terumisan
terumisan
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941454#Comment_3941454
I'll take things that don't happen for 200 Alex. And even if so, they also DC for the reasons I gave in which survivors cannot. So therefore, killers disconnect and dodge at the same if not a higher rate as survivors do and for more reasons, all while putting the blame solely on survivors. That's called entitlement.
this statement is incorrect specifically
>So therefore, killers disconnect and dodge at the the same if not higher rate than survivors do
since by design there are more survivors than killers
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941451#Comment_3941451
Okay.
Multi-hooking is already viable. If anything, it's gotten easier over the years with all the aura reading perks in the game now. It looks bad when compared to tunneling, because tunneling someone out of the game is so much easier and more effective.
Multi-hooking has always been viable, and buffing that before implementing anti-tunneling would be putting the cart before the horse.
multihooking isn't viable since all the second chance perks especially ds if you aren't paying attention who to you hooked at what time and get hit with ds it can lead to a killer losing
this is what the slugging meta was about btw and the devs never addressed it they just got rid of knock out entirely and gave the abandon feature and in future they're getting rid of it probably with basekit unbreakable
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941564#Comment_3941564
This is just being needlessly contrarian.
Lockers and vaults using the same key is something the community has complained about since the beginning and almost everyone agrees that it's an annoyance and should be changed. This regularly crops up on Reddit, Twitter, the forums, etc. and the vast majority of replies are in agreement that it's poor design.
Hopping in to say "skill issue!" is not helpful. Yes, we all know that camera angle plays a role in selecting an interactable, but DbD is a fast-paced game and sometimes — especially on controller — the positioning doesn't line up quite how you want it to. All of the frustration could easily be prevented by allowing separate key binds or spacing lockers further apart from windows.
It's a small change that fixes a common grievance.
the problem is with their gameplay though not necessarily Windows and lockers being too close in this instance also can't you remap your controls on controller? i play k&m so all these buttons are separate
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@Abbzy said:
Works both ways somethimes i get hit trought palett and some times i hit survivor with m1 or chainsaw and I see blood on my screen and still Iget robbed its hit validation, worst is on doctor you hit survivor with shock before he could get space option to vault and he screams and still vaults.
hit validation robs killers of gen grabs usually i see the animation of a grab on my screen and the game says no
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@bashfulboog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941230#Comment_3941230
It's bad game design brotha. It is something that effects the majority, and is a hinderance to gameplay. God forbid I complain about something in the feedback section. god forbid
https://us.v-cdn.net/6030815/uploads/KF57UXW60G2I/warzone-dwight.jpg
It's always "skill issue skill issue 🤓" with you mfers. Always. Why should I have to deny myself information (looking at the killer) and go out of my way to move my camera to avoid bad game design? The way the code is affects more than just this to, like people throwing pallets instead of healing a slugged person, survivors doing CJ's, etc. You literally have nothing constructive to say other than "it's your fault boohoo" like dude. Don't peruse the feedback section then idk what to tell you!!!!!!
but from the clip you posted as proof it's a skill issue on your part you didn't even need to look back since you were healthy and can afford to take a health state or if you did turn your camera facing away from the locker at least
i am giving you advice
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you posted the whole vod is there a timestamp?
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@Grigerbest said:
I really want to try first-person POV as a survivor, like I know there are videos already on YT, unofficial mods and stuff, but you know… Would rather try to play an official one from the developers, if one is going to be added for at least a week. 😋
I have a feeling that this gamemode have a potential to become as desirable and fun as 2v8 and Chaos Shuffle, personally - (saying without sarcasm) I think it's not going to end-up like Lights Out.
POV swap sounds extremely interesting, what do you think guys? Do you wanna try it?
for killers if every killer had 3rd person i can see survivors complaining already and i can see that people complaining that it's too hard but it would be interesting to play anyway
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i don't have one. incompetent teammates are more soul crushing than a specific killer
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needs to be removed tbh it limits what perks i can use and mostly affects m1 killers
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kindred basekit is fine but slugs picking each other up is cancerous
base corrupt is fine (honestly should've been base the moment they made it go away when you down the first survivor)
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@jedimaster505 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941195#Comment_3941195
Only 4 man SWF at high MMR. 4 man SWF overall does almost as bad as solos and high MMR overall does almost as bad as solos too.
or if a 4 man swf and a solo are similar that means survivors are not escaping slightly less than half their games which is actually a lot
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i support this.
