radiantHero23
radiantHero23
About
- Username
- radiantHero23
- Joined
- Visits
- 4,891
- Last Active
Comments
-
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633792#Comment_3633792
Saved my time, as I was pretty much gonna write the same. Nice job.
I'm not sure why there is a sudden wave of Xeno hate. Has some content creator I've not seen said something somewhere?
Anyone comparing Xeno to Nemesis does not understand how the 2 hitboxes work. Nemesis whip hitboxes start from the top and shoot out 1 after another as a series of lines parallel to the ground from Nemesis. Each hitbox stops when it hits terrain, but if any of them make it past to the survivor it's a hit. This is why Nemesis can drag along the ground and you get whips that seem a mile off still hit you. Nemesis whip comes from Nemesis' position in the world, turning the camera does not change the orientation of his whip in flight, so once you send it, you have strafe to catch juking survivors.
I'm less sure of Xeno's hitbox, but to my knowledge Xeno on the other hand is like a downward spike, a single hitbox that shoots in a line from above Xeno's head at a downward angle to maych the players low profile and relative aim. This gets a little weird when trying to stab up above you. If it hits terrain it immediately stops. Unlike Nemesis Xeno can turn the camera to maneuver the hitbox while the tail is in flight, allowing for flicks with the tail, and although it can be dragged, there is little need or desire to do so due to the ability to turn. The two abilities are similar, but function very differently.
The prevelance of speedy killers being the only thing anyone ever wants is so boring to me. It's almost like if it isn't some jacked up sprint that can turn around corners and score mad hits like Chucky, Blight, Wesker people just rag on it. These are just as much anti loop as any other ability, but other methods of achieving the same are just the wrong way to do it apparently. Like I hate a Clown bottle as much as the next guy, but at least it's different.
Xenos anti loop is pretty much the same in terms of gameplay as Huntress, just Xeno is faster. Why anyone brings Demogorgon into the conversation I don't know. Their map traversal is kinda similar... but Xeno I'd argue is closer to Freddy or Sadako than Demo, and unlike the 3 of them has no cooldown and can't be disabled. The comparison is kinda baffling to me. Xeno is certainly unique enough in its own right, and a good killer.
Well said.
I personally think a lot of hype around Xeno vanished due to the bug fix when they got released. The hit cooldown was bugged and not only fixed but nerfed as well. For people that understand, it's not that bad now. I play Xeno a lot.
Some people however are almost always pessimistic when it comes to the killer role. Let it be due to entitlement or a lack of experience.
You can see this every time. "Chuckys gonna get nerfed, don't you wait." "We can't have a nice and strong killer, survivors are gonna complain!!!"
This basicly happens every time a good killer releases.
Sadly the bug fix with Xeno 100% hit the mark for these types of players. The message was: Xeno got nerfed after release.
Many people stopped playing Xeno after that I feel like. Not because Xeno is too weak now. But because they feel like Xeno is too weak now.
I've seen the same happen with Chucky when his turning got nerfed just recently. Many said: "Chucky is too weak now." "I'll never play him again." "I won't buy a killer at release anymore. They will just get nerfed."
The quality of the Alien chapter is undeniably high. Boiling everything down to: I get hit when I drop a pallet is a bit much if you ask me.
Nostromo wreckage is an awesome map, all the Easter eggs (pun not intended) are amazing, Ripley is really cool and Xeno themselves brings a ton of innovation into a stale game.
Will every player be pleased? Never. I recently found out that many people actually dislike going against Hillbilly. Xeno is fine.
-
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632476#Comment_3632476
💯 agree as an onyro main ❤️
Me too
-
@Adaez said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633017#Comment_3633017
Legion is literally the worst chase killer in the game, with 0 antiloop, killers that cant get downs are dead in the water and his mobility and information power is not even that good, not to mention its so easily counterable, they have a big terror radius and its so easy to run away from them, what's the point of knowing where survivors are when you cant get a down before all gens pop?
Compared to other killers like Doctor, that has a power that gives him a lot of information, he can consistently shut down loops, get downs and hits, and he has some really strong combos that wil outpressure survivors.
Bad mobility and information power with no ability to get downs, he's like 0.1/10 of what Blight is lol.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632966#Comment_3632966
No its not, its simply because having no terror radius is strong, much strong than whatever Legion has going for him will ever be.
Having no tr is not strong.
Ever heard of callous?
The only killer I feel like, undetectable is strong regardless of the team you are going against is Chucky due to his site.
Freddy is worse than Legion. A lot worse.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632395#Comment_3632395
One day, my friend, I'll convince you that this version of Freddy we have now isn't the weakest killer in the game.
But hopefully when that day comes Freddy will already have his old power back with some QoL improvements and his reworked power will be nothing more than a mere bad dream.
