pet theory is they only implemented it for people who lobby-dodged above a certain threshold. I nearly never lobby-dodge (as both sides), and its only like if I see the person's steam profile has VAC bans within the past year, or says they are from 8+ timezones apart (again, as both sides). As a result (also of BHVR's anticheat methods improving), I haven't seen a blatant cheater in probably a year. Sometimes though I just dodge anyone with a VAC ban in the triple digit dayframe. 999 days since last VAC ban, naw bro I'm taking the next elevator.
I think in general the Prestige level is fine to show, and it is blocked after X lobby dodges fwithin a timeframe, and is blocked for a longer time when done repeatedly (like DC bans escalating). The people who lobby dodge all the time will have it reset and reset, and the rest of us will be fine.
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@Venusa said:
They just reverted his miss-hit movement penalty to how it was on PTB. For some reason they buffed it before making it to live which was a buff nobody asked for and nobody complained about his movement during PTB. There was no punishment for missing your special attack which all other killers have in some form.
https://us.v-cdn.net/6030815/uploads/GSGKZE66X2WU/ezgif-4-e248432f73.gif
To be fair, people did ask for less punishing misses, but I have no clue why the devs listened.
@caipt said:
Xeno wasn't even op, he was bugged. theres a ley difference there. Instead of just fixing his bugs, they fixed the bugs and nerfed him. they didnt even let him preform as intended on live before deciding it was too much.
Xeno wasn't OP, but he was exceedingly oppressive with no reasonable counterplay. Those are different, as a Killer that moves at 4.2 and as immune to stuns and can walk through walls is also oppressive with no counterplay, but not OP. (I would however say Nurse and Blight are both OP.)
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542224#Comment_3542224
Where did I say it was killing the killer. You really need to take a minute and read the actual complaint. I think it's unfair that Xeno got nerfed when the entire 2 weeks his cooldown movement speed was bugged in a way that it wasn't applying. We have no data to show that 2.0m/s was fine or not and making a hasty nerf, because people were complaining about something that was bugged is a terrible way to handle balance changes.
It's very clear you aren't interested in any sort of discussion and just want to see killers nerfed for no reason. So I'm no longer going to engage with you any further.
PTB 1.2 | Live 2.0 | Now 1.2. I don't see a nerf, I see a needless change from PTB to live that they understood was a mistake. I can understand if you don't see it that way. Although we do have data Xeno was so bad for the Survivor experience that People DCed/Kobed first hook on sight at nearly similar levels to Skull Merchant. (Albeit this is more anecdotal, but I had 1 person giving up in ~33% to 50% after the first few days).
"Just want to see Killers nerfed for no reason" - I've only seen 2 cases of stronger clinical 'victimhood main brain' in my life, so you are in the top 3! It wasn't a nerf it was the removal of a needless buff that shouldn't have happened in the first place. I'm not advocating for nerfing Clown, or Trapper, or Ghosty, or Legion, etc. I'm advocating for the removal of a needless buff that a Killer with no counterplay got. Whilst technically the removal of a buff can be seen as a nerf, it wasn't below the original values, so it is net neutral.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542210#Comment_3542210
What didn't give survivors distance was the bug not slowing down the xenomorph after tail attacks. Judging the bugged state as the norm and nerfing it based on the bug is a terrible way to balance the game. We have no idea if 2.0m/s was fine, because Xenomorph was hardly ever slowed down to 2.0m/s and 2.0m/s is still half the survivor base run speed and slower than other attack cooldown speeds.
Here's an easier analogy for you then. Imagine if the devs decide to nerf flashlights by making them unable to be used within 8m of any locker on top of fixing the issue with being able to no clip inside lockers. I'm sure the survivor community wouldn't fine that problematic to see flashlights get a nerf over a bug.
Xeno was slowed down to 1.2 in the PTB, and that made missing fair. That is hardly killing the Killer.
Nerf flashlights - (No sarcasm) Sure, and lets prevent Killers from using power within 8ms from hook too while we are at it. Also if they put more lockers, but not vacuum distance from pallets/windows then I'm totally on board. Maybe those ideas will stop people throwing games and start doing gens.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542189#Comment_3542189
I am not, because that really only mattered on badly placed turrets right by the control panel. Hardly the "huge nerf" you're making it out to be.
It's important we judge Xenomorph on the intended gameplay and not the bugged version otherwise we just commit to unnecessarily nerfs and buffs.