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@bashfulboog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940943#Comment_3940943
It got moved once. From General Discussions to Feedback. <3 Your arguments are illogical and irritating tbh
did you look at your own clip? you were trying to look at the killer in the direction of the locker (you turned your camera left facing the locker) so when you saw the prompt hopped into the locker because you were looking at the locker instead of looking at the vault
this is a skill issue
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@francesinhalover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939122#Comment_3939122
killrate 60%… AT THE HIGHEST MMR. we weren't given stats for low mmr or average mmr
KILLERS WIN 60% OF THE TIME VS PRO SURVIVORS.
wait a sec a 4 man swf has a 48% winrate they're almost escaping 50% of the time
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@Lexilogo said:
What any dev says is not gospel by any means, but I can't help but think of that Reddit post where Almo talked about VHS and why so many imsims wanting to kill DbD "fixing its problems" like "oh man, it's lame Survivors can't fight back, what's up with that? my imsim's gonna have GUNS" end up stumbling into much bigger problems. Tunnelling sucks, but the good side of allowing Survivors to actually die is that once a Survivor's dead, they're gone and it's a massive burden off the Killer's shoulders.
In a rebalanced version of DbD where the game is always 1v4, if the MMR algorithm decides to gift you a cracked P100 Jill, who's running Background Player because she doesn't need Lithe to loop you like a NASCAR rally, you will be dealing with her for the entire match. Her eventually dying for getting too reckless and turning the game into a 1v3 is a crude solution, and definitely not ideal for survivors playing in teams, but it's also a vital source of relief and an important element that makes Killers feel like killers.
I don't mean to sound like one of those "woe is my role" people who will only be happy when their side of the asym is hyper overpowered, but seriously, I don't think this game can survive removing the ability to kill Survivors off. I hope tunnelling gets a sensible solution, I don't think this is it.
as a guy who played vhs if the survivors were good there was nothing you could really do
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@Hawki_ice said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940941#Comment_3940941
Yes and no, the hooks would still work as current, so first hook chance to unhook, second hook struggle to survive then dead on third, so perks like deliverance would only have that effect on first hook window, but if the killer tunnels someone using that perk they are effectively hurting themself, best to spread out the hooks to get people onto the second phase, i think it would help deter them from actually tunneling individuals, as the best play would be get people to second hook and spread it out so they don't re spawn and get that extra deliverance.
That being said the whole idea is to make it so the game is always 1v4, currently the match always changes and that adds a huge variable that you just cant balance, making it 1v4 all the time, means everything can be at least balanced towards the fact its always 1v4 not 1v3 then 1v2 etc.
That being said it would add the extra issue of weaker players just being super tunneled out, but i feel while that sucks its then on the team to run interference as that is the point of the game team work. and even if one survivor has a strong second chance build, the killer can always switch off them, which is how it currently works.
but for the killer the game is 1v1 if survivors have essentially infinite lives for all intents and purposes second chance perks cannot exist since there isn't really a risk for survivor and if one survivor just gets tunneled infinitely that's their team's problem in order to pull aggro and stop slamming gens
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@bashfulboog said:
PUHLEASE!!!! Either that or let us change individual key bindings!! (Instead of having one key decide so many different things) I am so sick of checking behind me to see where the killer is, and because my camera is facing towards a locker, I am prompted to quick hide instead of vaulting. Usually I remember to flick my camera around to avoid this, but it isn't something I should have to do! It's incredibly frustrating.
Also please fix how ping affects gameplay. I am very clearly outside of the locker, two feet planted firmly on the ground, and Chuck still gets the pull animation. I could've had a much longer chase, instead it was snuffed out because of things I cannot control. Feelsbadman.
didn't this thread get moved 3 times? also if you took that vault a bit wider you still would've made it and chucky got you at the last second of animation.
this situation was your fault since you were looking directly at the locker instead of the window
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@Hawki_ice said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940831#Comment_3940831
They win off the hook states like normal, just have to get 12 hooks and they win, It would require a lot of balance of course as it would always be 1v4 now that they couldn't reduce the total number of survivors.
So yeah probably slower generators or maybe more? it wouldn't be an easy change i imagine a lot of perks would need reworked, but hey second chance perks would be come more useful if you could potentially use them multiple times a match.if you're swapping the objective from kills to hooks you have to get rid of second chance perks especially if they're coming back until 12 hooks
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@Hawki_ice said:
I have been thinking about this for a while and decided to post it, I apologize if its been raised before i haven't done any deep research into if someone else has posted a similar idea.
There are two big issues with DBD that i constantly come across that i feel ruin a lot of my games
- Tunneling, (as there is some debate about this, and what defines tunneling, I am referring to the hunting and killing of a single survivor to make the match 1v3 as soon as possible, such as what i see more conmanly in competitive play). This really sucks in public match's and valid or not in most cases once its 1v3 the match is over unless you have progressed far enough through the gens.
- Players throwing on first hook, as above a player just throwing on first hook, or giving up and making the match a 1v3 so its a loss
Also if you die early on and have friends in a match your stuck waiting for them.
Now i just want to state that personally i never throw, even in the worst situations I always prefer to just keep trying my best, in the hope we will pull off a miracle or that at least the match is still fun.
Now my solution to the above issues and the point of this post
Survivors(players) never actually die!
The big problem with DBD is balance, and if it moved to a hook state system more like 2v8 where the match tracks hook states as the goal.
If on a third hook state a survivor dies, but then re-spawns from a locker or just a far corner so the game remains 1v4 this would massively improve balance, and help remove the issues listed above.