Sadly, I have to say that Freddy RIGHT NOW is probably the worst killer in the game.
This does not mean that it has to remain that way though.
-
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630812#Comment_3630812
Tunneling as a come back. Its acceptable for most survivor.
Tunneling right at the beginning, especially if the first survivor down early. Its a guarantee win.
I dont say early down is bad for survivor in general, it would be a close match if killer play fair, but its a lose if killer tunnels. Survivors can not tell which direction killer will go. Its pretty much in survivors' mind that the first down should only happens after at least 2 Gens done, or its guarantee lose, since survivors dont have come back mechanic like killers with tunneling.
Except tunneling not really a come back mechanic as they can pull out at any moment of the match as killer feel like.
- They may start secure a kill when Gates are powered?
- They may start to tunnel with 2 Gens left?
- They may start to tunnel after getting the 1st hook with 3 Gens left?
- Double tunneling, where killers go between only 2 survivors?
- They may tunneling right in the beginning. Do not care if survivors are completely newbies?
There are alot of gray zone and each will have their own definition of tunneling. If you're not getting more than 2K, its only because you didnt tunneling earlier than you should.
And as killer, you would win most of the match if tunneling right in the beginning, this part is the point why I think tunneling is insanely OP. You only lose if survivor is out skill you by a mile, which on paper, you should never win.
I think the one that brings the better stuff wins in DBD at equal skill level.
If i play Nurse and bring full slowdown . I will win. If i play 4man with comms, map offering and strong items, i win.
Tunneling is insanely strong. It has the strenght to remove a survivor from the match early. That it true. Tunneling does not mean that the killer plays unfair though. If they dont tunnel, they play nice. Nobody said that tunneling is unfair.
-
@AhoyWolf said:
Chucky is an amazing Killer, I think however that there are a few things in need of changing.
Scamper
This may be a controversial opinion, but I think Chucky should only be able to Scamper during Slice & Dice, this counts pallets and windows. Scamper is really strong and uninteractive when not used in the Slice & Dice attack. This would make him a lot weaker tho, so buffing the Scamper speed for both windows and pallets to 1.0-0.9 seconds from 1.4 seconds iirc would be nice.
Also to compensate this a bit.
Cooldown
The cooldown is a bit weird, sometimes it depletes, sometimes not, there are some things that need adressing to be honest.
- Make Chucky start with Hidey-Ho Mode fully charged by default.
- Reduce the time it takes to recharge it to 14 seconds.
- Manually cancelling Hidey-Ho Mode no longer depletes the power gauge.
You are already warned when Chucky is in play when you see the illusionary footsteps, so the first change would just make his gameplay a bit smoother.
The second change is to encourage more Slice & Dice plays, and since Scamper without Slice & Dice is no longer a thing I think it's fair.
The third change is just for QoL, not really fun to have the option to hinder yourself haha.
However, to make the counterplay on the Survivor side a bit more impactful.
- Hidey-Ho Mode depletes fully when missing or hitting a basic attack.
- Stuns deplete Hidey-Ho Mode.
- Blinds deplete Hidey-Ho Mode.
- Hidey-Ho Mode only starts recharging when Slice & Dice has ended. (not during Slice & Dice)
There are a bit more means for Survivors to deplete Chucky's power gauge now.
That sounds really good!!!
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632380#Comment_3632380
It is what it is, I suppose. It is how the game operates.
If you want the best perks available, either pay for them or get lucky with the shrine.
It is how the game operates, but that doesnt mean, that there isnt maybe a better option.
Worth a ptb if you ask me.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632349#Comment_3632349
I think it is okay for the perks to solve this matter. Especially now that shards aren't particularly difficult to get. And getting the character to P1 unlocks the perks for everyone.
Most of the meta already works that way.
That is true. I'm just not a fan of :"if you have it, you can enjoy the game more, if you dont have it, you will get targeted and tunneled out."
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632332#Comment_3632332
The shrine can help them.
Though honestly, I don't think I have ever met a player who doesn't have Laurie or Bubba. Many players bought those DLCs to get the perks, back when they were part of the meta.
But we also have to think about new players. Those that are especially endangered to get into the "i tunnel every game because i have to" - mindset. These people dont have the shards or time to go into the shrine, wait until one of the perks show up and grab them. As you correctly pointed out, many players had purchased Bubba and Laurie, back when it was meta. New players see DS and BBQ maybe as subpar perk right now. With how much negativity DS especially gets right now, i cant blame them.
If you ask me, a buff to survivor could be: after getting unhooked, and the survivor gets chased and downed within 40 seconds after being unhooked (tunneled) they can hit a skill check, stunning the killer for 4 seconds (DS could be like borrowed time , adding seconds to the stun). This mechanic is deactivates when the survivor makes a conspicious action AND makes the survivor lose collicion with the killer if the killer is chasing two or more survivors at the same time (similar to Sadako).
