mizark3
mizark3
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@Grigerbest said:
The thing that I don't understand is that, why we can't see a killer's ping in numbers?
We can see survivors ping individually but we can't see a killer's ping, why? Makes no sence.
Btw, sometimes when I play a game it shows me the red icon like I'm hardcore lagging (200+), I'm pressing esc and I have 80 ping.
Why does it show that red "ping" icon? Who knows...
There are 2 major icons, one is packet loss, one is raw latency (with a knife for Killer when playing as Survivor). The packet loss icon is like a diamond shape displaced over a dashed diamond, and the latency is just the normal 1 or 2 out of 3 bars like a cell phone reception. Yellow is for middle lag/packet loss, Red is for high/extreme lag/packet loss.
I do think you should be able to see all players latency in the lobby so you can know if you want to waste time going against a 250+ ping Killer or not.
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@codebibi said:
11 seconds is a lot and in a small map the killer can easily go to someone and start a chase before it ran out
That's the point, to start chase, the Killer still needs to win chase for that to matter. Go to the bathroom while in queue instead of once you find a lobby if that's a problem.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524020#Comment_3524020
Maybe its a region thing. But i can´t remember when i had the last laggy killer. Teammates with red bars next to their name are more common though.
You can identify a bug abusing killer in the first 30 seconds?
Hated killer choice? So you only want to play against killers you like?
If you only encounter 5% of your matches a suicide or dc, then you are extremely lucky or only play in full SWF teams.
Region: Maybe, I play West Coast NA, and you can tell when someone 8 timezones over is VPNing over. It is both insane lag and playstyle being very different.
Bug abuse: Are you telling me you can't recognize bug tech? That isn't the only bug, but the most common one.
Hated Killer: Some people aren't here to sweat (Nurse/Blight/Spirit), some don't want the match to last 30mins minimum (SM), some have emetophobia (Plague/fear of vomiting), some have Nausea issues (Clown gas disorientation), some have seizure sensitivity to lights (Doctor), and more. Each of those cases leaves ~30 Killers still, or more than 95% of the game. I've been playing Decieve quite a bit and they only have 4 maps, and if I'm tired and get a bad map too many times in a row (looking at you Diamond Spire) I call it for the night (although you can tell map from the lobby to be fair). No point in playing out something you aren't going to enjoy.
DC 5%: To be clear I said it affected less than 5% of matches. Its happened when the Kindred teammate sees me going for the rescue, but the other 2 teammates are pressing 2 in the corner with each other having never touched gens for the 2 minutes the hooked Survivor was in chase, meaning that was a lost match and the kobe didn't change the outcome. Same when I've had 6 hooks at 5 gens as Killer, and a Survivor entering chase on death hook DCs instead, didn't change anything. But when there is 1 gen left and all other instances where it is anyone's game to win, less than 5%. The vast majority of DCs/Kobes (I've seen) are when the match is at a foregone conclusion and they 'shortcut' to the end. A small percentage is completely out of the blue.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522756#Comment_3522756
But how do people know that they are not having fun, when they literally suicide on their first down/hook?
I understand that certain situations can be frustrating. But i´ve seen so many people rage quit for no aparrent reason that it baffles me. Getting a full match where someone doesn´t rage quit or someone doesn´t get tunneled seems to be rare. I´m seeing this both as survivor and killer. When i go out of my way to not tunnel and yet. Survivors rage quit. I go with suboptimal builds. No slowdown. Just Agitation, Iron Grip, Mad Grit and Lightborn on a Huntress. A slow killer.
I just don´t understand it.
How do people know they aren't having fun? I already covered that with laggy Killers, hated Killer choice, and/or bug abuse by the Killer being probably the largest reasons.
I would say it (rage DC/kobe first hook) only affects less than 5% of my matches, so its likely negativity bias making it appear more common. That is unless you are using the 'two nickels odd it happens that much' logic.
Also this is irrelevant to your point, but all Killers carry people at the same speed. Nurse carries at the same speed as Huntress and the same speed as Trapper, and Agitation gives a percent (Haste I think) boost to the static carry speed. You said Huntress was a slow Killer, which true, she is no slower than any other Killer with Agi when carrying people. Irrelevant tangent over.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522134#Comment_3522134
How is survivors disconnecting or suiciding on first hook a dev issue, instead of a playerbase issue?
People ragequit when they aren't having fun. Some amount of DCs/AFKs/kobe attempts are always going to happen, but if it happens at a greater frequency in specific scenarios, those scenarios are likely the root cause.
I've seen people hard DC/AFK/kobe attempt at a 300 latency Huntress hatchet hitting them around a corner/through a wall, Skull Merchant, Nurse, Wesker getting the bugged grab instead of slap at vaults twice in a row (which is fixed now), being facecamped, getting flashlight saved 5 times in succession, going down because they hid in a corner against an instadown Killer, and more. Most of these can't be fixed by players, but can be fixed (or have been fixed) by devs. A small percentage of these DCs are strictly 'skill issue' DCs, aka the consecutive saves/failed stealth.
Also these conditions aren't necessarily overlapping. The person who DCs at being facecamped may be willing to play the Skull Merchant game, and the person who DCs from lag may be fine with playing against Nurse.
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S-tier nerfed to A tier (or lower), and D tier buffed to C tier (or higher).
Some ideas I had prior (some better some worse)
Blight: 4.4 base, 1 extra second fatigue on missed swings. Only recover tokens AFTER fatigue, you currently recover tokens during pallet/wall breaks. Add-on pass (nerfs).
Artist: 4.4 base (cmon she's a friggin' ranged Killer)
Nurse: Only recover tokens AFTER fatigue, you currently recover tokens during any form of fatigue. Pallet stuns set blink tokens to 0, and prevent token recovery until after the stun is over.
Spirit: Also disable sounds during phasing, make it so you have to see scratch marks during phasing or grass moving. An add-on re-enables phasing audio.
Freddy: 15 tokens, 3 tokens for slow pools, 2 tokens for fake pallets. You can mix and match now. You can also TP to completed gens, but it wakes up the closest asleep Surv (on arrival) to do so. Add-on pass (buffs).
Trapper: All traps start setup, and at loops (alongside edges, at pallets, at windows). He probably needs more, but he is also the Tutorial Killer for both sides. Hard to work under those limitations.
Myers: Starts T2, but it takes an extra 5 stalk points (the points that would have gone from T1->T2) for the first T3. Scratched Mirror just provides a hindered value to set him to 4.3 instead of 4.2. Tombstone minor rework, Iri can be used on unhooked Survs, Purple can only be used on Survs who have been hooked at least once, basekit can now kill Death Hook Survs while in T3 (and ends T3), and the achievement just requires 4k with any version (no hook kills, endgame kills, or bleedout kills though).
Clown: Yellow Bottles also give 20% Fire Up boosts (Pick up/Drop Survs, Kick speeds, Vaults). The vault speed boost can help Survs also, but will help Clowns far more.
Non Tier based change for SM specifically: Survivor can hack multiple drones, and they reset your timer to 45s. SM gets the speed boost based on drones shouldered, or people in drone zones. She can only recall a drone after the 45s timer. With this, 1 person could theoretically hack all 4 drones, and SM would have to chase them and down them to get them back (or wait out the 45s timer and recall them), but she gets the full 4 person speed boost.
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While I agree, this still won't strictly help certain colorblind gamers. I'd prefer Survivors to have something like the anniversary crown built-in to aura reads. You could still see someone's foot under the gen, so this isn't giving Killers anything they didn't already have, but this just helps with quicker visual clarity seeing something like the crown or a speech bubble above them.
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Just play the incentive role. I get far fewer sweatlords when I play with the incentive, and get abysmal matches when I try to do a tome against the incentive. I do get wanting to play a specific thing after work or whatever, but that isn't realistic for a multiplayer game. Just play a single-player side game for an hour to check on the incentive later, worse case scenario you have more fun playing the single-player game and go to bed happy but didn't get the tome done.
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@TheSaltySaloon said:
More specifically the absurd amount of them on each map?
here’s some recent footage from myself.
I wasn’t playing terribly, there’s just only so much you can do when survivors have safe pallet next to safe pallet, next to Jungle gym, next to Shack.
It’d be one thing if maps had 10-12 pallets or so. As killer you’re still kicking pallets but at least there’s a light at the end of the tunnel. And for survivors, it’d force them play smarter and really think and prioritize when and where they wanna drop a pallet.
A competent survivor can run a killer around a decent pallet/loop for god knows how long before he either gives up and break chase, or gives up and eats the stun. Only a handful of killer truly have options for pallets but I ask; “why do I need to stop playing a character I actually like and resonate with just to win?”
forget perk and killer reworks, just go through the maps and legitimately shave down the number of excess and unnecessary pallet placements. This would be a legitimately good fix for BOTH sides. More killers playing and playing killers other then 5 meta and survivors get forced to loop better and more efficiently.
There are about 5 pallets that you need to kick/break in order to get a hit on average. The vast majority of pallets can be mindgamed or bloodlusted for a hit. You can also use power to hit greedy Survivors at many of those unsafe loops.
There were also a lot of misplays. For example the giga respect at ~2m into pushing the Survivor back to a loop they were juicing you at before. You could have not respected the pallet and got a hit, or if he stunned you then he ends up running the same way he ended up going regardless. At ~4m40s, you break the pallet on the wrong side. If you need to break a pallet, break it in a manner that doesn't give the Survivor the map to run towards. If you broke the pallet on the other side, the Survivor is cornered against the edge of the map. Also after you go main you give him the window. You can see the window (both at the start when Carlos used it to Lithe, and) at ~4m52s. If you chase the middle clockwise, he doesn't get a free window vault. Also when you plan on respecting a pallet, it is far better to pre-rev the saw, if you respect you get an instant pallet destruction, if they greed, you get the down. This is just a case of "I lost, X is why", without looking in to see if it could have been played any better on your part.