Imagine for a moment Adrenaline was bugged where it was healing survivors who were broken. This lasts for 2 weeks and then on the patch they fix that bug, they also make it so Adrenaline no longer triggers when the survivor is exhausted. I think you can see how nerfing things that were bugged in a way to make them stronger than intended is a bad way to go about business.
That gave far more counterplay than currently exists because the Xeno would have to risk running away getting singed from behind, or wait and break the turret, giving the Survivor distance.
I played the PTB Xeno, and it was just as easy. The slowdown only hurts players who miss, which while helpful in many matches against 1-3 matches played Xenos, doesn't stop how oppressive Xeno is in chase since turrets still aren't a real counter.
I don't understand the Adren analogy at all. It would be like the opposite of your analogy. The PTB version of Adren (as a bug) didn't work when Exhausted but did when Broken, then buffed in Live to work through Dying/Deep Wound (up to healthy instead of only 1 state) and bugfixed to also work when Exhausted and not when Broken. They buffed the least unfair version of Xeno, then bugfixed 2 scenarios that on average help Xeno more than hurt.
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I think giving PC users the same options within the game, instead of jumping through hoops, would be fine. Just like how they added the framerate and other options. Once they provide a basekit method, then I wouldn't have a problem with prohibiting those non-sanctioned changes. That being said I would only want a scratch mark color changer. I legit can't see scratch marks on Borgo and Ormond when there is any kind of pressure (aka not 4 baby Survs). If I could swap the scratch colors just for those 2 maps I'd be golden. It sucks having the match being nearly unplayable because of such egregious design flaws. I've even tested the colorblind settings with bots, and nothing helps on those maps, they are irredeemable.
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@Crowman said:
They fixed a bug and then nerfed the tail on top of it. Should have just fixed the bug and then see how 2.0m/s on tail cooldown actually was before nerfing the tail.
Are you selectively ignoring the massive nerf to turrets by allowing them to be broken when malfuctioning (also a bugfix)? That more than makes up for the bug, especially since the PTB values were more than fair.
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@OneAutmLeaf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541399#Comment_3541399
Terminus only counters the healing, if they are hooked close to exit gate but far enough to where you can hit them twice, adren movement speed is going to give them the free escape and your not going to be able to catch them...
If they are hooked close enough to the gate the Adren speed isn't going to make a difference anyways. Adren gives 54m, SB gives 50m, MfT gives 45.2m, and basekit BT only gives 44m. If that 10m Adren mattered that much, the Killer must have really screwed up, and shouldn't be rewarded for their failure.
Plus I don't get people's obsession with killing the previously hooked person instead of the injured post-hook rescuer and then placing them on a hook even further from the gate, potentially drawing the Survivors to overcommit and give more free kills. Its like you can have the garbage store brand food for $20, or the primo deluxe name brand food on sale for $10-15, yet people swear they need the store brand stuff. It's nutty the level of mental gymnastics fools do to make things harder for themself.
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@UndeddJester said:
Another potential change might be it only remains active until a survivor screams.
You open a locker and anyone in your terror radius will get hit and then the perk deactivates... but if not it follows you until it hits the first survivor who screams, then deactivates.
Does it cause survivors that are on hook to scream? I think it does, but not paid enough attention because I've been focusing on finding others. If it does, that actually solves a lot of the perks problems.
Yeah I think this is the best way. It works on 1 person, or multiple if multiple were in TR at the time of the locker open.
@Hanuka5 said:
Yes but Kindred reveals the killer aura when near the hook, that survivors can potentially play around if they want to get the survivor free. UW revealing and blinding survivors means, not only does the amper know when and where survivors are coming, they are Blinded too, so can't even have a decent chance of outplayed the killer.
I get the point, but this "hiding in locker" is not helping with this issue, why do you still want it for the active killer who runs around?
Yeah global notification, so people not immediately in the terror radius have a chance to hide.
Totaly disagree with this. In my opinion there should be no way to hide. In my opinion "off the record" and "distortion" are harming this game. Because they make "finding" perks, counterable. And do you know whats not counterable? Slowdown perks. We allready had the meta where killers played with 3 slowdown perks and took the game until forever and i did not like it.
Its very easy as worser "finding" perks are, as lesser people are gonna play em.
I only think Distortion is bad when the best player in chase on the Survivor team has it. Weaker players need ways to delay/stay out of chase. This is more a problem with soloq, when you think you will be the weak link, and it turns out you are the best Survivor.