This is by far not a perfect solution and would need to be tested, but its better than locking something that effects game health behind a paywall.
Same thing with BBQ. Make a basekit mechanic that rewards the killer in any way for spreading hookstages. Bloodpoints as you said could be a start. Especially for newer players, spreading hooks would be more interesting, because more BP = faster progression.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632276#Comment_3632276
I understand, my friend. There was just a little confusion in the previous post.
DS being 5 seconds again is a good place to start. Maybe it won't be as effective as it used to be, especially because fighting against tunneling is way harder these days, but it should at the very least put a stop to the current tunneling wave. Many killers don't like to eat the stun.
As for BBQ, I would prefer if it was a perk, to be honest. BBQ being used every game means one less stacked gen slowdown to worry about, and everyone prefers killers who spread their hooks.
But what if the killer doesnt own Laurie or Bubba? I dont think important apects of the game that need to be looked at should be fixed with something that is locked behind a paywall.
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632276#Comment_3632276
First of all, I didn’t categorize you as one thing or another because your role preference is frankly irrelevant, as I went on to state in a follow up comment. You don’t get some sort of immunity from ill-conceived takes or spewing killer main talking points because you play more survivor.
Secondly, I used your point to more broadly identify a trend: a lot of people who are killer mains share the exact line of logic you produced, regardless of your personal claim that you’re a survivor main. And that’s true. Here is the original comment for your recollection:
”It’s so interesting to watch you debunk Radianthero’s argument that comms are this magical bullet that just totally renders survivors immune to the drawbacks of playing survivor. Like it’s surreal anyone thinks that but it’s really the mindset of a lot of killer mains here.”
To juxtapose, @GeneralV is a killer main but routinely advocates for buffs/improvements for survivors. Survivor/killer takes are not role specific.
You dont get it, do you.
First of all: I NEVER said that I'm a survivor main. Never. I said that I play soloq and killer both.
Saying that swf communication helps with a lot of the problems that soloq survivors and survivors overall have in the game is an opinion. An opinion, people can get behind or not. Some people actually do, think that or not. I'm not forcing it on you. I'm discussing it. That's what the forums are for.
You continued to call me out and blame me. For having an opinion.
I also have other opinions. For example to make some sort of reward for the killer for hooking different people, therefore incentiviaing the killer to NOT tunnel.
I see the game as a whole. Not as : "one side vs other side". We are all players. Some play this, some play that. Making the game more enjoyable for both sides is the only way to go.
You insulted my argumentation skills and my efforts to include myself into conversations and discussions to make a change. Yes, insulted. I genuinely feel, that I had a lot of open minded discussions with people and that I also helped to change some things in regards to the game (Sadako).
Saying that "it's unreal to see that anyone thinks that..." is a horrible start if you want to engage with someone in an argument. You simply state :"you are wrong and everyone else sees that your wrong. Your opinion therefore doesn't matter". Everyone's opinion matters. My opinion has just as much weight to it as yours.
So don't give me any "freebies" of yours if I don't want them.
At least we can agree on one part. The role you play doesn't make your takes on the game overall invalid.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632109#Comment_3632109
What you originally asked was what makes the game unfun for survivors right now, and this is what we've been trying to address. And as you've said, being on a SWF group doesn't make those problems go away. With the exception of MMR, the list of unfun things @MikaelaWantsYourBoon mentioned affects both solo players and SWF groups.
Its not done with removing killers from the game or changing them so much that they become unrecognizable for the people that enjoyed them.
If there is someone who cannot possibly suggest such a thing, it's me.
Its not done with putting a jungle gym in every dead zone. Even a LT will not please a lot of people so where do we start? Almost everyone agrees, that Garden of Joy is not fine in terms of pallet spawns, loop design and especially the main building.
But it can be done by reverting their layouts back to the original map adjustments, before the big reworks. I'm not sure how many people here were around for that, but it was a great patch that aimed to fix the maps without creating deadzones. That was a good effort that should've been continued.
Its not done with giving DS 5 seconds again. There will always be people that tunnel and the reward ( someone leaving the match and making it a 3v1) is still too big without any alternative. If the killer player wants to win, they WILL play optimally. Currently, and as long as i have been playing, the most optimally playstyle for killer is also unfun for survivor. Same way is the most optimally way to play as survivor very unfun for the killer. Making a liscensed perk that people have to pay for a bit stronger IS NOT THE BEST WE CAN DO. There has to be something that incentivices the killer player to go for other survivors. This does not have to be slowdown or as strong as getting into a 3vs1. Just something to making hook spreading worth it. Currently it punishes the killers time investment rather than making them progress their objective. Otherwise i dont think tunneling will see a decrease in popularity.