God knows how long a Surv can loop, but so do we. Bloodlust takes 15s to kick in, so it should take at most 16-24s without something to burn the Bloodlust stacks.
The largest problem wasn't the pallets as much as it was windows for you. If they take out pallets, they would add more medium strength windows to counterbalance. Asking for less pallets will make your matches harder, not easier.
Personally I'd recommend checking the resources out linked in the description of this vid.
@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522370#Comment_3522370
LOL I wish there were at most 10 pallets on a map or ever just 8. I loaded into a few quick custom game with Zanshin on a few maps just to check.
On average there's 17 pallets on a map. Saying "8-10" is some strong survivor copium/bias. It's roughly double that. That's not even including maps like Cowshed, The Game, RPD, Garden of Pain, or Borgo.
Numbers for those who care:
- Ormond - 18
- Suffocation Pit - 14
- Wreckers yard - 13
- Badham - 18
- Lampkin - 13
- Midwitch - 25
- Gas Haven - 14
- Chapel - 16
- Dead Dawg - 16
- Eyrie - 15
- Temple - 19
- Ironworks - 24
- Sanctum - 12
- Residence - 13
- Ward - 20
I mean to be fair, if there are 12 pallets on Sanctum, and there are 4 Survivors, you only get 3 pallets on average. Even then, on maps like Midwich, there are only like 3 pallets that aren't mindgameable, not even including bloodlust into the equation. Ever a more 'normal' map like Ironworks has 6 Killer Shack/Jungle Gym strong pallets, and typically only 1 long pallet that requires a kick if you approach from the bad side. All the other pallets are mindgameable or bloodlustable. But of course you personally get none if the baby Feng teammate pre-drops every pallet with abandon. So whether the person intended average pallets per Surv, or pallets that require a kick, either interpretation is still mostly correct.
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My best guess is a combination of mechanics. I think when you enter camera mode it drops chase, but when you drop chase, it lingers for 5s so you can start it back up again. You might be in that grace period before entering camera mode on one of them, which means you ran out of the 5s timer before the server could register the projectile hitting the Surv.
Also based on my read of the tome, the teleport version only gives credit if it is done from the camera, not while running.
The chase music continues during the grace period, so it isn't a 1 to 1 comparison for being in chase sadly.
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@Skillfulstone said:
While this video kinda shows the "comedic extreme" of the situation, the reality is worse.
Setting a whole bunch of turrets in the same room to shoot the Alien back in time is funny but a waste.
A coordinated SWF team can effectively make the Alien an M1 Killer during every moment that counts with no real counter.
Place a turret near a gen while working on it: the turret ignores stealth so even with Undetectable you can't be snuck up on (which means the reduced Terror Radius is also pointless). The moment the turret starts to beep faster you start running and the flamethrower will automatically blast the Alien into an M1 Killer from the start of the chase. Combine that with a SWF on comms and it's fairly easy to set up every gen like this or make every strong loops reset the Alien's power (and slowing down to destroy the turrets gives good distance to the Survivor especially if Haste is in play) basically creating a diluted Dull Merchant experience for the Killer.
I get they tried to emulate Alien Isolation gameplay (flame the Alien to make it retreat to the vents for a bit before he comes back, which is why the Alien's power recharges quickly while in tunnels) but DBD doesn't work like that and the Alien can't simply drop every chase where he's forced into M1 mode (and we all know what M1 Killers have to go through and how they need to play if they want to compete with good Survivors).
All they need to do is to make the turrets a finite ressource like Wesker's sprays to make Survivors use them wisely and make Undetectable work against turrets to make stealth builds relevant. And let's be honest, Survivors can loop almost any Killer (except Nurse because she doesn't care about regular gameplay and Knight because he can nullify any tile) for ages if they are good enough no matter the power. Being able to delete the Killer's power at the start of most chases for the whole game isn't necessary. There's a reason almost no one plays Singularity despite having a strong power in theory, no one wants to be unable to use their power most of the time if Survivors are half-decent.
With one of the add-ons you have enough time to M1 it with a very late reaction. Basekit you have more than enough time to reaction M2 the turrets. If they set up multiple in an area to double burn, they lack the safety across the map where they need it.
A coordinated team can make Alien an M1 Killer at the cost of having 2 people on permanent turret duty, 1 person in chase (and very soon to be on hook), leaving only 1 person to do gens. After someone is plopped on hook, you have no one left to do gens, so the Survivors fall into a death spiral and die.
Turrets as a finite resource would only be fine if the turret was always kicked into repair mode after being hit, and couldn't be destroyed.
The only instance Xeno matches will end up in this doom and gloom situation is when the Killer is in the bottom bracket of 'top-MMR' and the Survivors are anywhere above that bottom bracket. Any Killer choice in that circumstance isn't going to have a good time, because they don't know how to play the game yet, and are going to be up against people with minimum double their hours/experience/game knowledge. That means the Killer needs to play more and learn their weak spots to improve. The casual bottom 75% won't run into this issue, and those in the top 25% that want to improve will get better and this will never happen. The problem corrects itself.
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@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521750#Comment_3521750
I mean... how exactly do you maintain pressure with someone like Trapper or Clown? I think you're right in theory, but certain killers in this game have to work about ten times harder than the rest to even have a fighting chance. Especially poor Trapper. With how thin grass is and the awful design of recent maps, he may as well not even have a power.
Clown gets a hit quite easily when a Survivor stops holding W across the map. Yellow Bottles give roughly the equivalent of 2 levels of Bloodlust to force them into a loop. Then, nearly every loop is dual bottle-able without kicking pallets as explored in the Clown manifesto.
Early game pressure is arguably the most important, and if as Trapper you are setting up 5+ traps before entering chase, that could explain most of Trapper's losses. You only 'need' to set up traps to deny god-pallets/windows. I personally love the silent trap add-on+Coffee Grounds (5% Haste for 5s) for going against better Survivors who still want to stay at a 'safe' loop. With that they think you are mindgaming the loop, then you whip around with bonus speed and a trapped pallet/window.
All M1 Killers that utilize normal chase logic can use the core build of STBFL/Corrupt/Scourge:PR/Pop and get solid results (as long as you aren't focusing the Obsession). Hens333 did a challenge to see how often a powerless Killer can win without camping/tunneling/excessive slugging, and won 9/10 times, expanded to 92% over 104/113 games including other skilled Killers. I don't know your personal skill level, but this Otz video has links in the description to every level of resource desired.
One thing that works at every skill level, is recording all your matches. A fast version is delete the wins, but no one is perfect, so you might be able to find mistakes in winning matches as well. Go over every match, and every chase, and figure out what is happening with every player in every match. The Felix took the window vault without looking each time, to adapt for future matches, you can mindgame vaults for hits against people who don't look. Did the Feng get unhooked and healed in under 8s? Maybe the rescuer had We'll Make It. If you chase the We'll Make It player the team doesn't get heal speed value, and everyone else is expecting that player to be the one to save, so they have to send someone else to rescue instead getting more slowdown also. Adapting to that knowledge in future matches will allow for an edge in them. It helps to change the 'win condition' in your mind to "Did I learn something new this match?" If you learned something new, excellent, you won, but if you didn't, maybe you should look harder. Remember nobody is perfect, both you and your opponents.
Personally I find Clown to be higher on the tier list than most people give him credit for, because he has the same advantage Hope gives. They give new timings to learn for every loop. The Clown player typically has more experience with these timings, and thus is able to gets hits the Survivors risk because the Surv didn't expect it. You can also add more Lethality or Slowdown perks by bringing Cigar Box for Intel. Throwing a Yellow Bottle at a gen you plan on kicking only to see the Mikaela crouching behind a rock with the aura read makes them think it was Nowhere to Hide, then you can Yellow bottle to crossmap and find someone hiding and attempting a hook rescue. Yellow Bottles with no add-ons are net positive for distance even after the reload. Not only that, but it helps you reach a gen for a kick or force a Survivor into a cornered loop sooner, then they are stuck there while you get a free reload. If they try to leave the loop, you can just cancel the reload and hit them before they reach it. The main thing people sleep on is the speed difference with both bottles in play. The Clown goes 5.06m/s and the Surv goes 3.4m/s while forcing Medium Vaults. That speed differential is 1.66m/s total. If you've gone against Wesker and felt so slow with 8% slowdown full Ouroborous, Clown gets to roughly double that speed difference on demand. For anyone learning Clown, I would almost recommend only using Yellow Bottles for 3-5 matches, just to get a feel for them. Then hybridize the Purple and Yellow for that massive difference in speeds to get free hits for days.
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I think the changes on her release enabled her current broken state. Before, 1 Survivor could disable multiple drones. If they re-enabled that, and had the drones stack on the Survivor, resetting the 45s timer, but locking up multiple drones (and counting as multiple for the haste effect), it would allow the least hooked person to be a drone runner for the team, and SM would have to chase that person down to set up their drone zone again.
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Another problem was the deletion of Thana. 6.1 needlessly buffed Thana (the gens times was good enough), but then people complained it was too strong (which it may have been due to being buffed for no reason), so instead of reverting the buff, they butchered the perk.