I also would compare Distortion and Fearmonger in roughly equal concepts. Both sides are likely to bring at least 1, if not 2 of the relevant perks (Exhaustion for Survivor with maybe MfT and DH, and auras for Killer with BBQ/Floods and Nowhere to Hide). You can then choose to bring 1 perk to help against a specific likely realm of your opponent. There is still a method to get through the perks (let go of gens and walk for 5s for Fearmonger, or burn through the Distortion tokens, easier done with Gearhead than Nowhere to Hide to be fair). Both sides are also down a perk slot if their opponent doesn't bring the relevant perks (Distortion suffers from this moreso than Fearmonger to be fair).
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For a Chaseface build, it isn't terrible. The problem is none of these play into Ghosty's strengths, or helps fill his weaknesses. As a Stealth Killer, you don't want Survivors to know that you as Killer know where they are, so that shuts down/weakens Ultimate Weapon. If you are in chase long enough for someone to come in for a bodyblock, you weren't ambushing, so that means you were wasting time, also shutting down/weakening Forced Hesistation. THWACK! falls prey to the same flaw as Ultimate Weapon, in that you don't want Survivors to know you as Killer know where they are. Dark Devotion is the only one I can understand/agree/defend. I think this is a decent build for a random M1 chase Killer, but does nothing to utilize any of Ghostface's mechanics or add-ons effectively, especially since there are no add-ons used. No mention of Drop-Leg Knife Sheath for a stronger chase, either Exhaustion add-on to shut down SB/MfT, Driver's License for gen slowdown, Iri Cam for Intel, or even a QoL "Philly"/Walleye's Matchbook. I'd almost think a Wraith with "The Beast" (No suppressed TR add-on) would make better use of this build, going after the Obsession when you want to lose TR for a bit. Alternatively the Pig with FH/UW used to hunt and down through bodyblocks head trap players on first hook. (Not second, because that would be a waste of the slowdown).
@Akumakaji said:
I will try that build out just now. Truth be told, I actually hate Ghostfaces kit ... well, no, but I have terrible luck with his reveal mechanic and it always feels like every survivor knows that I am there and they reveal me with a glance, leaving me no power for most of the game. I know that its only partially a skill issue, because some of these dudes have eyes on the back of their heads ... but whatever, I will report back after a couple of games with your build.
If you actually play Ghosty as a Stealth Killer I recommend a classic Lethal/PR/Floods/(Comfort pick, like Bamboozle for me because I hate Garden/Crotus windows). You can even swap out Floods for something like Gift of Pain if you bring the Iri Cam, so you effectively get 5 perks. Stalk 2-3 people to 99 off of the Lethal, then get the free down on someone unaware (if possible). Every Floods/Iri Cam proc is basically setting you back at square one, with the Floods/Iri Cam being Lethal essentially. Then you fall into a rhythm of downing people, knowing who will go for a rescue, and popping their 99 and downing them. If you get knocked out of power without a downable target, threaten pallet drops and burn the stronger pallets of the map if possible.
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@MikaelaWantsYourBoon said:
Boons are garbage and failed concept.
They will be so strong like CoH or completely useless.
I hope they never make any boon perk again. I don't want another garbage perk nobody will use.
I just want a Blast Mine Boon (that needs half a gen to prep, just like Blast Mine).
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The escape clause for this tome is 'while carrying', so what that means is during the hook animation you can blind the Killer (even though it doesn't stun or drop the Survivor). I do agree that this is a stupid tome that doesn't work against Killers that have functioning senses and care to put effort into preventing a save. After I finally finished the tome the week of release, I noticed people throwing to get a blind, not even needing a save, so when I secured my victory (4gens 2-3 Survs left) I let them blind+rescue me over and over then killed them.
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I think that'd be fine if the boon was highlighted when the Killer is affected by it. Sometimes the boons don't make the proper glowy visual or sound effect.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541690#Comment_3541690
I would think that if something gets marked as "not a bug" 3 times, that BHVR clearly knew what they were doing when they marked it "not a bug". There's zero room for misinterpretation with the ticket descriptions. All 3 tickets were clearly worded.
I read that as they simply assumed on the first week people were confused as to how the perk works. After the first week, they finally start 'listening' and realized the complaints were legitimate since there was no reason for this to bypass a mechanic all other sources of screams utilize, without an escape clause in the perk description like "unlike normal screams, this can work against Survivors hiding within lockers". Kind of like how Call of Brine says you get Loud Noises on Good Skill checks additionally as opposed to the normal only on failed skillchecks.
It is very likely 1 person closed all the bug reports because they were told by the staff that it wasn't a bug due to an initial confusion.
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Nostromo/Tobas/Borgo also are each a bit weak on locker count. Heck, even Garden of Joy is missing the entire center which can't spawn any lockers at all.