Decisive Strike will be buffed again, that much I'd say it is a given. I don't see anything wrong with a perk being used to fight against tunneling because it isn't an exploit nor a flaw in the game's design: it is a strategy, but that strategy is frowned upon. With the perk you have a choice between preparing yourself to fight against that strategy, or bring something else that you think will help you in the trial.
As for incentives, we had one: Barbecue & Chili. It didn't stop tunneling completely, but it was an excellent incentive. I think it has to be brought back.
Your next points I do not know how to address. I did not call you a "dirty killer main" (which would be highly hypocritical of me to do, since I've always played more killer than survivor), I did not call you out for having an opinion or complaining about things. Me and MikaelaWantsYourBoon have tried to, respectfully, answer the question you asked.
Why is tunneling such a problem right now?
The problem with tunneling is the sheer wave of it we're currently seeing, mostly because there is little you can do against it. Maybe DS won't be as effective as it used to be as an anti-tunnel perk, but we have to start somewhere.
Problems related to players "fun" can indeed be tricky, but each scenario has to be looked at individually.
For example, Ghostface is the killer I hate most in this game, I never have fun against him. That doesn't mean Ghostface needs a nerf, it is an opinion that I have. But Rancid Abattoir losing most of its loops and being left with deadzones isn't an opinion. It is something that happened and should be fixed.
In terms of categorizing me and calling me out, I wasn't referring to you friend or @MikaelaWantsYourBoon but to Ayodam. But I hope that this topic is off the table now. It has no place here. I always want to discuss things respectfully and therefore I enjoy interacting with you and @MikaelaWantsYourBoon very much.
I'm fine with ds being 5 seconds. I just don't think that this will solve the problem effectively. Bbq old bloodpoint bonus could be made a basekit mechanic. The more different people the killer hooks before someone is dead, the more BP they shall receive. Sounds like a good incentive to me.
With your last point I absolutely agree!
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632128#Comment_3632128
Witch hunt? Hon, I don’t personally believe you play more survivor. My acknowledging that bit at all was giving you grace you haven’t earned. That was your freebie.
I don’t see anyone ganging up on you. But if you believe that to be happening, order your thoughts before you express them so people more accurately understand your disjointed, half-cocked points. That advice is also free of charge. You’re welcome.
So you are going to make assumptions based on my opinion without and proof or facts to back it up? Very logical.
I dont need to earn anything from you. I dont want to earn anything from you. I have an argument and i try to discuss something with people on a logical level. You make this impossible.
If you want to get personal, im out, as i said before. You calling me out for having an opinion and relishing in the fact, that others are not in the same boat as me, is ganging up on me.
Disjointed points..... im not even gonna go into that.
I dont like your attitude one bit.
End of communication.
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632109#Comment_3632109
It doesn’t really matter what role you claim to play more. Playing one or the other doesn’t preclude anyone from having a bad take about that particular role. Anyway, your argument appeared to be that SWF ameliorates the issues survivors face. Two people pointed out how that is incorrect. It may have been that you were unclear with what you meant, but Firellius and Mikaela are both still right—SWF doesn’t negate the inherent issues with playing survivor. You’re correct however (now that you’ve clarified your position) that a SWF can help make those scenarios initially described somewhat more bearable.
Oh nice, now its not witch hunting anymore?
I said, that playing swf with voice communitcation does not make these problems go away, it makes them less impactful in regards to winning the game. This does not make them more fun all of a sudden.
Please dont start to gang up on people if you want a logical discussion. Thanks
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631789#Comment_3631789
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631786#Comment_3631786
It’s so interesting to watch you debunk Radianthero’s argument that comms are this magical bullet that just totally renders survivors immune to the drawbacks of playing survivor. Like it’s surreal anyone thinks that but it’s really the mindset of a lot of killer mains here.
Wow... Thanks. Thats comment feels good @Ayodam .
If you want to make this a "hey, lets look at this dirty killer main, he thinks SWF is the solution to all survivors problems. He cant be real!" - thing, then im sorry to dissapoint you. I play a good amount of soloq and killer both. Just because i have a certain opinion about the game doesnt degrade me in comparison to other players or people here on the forum and also does not make it ok to gang up on me. If this is the level, we are going to, ill stop arguing with you. I have no intention of taking part in a discussion with someone that supports this kind of behaviour. Even if i respect their opinion. Sorry not sorry. Really hope, i took that statement the wrong way.
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631778#Comment_3631778
Being on comms doesn't fix the problem. Yes, maybe you can coordinate a better save against that one Wesker that tunnels at 5 gens, but it still won't be enjoyable.
Even if I play with friends, it isn't fun to deal with Coldwind's deadzones, nor MacMillan's new tiles and worse layouts.