To an extent, if Survivors are focusing too much on gens, that is the fault of the Killer. The normal gameplay loop should be centered around Surv A on hook, Surv B in chase, Surv C going for the rescue (and subsequent heal), and Surv D pumping gens. That yields a 75% gen slowdown. If Survivors skip the heal, they go down in chase proportionately fast, (except against mostly 1-hit Killers like Myers/Bubba) keeping that 75% paradigm largely intact. If a Killer isn't maintaining that pressure, they have no one to blame but themselves.
All that being said, I am a fan of comeback mechanics in party games like this. I would have a basekit NOED if the Killer reaches endgame with 0 kills. This basekit NOED would not spawn if the Killer gets a kill, but also despawn like Ruin on their first kill. This would probably need old hatch (pre-Mikaela hatch that is) re-implemented to keep things relatively even though. Hatch only counts as a tie by the game, so Killer still wins with a 3 hatch escape.
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@Z0mbiv0r said:
I've done a quick search on the forums by 'indoor' and it seems that community basically hates them? I was wondering because right now we have plenty of outdoors map and variations but tbh I have a blast playing Lery and RPD (the Game is pretty annoying every single time I play it) so I just wish we would have more variation and more indoor maps, even mixed would be fine, but most outdoor maps have only a tiny percentage of them being indoors.
There are tons of options on how indoor maps could be designed, and I just can't help feeling since the last ptb that using the Nostromo as a complete indoors map was a missed opportunity. And that got me thinking 'well, yeah, actually we don't have that many'. RPD's two variants, Lery and The Game (excluding Hawkins since it's no longer available).
So, again... What is the general consensus on this kind of maps?
Most people tend not to like them, but in part that is because there is more to learn, and when you lose because you didn't know how to play it feels bad. Lery's has a bunch of windows, which limits many powers, but it also is the smallest map at 6272 Sq/m, with the 2nd smallest being Midwich at 7,264 Sq/m, and the honorary indoor map Toba Landing at 3rd smallest at 8,320 Sq/m (with Nostromo set to be in between Midwich and Toba). The smallest 'proper' outdoor map is Coal Tower at 8,448 Sq/m. The smaller the map, the better it typically is for Killer, because you spend less time seeking and more time chasing. So while for Survivors, the map is small and favoring Killer, for Killers, it is hard to use many powers, so it feels like hold-W in a maze simulator.
Also many indoor maps have limited (Midwich) or excessive resources (Gideons), so when you are indoors, it either feels like you run out of pallets in 10 seconds, or 10 years. So when someone complains about pallets on indoor maps, you can tell if it is a Survivor complaint with Midwich, or a Killer complaint with Gideons. Along the same lines, new (and even experienced) players can have a nightmare of a time to find totems in the case of boons or hexes, yet you can also get your Devour Hope to spawn in the Midwich Library that every Survivor runs past 3 times in a match.
With multi-story maps, the best way to survive is to pre-run. But if the Survivor pre-runs the wrong way, they lose massive time in chase. At the same time, try chasing someone as Deathslinger on Midwich when they pre-run the correct direction, it is pain. As a result, some Survivors have to resort to hiding to not risk the pre-run. Indoor maps have plentiful hiding spots, and if the Killer didn't bring Nowhere to Hide, it can be a pain to seek them out. Although if the Killer is aware enough or brought good perks, it makes it a cakewalk.
To add on to the learning aspect, Gideon's is one of the only maps to have generator tied map changes. People can easily find a gen or approach from the correct side as Killer, if they know the map spawning logic. I forget off the top of my head, but I believe the top floor has the gens ONLY spawn clockwise from doors, and the bottom floor has the gens ONLY spawn counter-clockwise from the doors. Once the gen is completed the door opens. Knowing this helps immensely for both sides. Not knowing this makes the map feel all the more like a maze.
I personally enjoy them for variety sake, and it is neat to learn 'how' Gideons works. At the same time you can see in each situation how if you are on the bad end of it, it sucks miserably. Due to most people having built-in Negativity Bias, both sides are remembering the time the indoor map was painful, but not realizing when it made the match easy for them. Also I feel as though indoor maps are good for hit and run Stealth Killers, but are bad for Ghosty. You need to 99 stalks as Ghosty, and they can see/hear you on indoor maps when you can stalk them, making that harder. Outdoor maps you can get an easy 30-40m stalk and they never know any better. Even if you get the 99 stalk on an indoor map, they know, which changes how they play.
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@Vanishlord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520903#Comment_3520903
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521049#Comment_3521049
I consider fun to be killers that I can run fun builds with or are fun like Myers and Oni I own both of those and Wesker. Also M1 killers like the pig but I don't own her but one of the comments said she can be depending on your style.
I have had the game for a year played for 2 months when I got the game Artist was my main at the time. Came back when Skull Merchant came out then quit after two days (I'm sure you already know why). I came back mid April got the Oni enjoyed him and then got a free rift pass around the anniversary event and got Myers and deathslinger. Just two weeks ago I got Nemisis. I am still trying to fin a main maybe the pig.
I hope all this info helps.
"Killers that I can run fun builds with" doesn't quite help narrow things down, because the fun is still subjective. But for some more ideas, Wraith can run giga-kick add-ons while cloaked, as well as run a Terror Radius build with the add-on that keeps the TR while cloaked. Legion might be decent with Never-Sleep Pills, but doesn't have much significant playstyle differences from add-ons other than that. I honestly can't quite recommend Ghost Face, because none of his add-ons support different playstyles. Ghost Face is best served by 99'ing marks on multiple people (losing gen progress in the meantime), and then popping them when it matters most. None of his add-ons give you a different method to win. Twins is one of the stronger Killers that isn't as hurt by controller, but when you don't have Victor, you are a basic M1 Killer. That being said, there are some gimmicky Insidius or other add-on plays to make people kicking an unattended Victor exposed, then you round the corner and down them. Dredge might be decent also, but think of Dredge as a more 'fair' version of Artist (for the Survivors) that also gets a map teleport. He doesn't get a change in gameplay though from add-ons, he largely plays the same, but you can go focused on chase or hit and run from his basekit.
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@Kamartins said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520859#Comment_3520859
I dont understand why playing top tier killers is regarded as a crutch.
Just because it is more difficult to get a 4k with a weak killer who isnt mechanically demanding doesnt mean that the viable killers at comp level are crutches for bad players.
Do you deem cloaking and uncloaking as wraith more skillful than using top tier killers with countless techs just because you think they are op?
I should play pig and eat 50 pallets on Gideon map without camping or tunneling to consider myself skilled at the game then.
@BillToLast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520859#Comment_3520859
Blight, Nurse and Spirit at least take a lot of skill to use. A crutch would be something that compensates for your lack of skill, such as Windows of Opportunity.
Blight is arguably the hardest and most complex killer to play as, since you need to learn the collision properties of every single prop in the game and be able to make crucial decisions on the fly. Spirit and Nurse require you to have good hearing and game sense.
Made for This simply gives you a raw stat boost when you lose the first chase. That is the definition of a crutch.
I see both of you ignored the part where I said "You want to troll post ("Discuss."), you get a troll answer.", indicating this was clearly meant to be a grain of truth said in an inflammatory nature. But I'll bite to these responses.
My view is Skill + Tools = Results. If you bring skill, like mindgaming, or macro gameplay knowledge such as when to drop chase, you get better results. Tools, such as a bike, can also yield better results. Another way to look at this is Tools can be knowing what to do, and Skill can be knowing when to do it. In this case, once you learn to ride the bike that is Blight/Nurse/Spirit, you have a high tools value. You wouldn't count someone using a Sabo toolbox with no add-ons on gens as a genrusher (the one that gives 10% speed per charge, compared to the normal 50%, or Engineers 100%.), because they don't know how to use their tools. You also wouldn't count someone 99'ing hook sabos (thinking it saves progress for later like it used to years ago), or using the flashlight to see in dark areas (because they think "what else would a flashlight be used for?"), because they aren't using the tools correctly. Once you learn to use the tools, it is in the tools value, and skill can be added on top of that. With a weaker kit, or lower Tools value, you need more Skill to raise your results. With a stronger kit, someone can win without utilizing skill. One final note is Results is compared to your opposition's Results equation, based on their Skill and Tools. If you have more 'Results' score than your opponents, you have a varying degree of a win. It may be a 1k, it may be a 3k+hatch, it may be a 4k at 5 gens, and each of those cases is roughly determined by comparing your 'Results' to your opponents.
There is a skill floor to ride a bike, but it is far lower than most people are willing to admit. Learning how to play Blight/Nurse/Spirit is more than their counterparts, but yield far more 'Tools' value than their counterparts. The skill floor here is where people tend to point to and claim "you need skill to play them", which while true, is misleading. Again, would you count a Survivor with a half empty medkit healing into hemorrhage without a teammate nearby to be riding their bike correctly? I wouldn't think so. I wouldn't include someone who doesn't know how to attack as Killer, or how to progress gens as Survivor, so why is this included in the discussion with those Killers? In this case, the 'skill-floor', is more accurately a 'knowledge-floor'. If they don't know, they can't play. Many Killers utilize the basic M1 framework, which is transferable knowledge. Each of these Killers might be able to utilize varying degrees of transferable knowledge, but mostly require actually learning their power for success. Again, is a Bubba who refuses to use M2 still Bubba, or is he simply 'man with hammer'.