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540931#Comment_3540931
I read it when Dredge released
I thought they said they added more lockers in general to maps, not specifically when the Killer selects Dredge. I could be mistaken though.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541619#Comment_3541619
Is the locker screaming intended or a bug? I'm confused.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541608#Comment_3541608
Yeah and people who claim UW is fine or just strong, never address this part. This perk is so multipurpose and efficient. Doing Lethal Pursuer's and BBQ Chilli/Nowhere to Hide job's better for only one perkslot.
I wonder if it could also synergize with some hex builds as it also interrupts hex cleansing I would assume (ofc correct me if I'm wrong) also being a mini Hex: Face the Darkness.
Sorry, in the first week they were saying it is working as intended, but now they are saying if you scream while within a locker, it is a bug. I think their initial read was mixing up Killer using locker and Survivor using locker, that's the reason for the confusion. They first heard "Killer+locker = scream" and they thought "yea that's the perk". However people were saying "Killer + Survivor in locker = scream" and that is not how screams are supposed to work.
Survivor inside Locker screaming = bug.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540437#Comment_3540437
"Can confirm here, that this is a bug with Ultimate Weapon. Lockers are not intended to show auras or screams
It is meant to work on the terror radius so if you're within the terror radius or enter the terror radius you would scream, that part is working as intended."
I can understand not seeing a specific post by a BHVR employee, they closed the bug reports because they misunderstood the part being claimed to be a bug. See my above response in this comment to the other poster for the likely logic that happened.
Edit: I see you asked her and she didn't re-confirm, but that doesn't help to KNOW they said that after the initial wave of bug reports and you chose to ignore it. I would think the most up to date info is the most correct.
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@sizzlingmario4 said:
I thought Ultimate Weapon was OP on the PTB but didn't say much about it because I thought maybe I was overreacting at that time and I've done that before. I regret that now.
I too thought it was only a Nurse/Blight problem, but DMS nuisance among other issues just make it very frustrating to play against. I almost think it would be fine if it only made the first person scream, or if multiple people are in the TR when opening the locker, then all of them at that time. This is also assuming the bug that Mandy now confirmed involving lockers to be fixed (that is screaming while inside of a locker).
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Tomes, I'd rather throw to do the stupid shenanigans that tomes require in public matches than when playing with friends. Take the 16-4 Iri Unbroken tome, 3 matches without going down a single time. That requires a baby Killer, or hiding and throwing your team under the bus. Horrible design.
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Adren is one of those super power perks that is perfectly fine and fair as is. If Adren is a boogeyman, NWO or Terminus can easily counter its effects. Even then, you can play a stronger early or mid game with Lethal/Corrupt for early or more gen defense perks and lethality for mid game and win before the perk can even come into play. It often makes my Killer matches easier, because I don't run endgame perks. I play around winning before the final gen pops, and that essentially puts my full 4 perks against a diminished 3 perks.
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Sadly no, now the former clicky Survivors are choosing another way to be worthless. I just had an Ace continuously use Balanced Landing and leave 2 people to die on hook when everyone else was clearly dealing with the Killer or crossmap on a gen (Blast Mine presumably, it wasn't me so I'm not positive). He never bodyblocked or did anything of value, just 'hehe I have BL'. Soloq is soloq though, 1 good teammate, 1 baby, and 1 troll or kobe (and fail) first hook is my average team comp.
While this garbage soloq is arguably normal, I've given up and swapped back to Killer without the incentive far sooner than previously. Whether that means the matches are that much worse, or my patience has simply worn too thin, I couldn't tell you.
Killer is pretty chill for the most part. People greed gens a bit more, but if you can punish gen greed then arguably you are better off. The other night I had a rough Ghosty match on Eyrie (mostly because its Eyrie, but also because I was playing poorly). Luckily they attempted to greed the final gen and I was able to snowball 3 downs and win from 2 banked 99's and the injured attempt to pop it.
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@WilliamSN said:
The singularity issue isn't much on the biopod placements but more on how easy the EMPs are to get, how abundant they are and how ridiculously strong they are.
Grab an EMP, another one starts printing in its place, hold the EMP until you're gooped , pop EMP and remove goop + disable the biopods within your zipcode , go grab the EMP that just finished autoprinting, rinse and repeat.
Singularity just feels like a glorified M1 killer with a CCTV system.
EMPs are not a problem for a Singularity with 3 games under their belt. It burnt their team far far far more time to run to me mid chase than for me to laugh and place another biopod, tag them again, then TP to them again to negate all lost time.