A full squad can avoid the problems of MMR, but everything else is there. SoloQ suffers more because it always does, but SWFs aren't immune to it, my friend.
Issues that affect the survivor side affects all survivors.
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631783#Comment_3631783
And i just disagree with that. Tunnelling, strong anti-gen on strong killers, dead zones are problem for SWF teams too. It does not matter if you are SWF or Solo, those things will suffer you.
The only thing SWF teams does not suffer is matchmaking. That's all.
What i meant is, that SWF communication helps out in thses scenarios. It does not make them more fun. That much is true. I mostly looked at the point of handling the situation with regards of winning the match. Not in regards of the fun for all players in the match. Tunneling is unfun (at least for most people). Camping is unfun. Some killers are unfun. Some maps are unfun. Swf does not make these problems go away, it makes them more tolerable to deal with. A good swf on voice communicaiton WILL have a way better time when dealing with these unfun situations.
Solving these problems involves a more complex solution i feel like.
- Its not done with removing killers from the game or changing them so much that they become unrecognizable for the people that enjoyed them. The best that can be done is reworking them slightly to make them more healthy.
- Its not done with putting a jungle gym in every dead zone. Even a LT will not please a lot of people so where do we start? Almost everyone agrees, that Garden of Joy is not fine in terms of pallet spawns, loop design and especially the main building.
- Its not done with giving DS 5 seconds again. There will always be people that tunnel and the reward ( someone leaving the match and making it a 3v1) is still too big without any alternative. If the killer player wants to win, they WILL play optimally. Currently, and as long as i have been playing, the most optimally playstyle for killer is also unfun for survivor. Same way is the most optimally way to play as survivor very unfun for the killer. Making a liscensed perk that people have to pay for a bit stronger IS NOT THE BEST WE CAN DO. There has to be something that incentivices the killer player to go for other survivors. This does not have to be slowdown or as strong as getting into a 3vs1. Just something to making hook spreading worth it. Currently it punishes the killers time investment rather than making them progress their objective. Otherwise i dont think tunneling will see a decrease in popularity.
There will always be people that complain about things. Thats normal. I complain too! I complain about unfair loop design for m1 killers. I complain about the shack and its design. I complain about coldwind long tiles. I complain about Blights ridiculous state. I complain about Nurse power. I complain about Myers being awfully weak without a certain addon. I complain about Sadakos original rework. I complain about Freddy's awful state.
I complain just as much as the rest. But i try to see the facts and see solutions with logic. A survivor killing themselves on first hook, beccause the killer is a Xenomorph is not logical for me. Its a subjective opinion about a character in a video game that the player doesnt like. Therefore the other players have to dislike the match against the Xenomorph as well because one player was entitles enough to say: "Yeah, im out!". Thats not logical to me.
A SWF winning in 4 minutes because of items, a map offering and callouts just to mock the Ghostface-player in end game on how bad they played. Is also not logical to me. These players clearly wanted to win extremely badly. Thats fine. Whats not fine is the lack of self reflection on the stuff that made this win possible and the lack of a fight, the Ghostface was able to put up.
Same goes for Killer, because for some, im a dirty killer player that only sees the killer as a victim and the survivors as evil incarnate.
Its not ok for a Killer to look up the profile of the survivors pre match and single out who to tunnel based on who has the lowest hour count. That is just despicable behaviour. People want to play the game. Not targeted because of their playtime, culture or name. A killer proceeding to "hump" a survivor because they made a misplay and calling them on how bad they played in end game chat is also not ok. Especially not if the killer player played a strong killer with a map offering and strong addons on top of it.
Rant over.
Why is tunneling such a problem right now?
- Not enough punishment for tunneling
- Not enough information for the killer on the progress of the game
- No worthwhile alterinative
- Hooking individual people before sacreficing a survivor punishes the killer more than it helps them
- Survivors sticking to gens, ignoring side objectives like healing, chests or totems
- Strong maps making chases take too long for the killer to handle (pre dropping on some maps is more than enough)
- Some killers are especially good at it (Wesker, Pyramid head, Nurse, Blight, Spirit)
How do we fix it? Some ideas:
- Making the killer a bot (100% success rate to work while also killing th egame in the process)
- Nerfing killers that are epsecially good at it
- Giving the killer some form of incentive to go for multible people
- Giving the survivors some form of tool to deal with it (should NOT be abusable like how DS was in its prime)
- Giving the killer pre lobby information on whether they face a swf or not
Are these the best solutions? NO! Of course not. Its more complicated than that.
As I said, all the problems that are related to players "fun" are hard to tackle because what is and isnt "fun" is very subjective. This does not mean that any opinion has less worth.
-
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631770#Comment_3631770
Not really.