So lets take an example. If a Wraith and a Blight are going against the same enemy Survivor team, and the Survivor team has 50 Skill Points and 50 Tools points, with 100 Results points altogether. The Blight may have a Tools value of 75, and the Wraith has a Tools value of 35. For the Wraith to win, he would need more than 65 Skill points to leverage the equation in his favor, but the Blight only needs more than 25 Skill points to do the same. If the Wraith brought 60 Skill Points, and the Blight brought 30, the Blight gets a 3k, and the Wraith gets a 1k, despite the Wraith being near twice as skilled. That is the normal realm of standard DBD matchmaking. Only when we deal with the extremes of comp DBD, do we ever reach 200 Skill Points on both sides, where the Killer needs to fully leverage the Tools value to be higher than the Survivors in order to win.
Results are what matter, but people tend to think 'Tools' count as 'Skill' when it is Blight, but not when it is the perk Hope. If that theoretical 50 pallet eating Pig got a 4k without camping or tunneling, they most certainly brought more 'Skill' than 'Tools', at least in comparison to their opposition. She might have pressured every gen while keeping the Survivors forced to run past headtrap boxes. She may have eaten the pallets, so that she could use it as a deadzone later. It also is strange to consider MfT giving a raw stat boost of .12m/s over the baseline counts as a crutch, but the Spirit 2.64m/s, Blight 4.6m/s, and Nurse 9.48m/s boosts over their respective baselines (albeit with differing degrees of limitations, but with more to gain [even only in utility] than lose by those limitations) apparently simply don't count. Also keep in mind this is all coming from the source of a player (Knightlight) who won 34/37 matches as an M1 Killer with no power, tunneling, camping, or excessive slugging. This player is clearly not near anyone's skill level in the normal matches found in DBD. That's why I say 'Skill' with a Killer can be found in far greater quantities when not using Killers with exorbitant 'Tools' values. If you basically can't lose (see Momo's Blight streak expressly utilizing tunneling), you can't tell how much 'Skill' you actually have.
Top Killers and strong perks are 'Tools' portions of the equation. A crutch is a tool, just as these are. If you fight as an unarmed blind monk and win, you did far better in terms of 'Skill' than the person who used a minigun or a rocket launcher. You may have raised your 'Skill' in using the minigun, but that doesn't change the fact you brought a minigun.
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Another key thing here is Knightlight is a pro, or in the top 0.000(I don't know how many 0's so I'll stop here)1% of the population. Who isn't bad compared to him? That is such an empty statement considering the source.
@Xxjwaynexx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520859#Comment_3520859
A bit of a projection, Im a nurse main but I also main Freddy I assure you that I need no crutches as I play Freddy with only one perk and nurse with no perks nor add-ons. I main nurse not because of her "ease" but how she feels to play for me personally. I'm also as equally successful with hag, plague, clown, demo, and Wesker. That being said remove the endurance and its stacking with other haste status and it's fine.
I mean I literally said it was a troll answer in my post. Even then my troll assertion was Nurse/Blight/Spirit are so powerful, you can literally play with no perks and win, making them OP, making them a crutch for all too many players. There still is enough truth to that claim, that it can be elaborated upon. Plenty of people have seen the Otz AFK 30s perkless challenge, and seen that if a Killer is truly skilled enough (and uses everything to their advantage), they can win the vast majority of matches. But the top tier of Killers hardly have to try to do so.
@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520859#Comment_3520859
I'd much rather see the rest of the killers brought in line (or, at least, an attempt to bring them closer) with the Big 3, but it seems they're fine with keeping Trapper a basement-camping simulator so I don't have much faith for Pig or Clown either.
That said, I agree that survivors should have strong perks to counter strong killers. The issue lies in the fact that survivors are essentially forced to have builds designed around facing the best killers in the game, meaning that when they get somebody chilling and playing Wraith, say, the Wraith player is going to get destroyed by the symphony of meta perks, especially if the map is also in favor of the survivors.
The gap between the best and worst killers needs closing ASAP, but the devs just... don't seem to want to do that.
In terms of Killer re-balance, as I see it we have S through D tiers, and I'd want to collapse that into only A through C tiers. It would help with that bringing of a super strong perk against a super weak Killer, because the extremes between the weakest and strongest Killer can be balanced around a smaller range. I often advocate perks that are strong, but only work against Special Attacks. For example I thought instead of the 'must be hooked' requirement for DH, it would instead be a 1s Endurance only against Special Attacks. It would even be an entirely dead perk slot against most basic M1 Killers (like Legion or Wraith), but would completely save you against the strongest Killers (like Blight or Nurse). Now to be fair, this would hit the Pig also, but I honestly don't remember the last time I actually got value out of the Pig dash other than a STBFL stack saver in the open.
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@Vanishlord said:
I want to know who are the most fun killers I don't care about getting a 4k that is just a bonus. If they are good killers that is just a bonus.
Any advice would be appreciated thanks.
This is too personal of a question to answer without knowing what you like. Literally every Killer can be fun for one reason or another. Like sneaking up and one-shotting people? Ghosty. Like making people not understand loop timings? Clown with both bottles. Like having a galaxy-brain plan for the Survivor to jump out of a 2nd story window to down themselves? Trapper. Like crossmap injuring and downing people? Huntress. Like winning while not trying to win once you learn to ride the bike of the Killer? Blight/Nurse/Spirit. Like asserting dominance with your purified chad energy? Billy.
Since I saw you said you were console, I'd stray away from precision Killers, and use some basic M1's (Killers with 4.6 movespeed and no power down capabilities) until you hone in on what you like, while also cementing the basics of Killer if newer. Starter good Killers to expand after finding your calling are probably Wraith and Legion. Oni is also a good pick, but depending on your experience level, I might not recommend him immediately. Artist might be one of the best 4.6 Killers that can still use power without a problem on controller. Wesker and Blight are good, but I'm afraid controller might not allow for turning fast enough to get what needs to be done.
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People who are bad need crutches, see Blight/Nurse/Spirit mains. Survivor should get crutches too. That being said it still is overtuned, remove the Endurance and I think its fine for normal matchmaking. You want to troll post ("Discuss."), you get a troll answer.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520486#Comment_3520486
perks used to be visible to dead survivors., which led to SWFs calling out entire loadouts once one of them died. It made surprise perks like blood warden even weaker than they already are, so they made them hidden until the match ends.
That's why I said only for soloq. If you are new, playing in a SWF, and die early, you probably are going to spectate your better/more experienced friends instead of quitting to the lobby. They can also tell you what the perks are and what they do. But when if you are new and trying to learn, if you are going to spectate a match, it will be a tutorial video on youtube, not your soloq teammates who probably let you down seconds ago. At the bare minimum they could put a text box that says "wait until the match is over to view the Killer's loadout", but since they didn't, they clearly don't care about the newer player experience.
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Once you reach 'top-MMR' there is a buffer zone to prevent you from losing too much MMR on losses. That means when normally you should lose and gain ~20 points a match, you can only lose ~2 points. The best way to 'fix' this is to play the match normally, then when you win, purposely either give the Killer your hook, or hide and wait for endgame to kill you. This way you aren't throwing matches and ruining the game for anyone else, but you will eventually get playable matches again. I personally just deal with the bad matches, only because I get less bad teammates, and they are the real Killer in soloq.
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I think the largest flaw with the Teamwork perks is the lack of a grace period. Even the base mechanic of chasing has a 5s grace period. If the teamwork perks had a perk tooltip ticking down with 5s to re-enter the distance they would be significantly less bad.
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While I was playing with my friends earlier tonight, I ran into a juicy Claustrophobia on RPD. I got hit 3 times because of the perk alone, although 1 of those 3 times if I were paying more attention to the Survivor HUD, I would have avoided that hit. I haven't bothered putting it on any Killers because I could use the more reliable Bamboozle for most Killers that don't have a method of dealing with windows. Also with Ghosty I am learning Coup de Grace distances, and I need to not mess with too much of my build to ensure I know the difference it makes.
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I don't like how they neutered all medkits. Personally I wish the Green didn't have the speed penalty, and the Purple didn't have the efficiency penalty. Its bad when the best medkit is the brown medkit. Each having a distinct identity helps make them different. While I think toolboxes need to be nerfed (on gens) as well, I don't want the same dev team that butchered medkits to be behind the toolbox rework.
@Jeromy137 said:
Map and keys have more uses than people give credit for
Maps help find totems and gens which can be useful for removing a 3 gen or noed early esp if you don't want to use a perk slot to combat those
Keys even the green one can be used for aura reading on killer allies and without using up the key seeing the obsession all game which can be useful for information especially if you don't want to use a perk slot for aura reading abilities
Would I like to see key and map get an upgrade sure but I don't see them being worthless just very niche
While I'd agree both are better than the common consensus (worthless), that doesn't mean they even come close to good sadly. A green map can't even track totems without an add-on. When concerned about a normal match, I'd much rather lose out on a medkit and bring We'll Make It or Botany, than use a map and leave behind Deja Vu or Visionary. I'd agree the Blood Amber is amazing (against M1 Killers), but all other aura reading abilities tend not to be worth the item. Also Blood Amber is a purple rarity add-on, so you lose the add-on even IF you escape. That is too cost prohibitive to use frequently, unlike a brown or yellow toolbox or medkit.
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While I'd say STBFL and MfT should be made aware to their 'victims', most other perks I think are fine to be something aspirational to learn. The only issue is when playing outside of a SWF, the Killers perks and add-ons should be visible on death. When I was brand new I legit thought a bunch of Killers were cheating to 'hide' their perks, because it was only when I would lose early that they couldn't be seen. Obviously if I died that quick and they didn't have visible perks, it was because it was a cheater, right? That makes it such a disservice to learning the game to hide the perks and add-ons when playing solo.