Edit:
@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541227#Comment_3541227
I disagree that Singularity's problem stop at just the EMPs.
Marking survivors is often frustrating, because any small blocker stops the mark completely.
Sometimes it's hard to find good spots to place bipods due to the restrictions on placing them.
You have to be pixel perfect to slipstream teleport as if you are even remotely off you just fire a bipod.
All the hurdles you have to climb to pull of a slipstream teleport only for Overclock to last 4 seconds and often not being enough time to even benefit from the boosts are only compounded by EMPs being such a hard counter to Singularity's power.
This is the real concern, all the minor QoL issues add up to being too annoying for most players. I previously thought there wasn't saved progress with biopod tags, but then in one match I realized it does exist. The problem though is the decay needs to be about 1/4 the speed of the tag buildup.
The TP should have a different button (space imo) to use a generous autoaim and TP to anyone in a frontal cone. You would still be able to manually target and M1 in the case of multiple Survivors on screen and you don't want to risk the autoaim on the wrong person.
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@[Deleted User] said:
Good idea. Seems like this belongs in Feedback & Suggestions forum.
Though exit doors wouldn't work that well on a ship unless it was abandoned on s dock or something.
The exit gate could be like the siege towers used by the Orcs in Return of the King, where it is a huge flap that drops down into a low shoreline within a cave system. Then the low shoreline could look like you are wading in water and swimming out if crawing OR the water level is up to stomach height and it looks like crawling is drowning when they exit.
The pirate Killer could have a flare gun that fires a volley of cannon balls (damage in an area) on the target flared area after a delay. Maybe another mechanic is placing barnacles at windows that can injure and Deep Wound, but not down. (I didn't think of how the gameplay for both sides would be for the most part, just the broad concept. It could be like another boring zoning Artist, and I wouldn't want that.)
One possible Killer perk could be "Splinters": When vaulting over a pallet, the Survivor gains exhausted for 5s, and Mangled and Hemorrhage until healed (even if healthy when vaulting). This would activate before Lithe could proc.
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@[Deleted User] said:
This one is kind of a trick question. You'd think it'd be the low pickrate killers like Twins or Hag, but there's actually a good chance that they're P50+ if I actually run into one. I ran into a P100 Twins the other day. If someone is playing them, they probably hardcore main them.
I genuinely can't recall ever seeing a high prestige Freddy or Doc. Never seen it. I think a hardcore Freddy main is the rarest thing.
I'd double up on this concept, even if I saw an absolute psycho running a P63 (or something like that) Freddy in the past week. He wasn't even particularly good, it just seemed like he was the Marge meme of "I just think he's neat". I think the highest Doc I've seen was a 1 in the tens column.
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@Hanuka5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540450#Comment_3540450
I mean if all killers hate to play against SWF, maybe its time to change something?
SWF can be weaponized against themselves. They want a 4 man out more than anything, so if you apply even a tiny bit of a tunnel threat, they often go out of their way to protect them. Take the free hit, then get an easy chase done on the protector. Most SWFs are hilariously bad though, as they are just friends wanting to have fun with each other. You'd be surprised how many of your easier matches are actually SWFs.
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@Zokenay said:
You should see Taking One For The Team.
250 protection hits on a recently unhooked survivors, that one was the last achievement i got due to how long it took, and just being dumb luck, you essentially have to do unsafe unhooks and put the teammate at risk of getting tunneled out to make any progress on it.
Could also mention Myers Stalking achievement, The Man Behind the Bush, it was 300 Tier ups if i recall? i straight up started throwing games where i just fully stalked everyone to get this one going.
Theres also Bless You which requires Blessing 20 hex totems, which is complete luck if the killer brings a Hex which are rare nowdays and that you are the one that finds it.
Or the fan favorite, Outbreak Breakout, 20 escapes from RPD where you HAVE to open an exit gate.
Outbreak Breakout is probably among the worst. If you bring the map offering, the Killer often tunnels you (or anyone to ensure a 4k). That means you basically have to RNG roll the map AND escape while being the one to open the gate, no hatch.
I have all the achievements and tomes other than 16-4 and the special item hits, but only because I've 'no-lifed' the game. (Technically I save the White Glyph tomes for a rainy day, and also bank a lot of completed tomes, so I don't know any of the lore.) I don't mind Man in the Bush, because at least the T1->T2 counts as a tier up, and you can usually get 2-3 T3s minimum in a match. Although to be fair I enjoy Myers' playstyle.