You asked what makes game unfun for survivors. Everything i mentioned makes game unfun for SWF teams too. But at least they can't suffer with bad matchmaking.
Tunnelling is still strong, does not matter if you are SWF or Solo.
Dead zones are problem for SWF teams too.
Dull Merchant hated by SWFs as well.
Strong anti-gen meta is problem for SWFs too. Anti-gen perks are fine for low to mid killers tho but when killers like Xeno, Wesker, Chucky, Plague etc. using multiple of them, then it's problem. And i don't even need to mention Spirit, Nurse and Blight because anti-gen meta is even more problematic on those killers.
BHVR is nerfing maps and buffing perks for weak killers but then we have those killers who does not need so much help but here we are with new problems.
I already commented on this above. Many problems you mention are way less bad when voice comms are in play.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631773#Comment_3631773
But that is exactly what I said. SWF still has to deal with those things, but Solo suffers more.
I am afraid I don't get your point here.
My point is, that most of the problems, that make the game so unfun for certain people, that they quit, is connected to soloq.
-
@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631762#Comment_3631762
It probably depends on how you define anti-loop.
For me, anti loop is defined by the term anti loop itself. You cant loop the killer and the correct play would be to drop the pallet / leave the loop right away.
In other words. A very minimalistic killer interaction.
Notice that i have also added Free Hit killers. They are a step further. You can not even stay at a tile, droping the pallet /breaking LOS wont help, you get hit over time, no matter what. Everything is in the hand of the killer and RNG.
I see anti - loop as anything that helps to make looping less effective against killers. Same as when you have a big, chubby, no-grass-touching DBD nerd in your basement. You use anti - insect - spray to make them less effective.
Every killer other than Legion in their second phase of chase has something like that.
Some are more oppressive, yes. That much is true. But that doesnt make the fact go away, that killer like Nemesis, Xenomorph, Pig and even Sadako have anti - loop build into their kit.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631758#Comment_3631758
Solo Queue will always suffer more, unfortunately, but SWF still has to deal with the first three items of their list.
Not to the extend of soloq.
Tunneling is most effective if the map is good for the killer (tunneled survivor is hooked in unfavourable spot on the map), the survivor is not playing at their best, the team does not see the steps necessary to help (bodyblock ONLY WHEN NECESSARY, doing gens asap).
Strong gen regression (pain res and pop) is currently based around killer progression. If the survivors in a swf call out the position of the killer, pre run, pre drop and stick to gens like glue, the moment the killer leaves them, the killer wont progress that fast. Therefore not getting their strong slowdown.
Am i missing something? Both of these problems are a lot less impactful if voice comms are in play.
-
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631758#Comment_3631758
Not really.
I am sure this list is annoying for SWF teams too but at least playing with friends make those more tolerable.
Thats what i meant
-
@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631722#Comment_3631722
Overpowered killers.
Less interactive killers.
Anti Loop killers.
Free hit killers like Knight, Skull Merchant and others.
Tunneling and proxycamping killers.
Stale Meta.
Tryhard sweats everywhere.
Terrible maps with no recources (Just counted 8 Pallets on a Coldwind map, seriously?)
Because of these reasons and probably many more, survivors may DC very quickly. And because of that, the other teammates become frustrated and might give up early aswell. It is obviously a vicous circle that can only be fixed by fixing the game. Any more penalty will just make them uninstall the game, thats it.
Isnt every killer a anti loop killer in some way?
-
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631722#Comment_3631722
Terrible map reworks which created big dead zones.
Tunnelling is so easy.
Gen regression perks are stacking and so strong on several killers.
Dull Merchant.
Bad matchmaking which makes you match with survivors who is doing nothing.
So soloq basicly?
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631647#Comment_3631647
Instead of using all the available braincells on how to deny survivors the surrender option, why not puting the energy into making the game fun for survivors again?
This.
Well said, friend.
Begs the question though...
What makes the game unfun for survivors right now?
-
YOU CANT DO THIS TO ME! 🔥🐽🔥
-
@Moonras2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626711#Comment_3626711
I agree with this wholeheartedly. Im not really a main of any killer but pig is one of my favorites. I'm afraid that doing much more than this would either cause playing as her to become unfun or the traps would feel way to oppressive. Though I wouldn't mind some PTB experiments.
Combat straps should definitely be basekit. I hadn't really thought about longer ambush, that would be nice also.
As far as traps I'd like to see most of the rng taken out of them somehow. As it is they are not dependable. They either work well and delay the survivor or don't provide much at all. It always makes it feel unfair for whichever side loses the dice roll. It's the same feeling I get when I run four hex perks and Devour Hope is always the first to go.
I am conflicted on the no longer dying while searching a box. For game health I think it would be great but I've also enjoyed those tense moments when I would get one off last second. The second part doesn't happen that often though.