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I thought I was a Killer main, and it feels like I am, but when I checked a stats website I was roughly 50-50, with roughly 5 times the Killer wins than Survivor. I think that is because I do ALL tomes, and most Survivor tomes require you to literally throw the game for 5+ matches to complete a single challenge, but most Killer tomes can be completed in a single match and still win. See 16-2's Never too Late to "Sabotage Hooks within 10 metres of the Killer carrying a Survivor a total of 3 times." Or I can complete Killer's 16-2 Mastering Deadly Senses to "Hit Survivors a total of 4 times within 30 seconds of them being revealed by Killer Instinct." in a single Ghosty, Wesker, or Dredge match off the top of my head. That being compared to when I have to play dozens of matches hoping the Killer lets me sabo a hook and doesn't just down me with a double hit due to lag, even when using a Sabo box with juicy add-ons, or simply drop the Survivor or walk the other way. Survivor tomes are so evil.
The other contributing reason is I tend to follow the incentive, and when I want to or have time to play, it tends to be Survivor more often than Killer. I play a couple matches, get ticked off at my corner crouching Mikaela and working with Killer Feng soloq teammates, so I rageswap to Killer even without the incentive. It sucks though, because on both sides I tend to get unfun sweatlords far more often when I don't follow the incentive.
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Hasten Healing depends on the intended functionality. If they intend for you to not be able to use this while exhausted, I think it needs 200% heal speed boost (with a 5.33s heal at 200% speed boost). At the same time, if you can spam e while healing to keep stacking the ability, it would be hilarious and nutty. Also it has a quirk that you could have Self-Care, tap heal an ally, then heal yourself instead with the speed boost if they don't type it as altruistic healing only. Personally I'd really like an exhaustion effect for healing, so a 200% altruistic for 5s would be perfect. It would also give value to Exhaustion when you get healer tomes or when you want to play a dedicated medic.
Electrophobia seems to only affect the Survivor who pops the gen by the way I read it. If it only works on the popping Surv(s), I'd say it should be higher in percent (20%?) or duration (20-30s?), but not both. If it works on all Survivors I think it is fine as is. I think phrasing it to say "All Survivors are hindered" would mean it is intended to hit everyone though, so I'm fairly certain it only works on the gen popping Surv(s).
Safe Haven would be balanced if it only worked against NON-basic attacks. That would be a super interesting perk to help against Nurses/Blights/Weskers. Working only on basic attacks is ludicrously dumb to me. (Also I'm of the opinion Spirit getting the phase hit BP boost should make it count as a special attack.)
Harming Hands seems both super fun, but could also be cheesed on both ends. The Survivor could 99 a heal, then wait for TR or LOS to heal. At the same time you could not know about the perk, get healed by the Obsession post-hook, then get immediately tunneled. I think it has too many potential flaws to be an Obsession perk. Arguably it would be good it worked on anyone, but only exposed the healer instead of the heal recipient. I think it would still be good for the heal recipient to need to heal someone as the Survivor sided counterplay though.
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I'd say some form of basekit mobility would be nice, but is dropped if you use power. I've previously recommended a Devour Hope styled speed boost immediately after hook that drops after power/entering chase. Alternatively maybe a pac-man styled exit the map and enter it from the opposite side, or teleport from 1 exit gate to the other before endgame. If they did a map teleport then it would need a delay and sound cue that it is being done, that's why I think a post-hook haste would be easier to implement.
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While I don't bother messing with those settings, I honestly should when playing on Borgo and Ormond. I legit can't see scratch marks unless I'm 2m away from them on those maps, and no colorblind mode I've tried helps. I think allowing for custom scratch marks colors would be better, so I could just do a lime green on those 2 maps to make them visible.
I think the shaders are bullschenanigans and predominantly used by sweatlords, but are fine as long as Borgo and Ormond exist in their current state also.
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I'd say all 6.1 perk nerfs should be somewhat reverted. Self-Care should probably get like 45% instead of 35 or 50. DS should still be disabled in endgame, but put back to 5s. Botany honestly is fine as is right now. Ruin should go back to 200%, but still disappear on a kill. Calm Spirit should have the 30% slowdown removed. Pop is a little low at 20% current, maybe it should be bumped up to 25 or 30%... oh wait, it is 30% current as of 7.0, so maybe these other perks have some hope to be viable again.
As far as Self-Care specifically, I think 45% is the sweet spot, because it would take ~36s base, or ~24s with Botany. The old 50% Self-Care 33% Botany numbers were ~32s, ~24s with Botany, so if you dedicate the same 2 perks you get the same old effectiveness. That is compared to the current Self 35% Botany 50% at ~46s, ~30s with Botany. This would help to have more viable perks, and make it so if Survivor wants to bring the 'Killer slayer 9000' meta build of Mft/Resilience/Hope/DH, they would have to sacrifice 2 of their massive Exodia pieces.
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@Melinko said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519692#Comment_3519692
Only if Bloodlust kicks in. Windows and Made For This combo is causing a lot of M1 killers to lose bloodlust. It's been talked about on here for sometime.
Also, nowhere did I say that either side needs to be a punching bag. I simply said that killers are they to eat flashlights and pallets and be abused, no more than survivors are meant to be abused.
That said, when you get people running the same perks and spamming flashlights and dropping t-bags, then coming to the forum to cry about killers or saying "get gud" "run mind games" it's a little tough to take serious. No one wants to waste half the match trying to mind game a survivor running Made For This, and Resilence and Windows of Opportunities. It's just a waste of time.
I have never had issues maintaining chase even against MfT and my main boy is Ghosty. This might be the commenting Killers not understanding what drops Bloodlust. Getting pallet stunned drops 1 stack, and kicking a pallet drops all levels. This means the basic early advice of facetank all stuns isn't always the best option, sometimes it is better to tactically respect the pallet. I guess if a Killer mindgames themself going the wrong direction they can lose chase, but that has nothing to do with either Windows or MfT.
How is a player using the built-in mechanics to delay their death and not be a punching bag by actually getting injured and put on hook, causing their opponent to be a punching bag then? That is what I don't understand.
If a flashlight player is a problem for a Killer, and not an asset to their 4k, they unironically need to 'git gud'. The game for Killer is roughly based around maintaining pressure to prevent gens from getting done. If the Killer has Surv A on hook, Surv B in chase, Surv C going for the rescue then subsequent heal, Surv D has to pump gens, or put another way Killer has 75% gen slowdown when playing correctly. If Surv D instead is hovering for a flashy save, the Killer has 100% gen slowdown, and the Killer will easily prevent the flashy save by looking at a wall or spinning around mid pickup. That gives Killers easier matches, not harder ones. If a Killer is laser focused on a singular chase, instead of working on their macro gameplay, that shows they don't understand when to drop chases. Take a pallet, and corral someone else to the dead pallet area. So whilst I am saying 'git gud', I am also detailing how when I do so. Some people have had to explain the same concept too many times to be bothered to re-explain it, so I understand both frustration points in that conversation.
Also I just noticed (after writing everything above) part of what you were replying to got edited by someone that wasn't me, and it changed my intended message. The 'brain' section was meant to imply the Killer was playing like a tutorial difficulty level bot, so if that wasn't clear hopefully this cleans that up.
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@Melinko said:
What's amazing to me is that survivors continue to cry foul when a killer tunnels or camps, meanwhile they don't see any issue with 4 people running windows of opportunity and then sprint or made for this.
Running from safe loop to safe loop and slamming pallets that are lit up yellow isn't a skill. It's press "w" and run to the next safety safe. Of course killers are going to tunnel and camp, they aren't your personal punching bags that you get to loop all match.
Can't run the same 5 to 7 perks and not expect the counter to come up. Camping, 3 gen, and tunneling is the new norm until something is done to counter the windows, made for this, hope combo.
Almost like a perk choice could only be comparable to a perk choice. The equivalent of a Killer complaining about Windows is a Survivor complaining of Pain Res, or Adrenaline and No Way Out, or Distortion and Corrupt Intervention (not necessarily those specific combos, but the idea).
The vast majority of pallets are filler pallets, which means they are either mindgameable or bloodlustable. It doesn't matter if a Survivor can see a different pallet if they can't reach it in time. So that actually is on point with your message. A Killer that doesn't have the brains to mindgame (or in the worst case [like on Borgo] bloodlust) a pallet will camp or immediately tunnel off hook. I fully concur with that assessment of weak Killers resorting to low skill high reward strategies. I do find it funny that in an oppositional game you would claim X role isn't someones personal punching bag, when encouraging the same thing for the opposite side.
The problem with Survivors only bringing '5 to 7 perks' is because no other perks are worth running. They either address base gameplay flaws (Camping Reassurance, Tunneling DS, Excessive Slugging Unbreakable, Soloq lack of comms Windows), or are exhaustion gated, meaning you pick which mutually exclusive one to run. If say, Rookie Spirit was a perk worth running, maybe Survs wouldn't only bring the same perks. The complaint "I don't like seeing the same perks on Survivor" is actually complaining that "95% of Survivor perks shouldn't be unplayably bad".
The main thing with Windows, is it only tells you what exists, it doesn't create anything new. It is a good soloq perk because it bridges the gap of comms like "I dropped shack pallet" or "the middle filler pallet is donezo" That means the actual complaint is about map balance. For the most part complaining about map balance is fair, but I don't see people learning the counters to bad maps. Nearly every Borgo/Garden filler pallet is bloodlustable, which means Killers only need to kick the non-Bloodlustable ones before a hit, or else they are throwing. The sad thing is we are now getting pathetic pallets like on the reworked Farm maps, with the tiny tent and 2 small crates. We should be getting a variety of pallet strengths and window strengths, but instead we get near exclusively garbage pallets and god windows.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519539#Comment_3519539
You raise valid points and ideas. To me, the problem is - even if I'm the obsession and I know the perk is in play
1) If i'm not in chase and I'm not doing generators, I'm failing my team by not being productive.