Im glad you like the ideas. They come from around 2200h of pure piggy experience.
The not dying while searching a box is supposed to be a fair nerf for the traps due to her chase being a lot stronger. If her chase is a lot better, the trapps propably need to tuned down a bit. I, however, would not increase the time, survivors have, lower the amount of searches or make more boxes spawn. Changing the addons will do nothing to experienced pig veterans like myself, cause we know that specific rng is stronger than any addon Piggy can bring.
This small but impactful nerf would make her sometimes more fair to go against without hurting the overall impact the traps have in a match.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631095#Comment_3631095
It is just a tip, from someone who plays Freddy a lot.
I know that corrupt is great. Its great on almost every killer. But in a discussion about the strenght of tunneling i dont think specific perks should be an counter argument.
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630954#Comment_3630954
Do you play maps? IIRC, killer’s map offering supersedes the survivor’s offering. May help. And also Corrupt helps to mitigate Freddy’s slow start. Also Freddy is (poorly) anti-loop. He isn’t an m1 killer.
I use a map offering if i have 4 p100 survivors with 4 med kits in my lobby as pig. Then im gonna send myself to Midwich because i want to have a match and not a complete stomp.
Generally im not a fan of map offerings, because they give an extreme advantage to the player, or players, using it. I like to have a more even playingfield when loading into the match. I know.... a rare mindset in DBD.
As i said before, using corrupt is already counting in perks.
I normally play pallet Freddy. Thats literally an m1 killer. Also i have to say: have you played snare Fraddy in recent times? It does not give you hits at all. Freddy is probably as close to pure m1 as we can get right now besides legion
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630954#Comment_3630954
Use Corrupt Intervention on him, it helps.
Then we are already talking about specific perks though.
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630812#Comment_3630812
It doesn’t really matter how coordinated they are. You can still tunnel/camp one survivor out at the start of the match and that’s going to severely hinder the survivors. At best they’ll have two people working on gens at any given time. And even if you’re playing Freddy, you’ll still win the war of attrition. Survivors will run out of resources, you’ll outpace them (bloodlust), they’ll make some sort of mistake that nets you a down. Any killer can employ this strategy. It’s why tunneling is complained about so much.
Im so sorry to play that card, but against the teams i go against, when im playing Freddy, im losing 2 to 3 gens for my first down. Thats an m1 killer against map offerings for you.
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630497#Comment_3630497
it is. If you make a 3v1 at 3-5 gens you’re guaranteed the win as killer unless you like go out of your way to throw.
But what if you get ionto the 3v1 and you have 1 gen left that is already being worked on because the survivors are coordinated and you are playing someone like Freddy?
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630686#Comment_3630686
Well, DS discourages tunneling and BBQ with its bloodpoint gains encouraged the killer to hook everyone at least once.
Sure, they cannot force every single player out there to avoid tunneling, but the situation was far better with those perks around.
Maybe the bloodpoint aspect of BBQ could be made a basekit mechanic?
-
@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630612#Comment_3630612
fair but with dredge or a killer that can teleport it will help alot
True
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630465#Comment_3630465
DS and BBQ, then. We used to have that, my friend. There is no greater incentive.
If you say so, i want to believe.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630507#Comment_3630507
@radiantHero23 is absolutely correct, my friend, removing content people paid for is not going to happen.
At least not the entire content. Doctor, for example, had his Treatment Mode removed. It is not something that can be accessed anymore. But the character is still in the game.
The same goes for Skull Merchant. Removal of the character is not going to happen, the most extreme thing that can happen is another Freddy treatment.
True. Things can change but not disappear. Im curious though. What would happen if a characters cosmetic if used for harassment just like Bubbas masks where used for awful behaviour. Will the base cosmetic be changed? Will the character be removed? Its really interesting to be honest.
-
@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630467#Comment_3630467
good to know but if u want a build that can help
lethal pursuer/darkness revealed/nowhere to hide/and one more of your choice since thats alota power
when available
Sadly i dont like additional actions like opening lockers or kicking gens that interrupt my flow of gameplay.
-
@Katzengott said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630416#Comment_3630416
People would use that as just another, quicker way to DC in solo Q i fear.
Sadly, I have to agree.
I think these are problems that are humanbased. We need to be better.
If you play a match in a multiplayer game, you should be aware, that the other side also tries to win. Sometimes by any mean necessary. Bming should not have a place.
A great addition would be a replay option, to record in game Behaviour and report them for unsportsmanlike Behaviour.
Other changes could easily result in abusable situations and therefore create more problems that they try to fix.
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630386#Comment_3630386
The meta stacking is a good point. The meta in DbD is overwhelmingly stronger than a casual build or playstyle. It's hard to draw a direct comparison to other games because DbD doesn't have a competitive queue, but the meta power difference in DbD seems notable to me. I don't feel that in other games even through mid-rank competitive queues. In DbD, you have to be so much more skilled than a meta opponent to win with off-meta.
Whoever brings the stronger stuff wins. That's one of the base rules of dbd right now.
I'm not a fan.
-
@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630481#Comment_3630481
So healing and boons were nerfed, hexes were untouched but now this means tunneling is more warranted? Just because survivor is so weak nw why not right?
Survivor is weak?
-
Similar experience on killer:
3 to 4man swf (asked them and they said yes), one or two syringes and one or two bnp, map offerings for McMillan, coldwind, ormond and Garden of joy on top of strong items and the same 8 perks every game.
People just like to win I guess?
-
@GannTM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630442#Comment_3630442
Lack effort??? There’s no effort to show against her. The “counterplay” you suggested is losing distance while SM is still mindlessly walking.
And those other killers you mentioned, at least they all have to aim and have decent timing. SM doesn’t need anything like that.
Removing her from the game is the only solution.
Removing content that people payed for is never the solution.
-
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627750#Comment_3627750
I remember the days that one match I played fair with 5 hooks and 5 Gens done, managed to get a few hooks and slug in end game and I ate 3 DS.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630465#Comment_3630465
Punishment is a must, since no reward can ever greater than 1 survivor out of the match.
Thought the game is not balanced around 12 hooks (means not balancing around 4K every match), but rather ~6-10 hooks for that 60%. If they totally remove tunneling and force to spread hook and balance the strength from there, killers would guarantee to have at least a kill, at the same time they would never able to 4K. The out come of all matches are likely fixed.
Tunneling "should" stay, but its just not as stupidly op as it is now.
Is it stupidly op though?
I feel it mostly as an necessary evil in my matches. If survivors get too efficient for me to handle, something that can easily happen as a pig player, i need to resort to unfun strategies to have a chance at winning.
Sometimes it workes out, sometimes it doesnt.
-
@WhoSoup said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630277#Comment_3630277
In my experience, people saying they have great chases with Billy is because Billy is so bad that it makes them feel like they're good at looping.
That's possible.
Hopefully that's gonna change next patch.
-
@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630122#Comment_3630122
never give up friend
Had 3 games with him yesterday. First and second where total stomps from the survivors.
The third I tried something else. I didn't hook them. I just slugged them.
You wanna know what? I actually got pretty decent results. Singu gets heavily punished by hooking if you think about it.
- pods go away
- can't use your power around hook, therefore has to waste time going a few meters to use the power TO GET AWAY FROM THE HOOK
- next chase is worse due to the pod being gone, making overclock last less long in the process
I don't encourage slugging. I don't like doing it excessively. But the killers kit seems to encourage it a lot.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630274#Comment_3630274
Nothing but the knowledge that tunneling is frowned upon.
For some players that is enough. For others it isn't, hence the sheer wave of tunneling we're currently seeing.
Also the reason we need 5 seconds DS back.
I do think that both things have to happen. A punishment for tunneling and a reward for doing something else.
-
@WhoSoup said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630128#Comment_3630128
Inside of Billy, there are two wolves.
One wolf is extremely easy to loop and playing against him is like playing against an AFK killer for 3 out of 4 survivors. He helicopters around a small wall for five minutes and then all gens are done before he gets a single hook.
The other wolf has a chainsaw and if he ever catches you out in the open, you're just dead. He proxy camps hooks with no counterplay possible.
There is no middle ground where you have a fun and engaging chase, you're either bored out of your mind or you get caught out and instadowned.
Normally Billy's tend to chase a lot. Really good billys love to curve objects. I feel like there are a lot of great chases with good Billy players.
Btu that's my experience against yours.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630249#Comment_3630249
It isn't a punishment. Playing nice the entire match didn't make you entitled to a kill at the end.
Choosing to tunnel at the end of the game was the same as choosing to accept the risk of Decisive Strike. It was natural.
If I played nice the entire game, I think I should get some form of reward from the game. Otherwise what discourages me from tunneling the entire game?
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630125#Comment_3630125
Wasn't that bad.
You try to tunnel at the end of the game, survivor uses DS and leave. You move on to the next match.
It has always been fair play on their part.
I don't think it was fun to get punished when you played nice the entire match.
-
@ShinobuSK said:
No. I dislike this killer and chainsaw only are one of the most boring ones
@WhoSoup said:
No, playing against Billy is the most boring game of DBD you can play right now.
Why?
-
Amandas letter - jump scare Piggy on Lerys?🔥🐽🔥
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630097#Comment_3630097
To the killer, it means losing what should be entirely fair hooks/kills virtually every second game.
DS used to work in endgame. We don't need to speculate. We lived it.
We lived through it.
Barely survived it.