2) If it's Pig, Demogorgon, Pyramid Head, Nemesis, Deathslinger, Twins, Wesker, Knight and soon Xenomorph - they all have ways of either ignoring the downside of damaging me anyway or have ways of making it less of an issue.
Deathslinger's chain break is my favourite one, because if Slinger spears you - they WILL waste so much time waiting for the chain to break if you don't struggle.
I'll give you Demo/Deathslinger/Wesker/Xeno, but I'd say its easy enough to dodge (or at least force an M1) against Pig/Pyramid Head/Nemesis/Twins/Knight. STBFL conservation on Pig is hard countered by windows, and strangely enough Pyramid Head and Nemmy are countered by staying away from them instead. Twins, Knight, and Deathslinger are mostly forced to M1 to get the down if the Surv plays it right.
I know this is a bit of a meme answer, but Mettle of Man is unironically a counter to STBFL. The perk forces Obsession on you, and getting protection hits feeds your perk. The biggest flaw is you need Circle of Healing/Autodidact on a willing medic, Circle for soloq, Auto for SWF. If worried about the power hitters, Breakout/Sabo helps force them to drop Survs without a hook, or M1 you and lose stacks. Its really fun when goofing off with friends, even if it makes you lose more matches as a result.
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@Brokenbones said:
STBFL:
- Very little counterplay overall
- What little counterplay it has can be bypassed by several killers
- Incentivises playing super safe on the survivor side aka predropping/not taking risks for altruism
- Rewards and incentivises camping
- Remains active even when the obsession is dead, which makes no sense given the perks theme and design
- As map design gets more balanced with more deadzones and less abuseable loops to chain; this perk only increases in strength
- The removal of hook grabs only made the issue slightly better when it comes to this perk
The weakest design part about this perk on the Survivor's side, is the Obsession isn't given a clue as to the perk's existence. Often times an allied Obsession who never gets in chase (because the Killer was purposefully ignoring them) says something ignorant like "why did you guys all go down so fast", not realizing the fact they weren't pressuring stacks off of STBFL being the reason.
Personally I'd like a few changes to it. First, the Obsession is informed of the perk at 2+ or 4+ stacks. Secondly, at 8 stacks, the Obsession is exposed, but if they are put into the dying state then stacks are reset to 0. That way you are actually playing into 'Saving the Best for Last', but it also can't be cheesed around by power downing the Surv. These are just rough draft ideas though, but the Obsession should be informed somehow at least.
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Personally I'd prefer the silencing aspect to be all encompassing. Plague puking? Silent. Clown gas coughing? SIlent. Creepy crawlies of Wesker's Ourobouros? Silent. Any Killer specific sound effect still has all of its mechanical effects, just no sound cues for them. Plague with the Iri add-on would still see the Survivor's aura when puking, but you wouldn't hear them through the wall.
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I found the shorter the better. But I'm very experienced. I think they are trying to make the descriptions for newer players, in which the tooltips are very helpful, and still unintrusive even if you already know what Exposed does.
The only question I had was with Hasten Healing, which does it give a universal bonus or an altruistic only bonus? It would make sense and be a fair perk if it gave +200% altruistic heal speed (allowing for a 5.33s heal at the cost of exhaustion), especially since Botany already gives 50% universal heal speed without exhaustion. Plus it would be a weird perk design to start healing an ally to instead swap and selfishly heal yourself faster.
Some of the perk descriptions (with and without the changes) still require 'wiki-level' knowledge, like heal speed boosts affect the charge rate, which also lets you know additive and multiplicative stacking. (1 charge/s to 1.5 charges/s for example with Botany, or We'll Make It active plus We're Gonna Live Forever 100%+100% on a dying Surv heals at 3 charges/s) Additive vs multiplicative examples such as Haste being additive, but multiplicative when applied to speeds. Eg. 3 PWYF stacks gives 5+5+5% haste for 15% multiplied by the Killer 1.15/1.10 base speed for 1.3225/1.265 total, or Hope+MfT (+10%) and Clown Bottle (-15%) applying Hindered multiplicatively, then Haste multiplicatively, for 4->3.4->3.74 instead of summing together for -5% at 3.8.
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@ThatRedPyramidThing said:
I see this being said by quite a good number of players. And I (as someone who has been playing for 6 years) want to dispel this falsehood being widely spread among the players.
Killer is not easier now than when I started.
Killers used to be able to face camp. Like actually face camp. Not what modern players call face camping today but actual true blue face camping in which the killer could stand in front of a hooked survivor and literally physically block players from unhooking. Because you could only unhook from directly in front of the hooked survivor. Unhooking from the side was a patch to combat face camping.
NOED used to have an aura, meaning you may not ever find it.
Killers could Mori after the first hook.
Borrowed Time wasn't base kit. Meaning Killers could down an unhooked survivor instantly unless the rescuer was running Borrowed Time. And Borrowed Time to was based on Terror Radius so killers like Freddy, Wraith, Pig, and Ghostface ignored Borrowed Time.
Pain Resonance worked everytime you hooked on a Scourge Hook not just the first time. It also revealed any survivors on the generator.
Ruin slowed down generator repairs.
Nerfed Ruin regressed faster.
Undying worked more than once.
Pop Goes to the Weasel did a flat 25% not a scaling percentage.
Eruption caused incapacitated.
Survivors now have the ability to spam endurance.
Survivors now have perks that speed up gens.
Survivors now have multiple perks to move faster.
Vaults are stronger than they've ever been.
Windows of Opportunity literally plays the game for you but pathing for you.
Killer is not easier now than ever. Killer is in one of the weakest it's been.
Survivors just don't try anymore. Just please watch your hud and see how little your team does. Watch how often there are no generator icons. Survivors only think killer is stronger because only strong killer players still play killer. Weaker and average killers quit the game or became survivor mains.
I'll will die on the hill that survivors lose because of their teammates way more than the killers skill.
I know I'm about to be bombarded with hate. But it's true. We all know it's true if you played killer back then you know it was easier then.
Killer was probably at its strongest after 6.1 and before 6.7. That was because the degen 3 genkick build was at its peak, and DS was effectively deleted. After 6.7 with the loss of degen 3 genkick (on all but SM), Killer still has the 50 extra minimum gen seconds, 10% hit/kick cd, and Survs have 10% less, and no real anti-tunnel. So Killer is still stronger than pre-6.1, but weaker than that 6.1-6.7 middle ground. Killers who crutched on the advantages that literally a monkey/8 year old with a spacebar could win with, lost those advantages to crutch on. As a result, they reached an MMR they didn't belong in, and it is harder to lose MMR than gain. That could be the only reason a Killer would think it is more difficult than pre-6.1.
Facecamping has always been inferior to proxycamping, which still exists. Proper facecamping could only be done by instadown Killers like Bubba/Iri Hatchet Huntress, or perma injured Killers like Legion/Plague/Iri Pinhead. Proper facecamping has been untouched, and proxycamping hasn't gotten weaker.
NOED: I'd argue this changed nothing kill rate wise. The more people staying to seek out NOED and getting an extra person out, the more are also dying from an over-extension. It doesn't change the actual problem with NOED, which is hooking someone on the totem itself. When people see the Killer is guarding hook and totem, they don't stay, regardless if they see the aura or not. That happened before and after the aura change. As a side note, I think NOED should be basekit with 0k in endgame, to help slow Survs down if the Killer is evening out pressure/'playing fair', and once the Killer gets a kill, the basekit NOED dies (ala Ruin) or doesn't spawn in endgame.
Mori: They swapped this with the Twins release, so Dec 2020. Which also existed in concert with busted medkits, usable DS, and more. But yes, this was busted. It was an Iri add-on though, and before the BP rework, so if you could only win with Moris it would show. As most matches you wouldn't have a Mori.
Borrowed Time: It was basekit, although Survivors had 3 perk slots /s. It was known that it was such a need, that most people brought BT regardless. Killers would prefer to not lose time hitting a Survivor with BT (and a potential DS), so they would typically only do it if it were free, or to get a STBFL stack.
Pain Res: The reveal was only if Survivors didn't let go immediately before hook, which could only be done consistently with Fearmonger, but Killers seem to not have the perk slot for Fearmonger when I recommend it to them. Even then, the intel didn't matter if you had enough map awareness or other intel sources. Yes, theoretically you could get more let go skill checks, but you also aren't forced to go to a Scourge hook every time now. The breakeven with current PR and old PR (including the math with letgo skill checks) is 6/7 hooks. 6 hooks or fewer is better for current PR, and 7 or more is better for old PR. The only way to get 6 hooks without a kill is to have 2 people death hook. Killers can easily get a kill then win a 3v1, so I'd argue this is better now than it was before.
Ruin/Undying: Ruin (along with every other perk in 6.1) shouldn't have been nerfed. It was perfectly fine as it was before that patch. Both old Ruin and old Undying were noobstompers though, and that isn't a good thing. Skilled Survs understand totem spawns, and can seek them out without losing too much time, but new players don't know where to look. Also newer Survs are worse at skillchecks, so old ruin regression on good skill checks was again, a noobstomper. If Hyperfocus is a complaint with PC/skilled Survs, then it proves old Ruin only was good against weak players to begin with. Undying was only the RNG super spread 2/5 cleanses from 4.2 until pivoted in 4.5. That was Sep 2020 -> Feb 2021. Now it can swap tokens so it works with Devour Hope. To be fair there was an overlap with 1 hook Moris from Sep to Dec, but I wouldn't consider a 2 patch/month timeframe long enough. (6 months imo is enough).
Pop/Eruption: I think old Pop was fine, again 6.1 changes bad. Now however it does 30% current, which is better than old pop from when the 4th piston is active (or ~67 gen seconds/90). Even then, why waste the time kicking a 25% gen, just save the pop for another one. Even 50% gens don't lose too much (13.5 pop gen seconds from 20). Eruption though was fine where it was before 6.1, and even now after 6.6. Now a Pop+Eruption+Nowhere to Hide build is super strong on even M1 Killers with any form of Mobility like Sadako/Wraith/Freddy. People like to troll post saying 'just wait' for the buffed Eruption or claiming SWF can comm it, but you can't just not progress gens while someone is in chase in soloq, and SWF comms aren't immutable unless you are intentionally going down early.
Spam Endurance: Again, a bad change in 6.1 (who would have guessed), prevented all forms of Endurance from stacking. You can't spam Endurance if you can only get 1 source, whether it is anti-tunnel Endurance or otherwise, so this claim is an outright lie. This is why OTR is a joke of a perk, because with ears, a Killer can know whether to proc the basekit BT to deny the OTR. I would just make it so anti-tunnel Endurance doesn't deep wound, but while you have anti-tunnel Endurance you lose collision. That way OTR/BT can't bodyblock, and they also can't be blocked from vaulting. This would also allow for a DH or Styptic if the Killer turbo tunnels through all anti-tunnel endurance as well.
Gen speed perks: What gen speed perk wasn't mirrored in greater strength by the 90s gens? Deja Vu was largely the same, but because of 3gen Killers, it now has a permanent duration and 1% buff, so you can blame Knight and SM mains for that. (~76s 5% vs ~85s 6%) Friendly Competition is a gen speed nerf, because you have to lose 15% per person to duo, or 30% per person to trio a gen. (Solo 2 gens in 90s, or duo in 53s+duo in ~50s for 103s total for 2 gens) Same with Prove Thyself which nearly negated the penalty, but now doesn't even do that. (Solo 2 gens in 90s, Old PT ~92s for 2 duo'd gens, New PT ~96s for 2 duo'd gens) Object of Obsession gets 6% for 3s every 30s, so .6% average, that's so bad I'm not doing the math. Overzealous was introduced as 6% with 80s gens, and now is 10% with 90s gens, but also don't forget you can just injure them to force them into another 14s cleanse/bless. (~75s 6% vs ~82s 10%) You need 2 100% gens to breakeven and get a tiny bit of profit from the totem time, and that's without getting injured. Quick Gambit gives gen haste when the Killer can hear the team working on gens... so the Killer can interrupt it... yeah great /s. Spine Chill now requires direct LOS, so that lost what little gen haste it had to give. Resilience hasn't been changed from the 9%. Hyperfocus is only good when you dedicate your entire build to it with BTL/Stakeout/Juicy Toolbox, but that is more the problem with it working with Toolboxes than anything. I'd be totally fine with Hyperfocus not working with Toolboxes. So nearly every gen haste perk is garbage, is actually a gen slowdown perk (PT/Friendly Comp.), or doesn't even compare to the basekit 10s gens got in the first place.
Multiple Haste Perks: The only new ones are BT's haste (go for the rescuer and it doesn't mess with Killer), Made for This (can't work while exhausted), Teamwork Power of Two (which requires a heal and is lost on injury, so it can't stack with MfT), and Nic Cage's perks which are either exhaustion (doesn't stack with MfT, and 1/3rd or 2/3rds a Sprint Burst with the dice roll) or only used when the Killer wouldn't be hit by them (Plot Twist to heal, or Dramaturgy to roll the dice for items). Even then both, TPoT and Blood Pact require 2 people in chase, so Killer has extra slowdown. (either 2 people not doing gens, or 2 people are forced to duo gens with the 15% penalty each) Fearmonger counters Made for This, and if you had the space for it with old PR for intel then you have the space for it now, especially when it arguably is more valuable (also denies Dramaturgy item farming). Heck, MfT is worse than Sprint Burst in terms of distance until 50s of running. Bloodlust 3 takes 35s to build up, so if a Killer can't down someone with 15s of Bloodlust 3 that's a personal problem.
Windows: It doesn't change what is on the map, which can be learned from understanding map knowledge, and utilized by both sides. For skilled Survs, it is a perk tax for soloq to understand what pallets were already used. I'd argue Any Means Necessary is better overall for skilled Survs.
With butchered anti-tunnel, and butchered medkits, and extensive basekit buffs, Killer is quite easy in comparison to what they have to deal with. Even when things were super strong for Killer, there were equivalent strong counters, such as 5s DS, 8s Syringe heals, and more. Due to the lack of the oppositional strength, Killer is relatively stronger. They might not have the noobstomping old ruin/undying, or the brainless 3gen perks, but anyone relying on those crutches artificially inflated their rank/MMR anyways, and never learned how to deal with better opponents. I don't disagree that bad teammates cause more deaths, but that doesn't change how strong or weak Killer and Survivor are relative to each other.
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@Zeon_99 said:
I don't understand the balance team. I think they just need to fire most of them and hire Scott Jund, Otz, and other big streamers to give input. I don't understand how some killers can have bad rare or better add ons that do very little for a cost/downside but Blight has a ton of insane add ons with no downside.
Like how do you nerf Clown in his rework? How do you even manage that? Clown doesn't keep his exhaustion bottles but Blight keeps alchemist ring?
The only problem about streamers, is their experience with the game is painted much differently from the newer and mid level experience. They only understand their matches, which are all in the highest bracket of matchmaking available. However, that is both too large and too small of a range. 'Top-MMR' is the top 25% of the playerbase, so their suggestions are good for 1 in 4 players. The issue is the remaining 75% of the playerbase. I would go as far as to say anyone engaging on Youtube comments, Twitch chat, the subreddit, and this forum, are all in the top 50% of the playerbase by default. There is a huge percentage of people who are horrifically bad, and simply play to pass the time, while never caring to learn more about the game. Streamer's suggestions typically don't have the bottom 75% of the playerbase in mind with their recommendations. All that being said...
I totally agree that the devs must be on some strong narcotics to nerf Clown/Demo/etc. before even touching any of the numerous problems with Blight.
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@Triplehoo said:
This is mainly for Plot Twist, Unbreakable and healing you in situations where you don't want to get healed... Too many times I have had some other survivor even expose my location because they felt the need to come to my "aid" when I'm down and charging my Plot Twist, or trying to crawl to exit gates, but got grabbed just by inches by the killer because some dobbie is trying to revive me and stop my crawling. We need a system to block other survivors for trying to heal you
As Survivor you can hold Shift/run button.
As for Killer, I wouldn't be opposed to the first 3s on the floor the Survivor can't be healed (but they can still recover), just so a Killer can instantly pick up and not be hit by the For the People/Buckle Up combo when they aren't actually slugging.
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@Emeal said:
Why are you playing if your equipment isn't working properly?
I can tell you are one of the following: not American, rich, or out of touch. Most locations (in the US) are run by a single telecom company. They edge out all of the competition, and provide subpar service compared to even what would be considered 'unplayable/unusable' to most of Europe as well as Korean and Japanese standards. As a result, people end up with 1 choice of internet, or what that essentially means, no choice. More and more areas are neglected, despite receiving federal funds to improve infrastructure meant to be used for all companies. Comcast is one of the leading corrupt companies in this regard, but they are all guilty to varying degrees. In addition many rural areas don't have hardlined internet, and often have to resort to using Satellite, which has a far greater failure rate (or at least enough packet loss to count as a DC in most games). As long as there is no reconnect function, the DCs shouldn't be so excessive, especially if they want people to give a DC bot instead of surrender on hook.
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Note that as Peanits said, slugging in and of itself isn't bannable, however, if it overlaps with another ban reason (such as "Targeting specific users repeatedly in order to ruin their game experience"), then it still can be bannable. The issue is that is on you to prove with video evidence they are doing it for that purpose. I try to crawl under hooks while the Killer is standing over me, in order to show they could choose to hook, but they plan on 4 minute bleeding out to do the above quoted ban reason.
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@GensByDaylight said:
If we get survivor perk prevention, than sure.
If you are going to make me sit in a longer queue just because I want to play the killer I want to, then you should have to as well. Lets try to keep matchmaking balanced.
Survivor perk prevention would only be coupled with Killer perk prevention. That is the comparable equivalent.
Also having a crab in a bucket styled "other people shouldn't have nice things" is a horrible mentality. It isn't as though there aren't 30+ Killers to pick from, and plenty people are bound to have gone against a different Killer than the one you are currently playing.
@shiroo said:
I don't care about queue times.
But I don't see why anyone should face sweating and slugging nurses at 5 gens THREE TIMES in a row...unless your goal is for people to alt f4.
Also fix your map repeat prevention. Make it realm-wide, not just map.
I would also second the entire realm being prevented. Map offerings still exist to bypass this, so it shouldn't be a problem overall.
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@averagemikaelamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512932#Comment_3512932
Vaults have always been this ######### and servers keep getting worse. Vaults needed a buff for years.
That's true if you late at night for your server, but when everyone is sub 40 ping vaults are fine. Due to a nightshift, I had to deal with 100+ ping minimum lobbies often when playing on days off, and they are super jank at that level of lag.
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The only problem with NOED is when it spawns on someone's hook, or the Killer hooks the person on its spawn. Personally I'd basekit NOED if the Killer has 0 kills by endgame, and have a Ruin styled deletion on kill. The perk would remove the 0k requirement and deletion on kill aspects. This would come with the drawback that if the Hex is within 24m of a hook, it swaps locations if there is a location available.
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I don't think any of the perks are overpowered, but some perks lean more towards certain Killers/playstyles. For example STBFL is a godsend on many M1 Killers, but Dead Man's Switch only helps the already strong Killers (and Doctor). I ended up voting for DMS more because it enables camping with Hypermobility characters and Artist. Deadlock would be the other contender (surprisingly not on this list), because that is the lynchpin behind facecamping builds.
I'm a bit of an odd one out, but I'd basekit NOED when the Killer has 0 kills going into endgame. The Survivors can wait on 1 gen remaining and cleanse totems, or they can pump the gens and risk cleansing it afterward. Once the Killer gets a kill, the basekit NOED would delete itself (or not spawn) like Ruin. The perk would just enable it to spawn even with a kill, and not delete it after a kill. The only problem with NOED is when you hook someone on the hex itself. Just have it swap totems when hooking a Survivor within 24m and it'd be fine.
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@Pavel_Ch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513467#Comment_3513467
So why should we leave it as it is? just to hide the prestige, right? no, if I do it, then only with the inability of the survivor to switch between characters, because I cannot change the killer. here some already offer to punish for avoiding the lobby, but for example I don’t want to go against swf with 4 lanterns on the unfortunate trapper
4 Flashy games are the easiest matches you can get, because the Survivors appear to be literally allergic to doing gens. They cannot escape the match, because they are too busy failing at flashy saves.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513435#Comment_3513435
Ok lets get started.
League doesn't give out false bans even remotely commonly. I have been warned once for leaving 10 YEARS ago over an email and suspended once for a first time offence for 14 days(deservedly). I have been playing consistently since s3 so I have immense knowledge on everything since then.
Comebacks: Always possible but just like dbd it relates to player skill, teamates and champ scaling. Yes you can make smart plays, but a few early game plays and some scaling will win you the game. Jungle being the most impactful since s2.
Top lane conversation: Did you really just say a top laner who has essentially done nothing for 10 min has agency because of a surrender vote? Is that a real statement? An entire dbd game played out besides Dull merchant games and you somehow gave agency to a league player with the same amount as someone afk in dbd for 10 min.
Champion/false bans: Yes when there are 170 champs in a game you need 10 bans, the game is 10X harder to balance and is much more balanced than dbd. 200 items and that many champs, I used to give riot so much **** but compared to dbd they do an infinitely better job. Again the false bans thing, not a thing simply. Especially nowadays.
Toxicity: I have probably 7K hours in league if I were to guess, peaking gm recently but I have not grinded ranked in many many seasons(pretty much irrelevant anyway because low elo is more toxic). Words hurt me far less than the gestures and cockiness of dbd players. Being a killer main for my first year tilted me far more than league had since 2014. Players have no ego or all the ego in the world in dbd. It's why you might of seen me spout about comp players in dbd because they generally(I have played against probably 8 and watched lilith play against a ton over 1500 hours) have bigger egos than faker(god) in league, which is completely absurd. I can't say I am top .5% of league players atm but I can look down on most dbd players easily. Also any minor chat offence in league gets you suspended, any consistent afk in league gets you suspended and a few games left in league gets you banned(all of those things lead to a ban real quick though).
Last paragraph: So a 15 min league game where you die once at 3 min and suffer for 12 more min is somehow less painful because you banned Yasuo? No I expect my teamates to suck it up in league where it's far more mentally detrimental and far harder and far more painful in the worst circumstance. Just like I'll take a 2 or 3 gen chase into a face camp as survivor in dbd.
If I queue top I ban fiora and there is still 5 more hard counter picks for whatever champ I play and then it comes down to pick order and jungle impact and whether or my lead even matters because enemy bot lane got 3 kills and the games over.
The only thing about league that is far less tilting is that they always will and always have had a patch every two weeks. But that doesn't matter when they cater to pro play and post an adc main as league balance designer.
So yeah, I like league and dbd is fun but your idea of league is wrong. There is no room for real toxicity in league, everything you do besides show mastery and emote is bannable but even those things I just mentioned can be muted.
The notion that league and league players are toxic is simply a remnant from 2012 to 2015 that has been literally dismembered at it's core. CS:GO voice chat is toxic but you literally don't have to experience a single bit of toxicity between leagues own parameters and any of the mute buttons.
They can fix the troll/give up issue with dbd. All they have to do is tie blood points per 2 min to every min not chased, hooked or slugged.
AFK for several games? Suspended.
They should just remove giving up on hook or suspend people that do so.
8K BP over a game 10 min game where you didn't get camped, tunneled or slugged? Suspended.
Regardless of what the people on this forum(game) think, implementing this(with probably a few changes) will lead to a healthier overall player base and game. Cutting out part of the domino effect that continues to lower game quality.
False Bans: We'll just chock it up to early League then. I know it was a serious problem continuously up until I quit. I cannot speak to current League, as the game as a whole was bad and only got worse over time in my experience. I have heard from friends that League has only gotten more toxic, despite all the aspects added, almost as though they aren't ever addressing the root of the problem.
Top lane agency: I don't know if I was unclear or you misunderstood. In DBD when being bled out, there is nothing you can do. You have no agency. When you are being camped at Top Lane you can dodge skillshots, return to base to heal and deny a kill, get last hits, farm Jungle creeps, y'know play the game. You have agency. If the Jungler is camping top, the other team is getting an advantage on 2 players, and a disadvantage on 1 opponent, whereas your team is getting an advantage on 4 players, and a disadvantage on 3 opponents. Your team has +4-1 for net +3, and the opposing team gets +2-3 for a net -1. That means your team wins. If they were so bad as to lose a 4v3, then everyone on your team is losing, thus surrender ends the match. The best a bleedout gets for agency is where you die.
DBD 'toxicity': I'm sorry I simply don't understand. 111 2222 LCtrl LCtrl LCtrl RMB RMB WSWSWSWS is toxic and offensive? I can only truly believe that if you are new to the world, and newer still to the internet. Getting tilted over basic inputs is far less than words could ever convey, even when considering what can still be said dancing around filters. Even then emote spam/animation cancelling is still possible in League (last I was aware and what it sounds like from what you said), so in the most favorable case scenario (for your stance) League is tied. Even then, both are simply keystrokes. If words are that easy to ignore, ignore the keystrokes just the same. If these were such vile actions, even those input buttons I typed would have been censored here on the forums.
15 min League match with 1 death: If you only died once in an impossible to win match, that shows far more skill and agency the equivalent in DBD offers. Bottom lane fed so hard no one is willing to play anymore, and you don't have 5+ deaths seems like you did a good job to me. You won the battle in a losing war.
Champion/Killer bans too few in quantity: Yeah that is one of the many reasons I quit (along with near every Champ getting a basekit dash). It is a flaw of League's business model to spam out that many Champions while also neglecting the older ones. One could say DBD has the same problem (spam new neglect old). Personally I think a total ban quantity of 1 per 5 released (round down) is good, but with League that could take too long without pre-selections. Arguably they keep it simpler to avoid longer draft phases, instead of better match quality. Same flaw with DBD, no Killer bans for shorter queues at the cost of match quality.
Anti-afk idea: I'm sorry but how are you going to count if someone was or wasn't C/T/S and not solve the problem of those outright? Heck, that makes Hostage* Merchant games even worse, as you have to speedrun your death to not get banned. Right now a Survivor getting sub 10k BP in 99.99% of matches is a sign the Killer didn't let the Survivor play, not the Survivor purposely didn't participate. Heck, if I am forced to solo 5 gens then the Killer NOEDs me, I get ~7k BP in ~8 minutes, time to get banned for literally doing all the gens! (1250 per gen plus a token amount of chase BP before the exposed down.) Killer bans for Surv and map/realm bans for Killer, as well as a surrender option when bled out for 30s or more would do far more good than this idea. *In spirit
No matter what people 'agreed to', you can't enslave them to play a video game. People will find a way to 'not play', whatever that may be, even if holding M1 on gens and not running. You wouldn't be able to ban that without getting numerous false bans from Stealth Killers (be that basekit, or perk/add-on granted Undetectable/Obliviousness). Treating the bite wounds is good, but treating the same bite wound 20 times means you should find a way to deal with the animal instead.
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@Pavel_Ch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513436#Comment_3513436
I don't mean to offend anyone, but it looks like you don't have much experience with the game. these survivors don't fall near walls on purpose. even if you don't go blind, they will break your hooks or stun you with a pallet. i want to see who i'm going into a match against and have my perks against their perks as intended before we hit ready
Survivors tend to loop. Loops tend to have walls. Lightborn isn't going to help with pallet stuns, and even then the counter to both is to just pay attention.
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@Pavel_Ch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512466#Comment_3512466
did you face the team of survivors equipping lanterns 10 seconds before the start of the match? I don't have time to react and take lightborn. and many other unpleasant situations. all i can counter is perks. i cant change killer
I laugh because I just look at walls when picking up and hear them wasting time trying to run into position for a save they never are going to get. It almost makes it easier when they all swap to clickies, because you know to look out for saves. The single flashlight or looted flashlight/crafted flashbang is far more dangerous, just because your guard isn't up when picking up a downed Surv.