Once the killer gets to the 11th hook state, just like currently the final 12th down would allow a Mori and just like when the end game collapse runs out all other survivors would die and then be shown the final Mori (I personally think this would be a much more epic ending to a match for killers)
an alternative to this would be that the killer can just down and mori or all survivors after the 11th hook state and survivors are considered on final hook, but i feel the above is much cooler.
So what are peoples thoughts on this, i don't think it solves all issues, but would greatly help with balance, and as a survivor if we could que up our other survivors we could on re-spawn maybe swap to a different one (with the same build as we joined with, but no items)
I know a change like this would be rather major and would not be something that would be easy to implement development wise, but i think it solves a lot of problems even if it means nearly everything would need adjustments to incorporate it
TL;DR, Make survivors re-spawn on a death hook so they can keep playing so the game can be balanced around 1v4 at all times and discourage tunneling and throwing.
so what's the killer win condition if survivors can't die? also you'd have to nerf gen speed to a crawl or get rid of 2nd chance perks
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the fog is a franchise? i haven't heard of this before also dbd used to be a loooot darker and foggier so people might just stack mist add-ons to make it hard for the killer to track
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@TheSingleQuentinMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940793#Comment_3940793
This is good right here. Thank you for making a sincere answer.
I absolutely agree that if a perk is "needed," than that killer should be buffed in some way. People often say, "killers need this xyz perk, because they are too weak," which might be true, but the perks typically just make one side stronger or another. They don't add a new skill or strategy to learn, with few exceptions.
I personally consider learning new tricks, techs, or strats as killer to be what makes being killer fun. It's only by extension of getting good at those things, that winning is fun to me.
I do think perks can add to that fun, but they are typically:
-Block gens to give you some slowdown,
-You do this thing faster,
-Survivors take longer to heal.
It's not,
-Learn to control a chainsaw sprint to gaurd three gens at once,
-Develop the game sense of when to Cloak as Wraith to catch up to Survivors,
-Know when to break off chase to go stop a healing action.
Do you at least see where I'm coming from.
well the latter is just gamesense since as you go up in mmr survivors become more efficient to the point where if you don't learn those things you lose and that's more of a problem with gen speeds and swf
i prefer gen regression over blocking since unless your pairing dead man's with grim only mobility killers or long range m2 can capitalize on it
the fun perks i enjoy are stealth perks but they're niche to worthless because they need number buffs but i'm enjoying trail on killers at the moment
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@TheSingleQuentinMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940789#Comment_3940789
Hold it. I'm being sincere here, what was fun about using the perk sloppy butcher before the nerf? If it wasn't about the perk being fun, and instead was, "the games balance hinges on this perk being strong enough" than the problem isn't the perk being to weak, it's the perk is needed for certain killers, which means those killers need something to offset that problem.
i liked using pre nerf sloppy since it made survivors focus on something other than gens but even if it's "needed" for certain killers buff the killers instead of nerfing the perk
also what do you mean by a perk being "fun"? i'm not being sarcastic or anything and the reason i'm asking is i run perks to win since winning is fun for me
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@TheSingleQuentinMain said:
I'm not of the opinion this game is killer or survivor sided, because there are to many killers/maps/perks/add ons that entirely change this, not to mention rng. However, I believe both sides have some stuff that's overpowered. I'm making this because in order to fix this game we need to be willing to compromise and someone needs to be the first to cave. These are just my opinion, and not only am I open to criticism, I would love to hear counter arguments.
1. Dead Man Switch (Current): DMS used to kind of be an anti-camping perk, but it did have a problem, low mobility killers (which are typically the weaker ones already) couldn't utilize it to well, but high mobility ones were great for it. The new change does mitigate that (kind of), but it made the perk way stronger, espcially with Pain Res.
My suggestion: DMS will return to it's older self, but it will have an 6 second period before it triggers. This way Pain Res can't trigger DMS on Solo Que survivors, because people can't warn there teammates "I'm going to be hooked exactly now!," and low mobility killers won't be that far behind high mobility killers with this perk, since getting there within six seconds is pointless now anyways.
2. Lightborn: Listen! I Love this perk because it's funny to watch someone's whole loadout be pointless, but also it's terrible because loadouts should not exist to counter loadouts. It's like a rock paper scissors game, but after you picked rock and your enemy picked paper, you have to spend 20 minutes losing. Also, as much as I hate getting flash saved on, I wanna respect the fact that it's a fun playstyle for survivors, and if there is something mechanically OP about flashlights, a perk does not solve that. ALSO: I kind of like fighting flashbangs in chase. If a survivor drops a flashbang around a corner, and I don't predict that, get blinded and lose them, I kind of have a moment of "Damn, that was actually a sick play." I'm going to regret this, but I would suggest a buff to flashbangs. If the killer is within 4 meters of a dropped flashbang, they suffer a new status effect, Sound Distortion, for 5 seconds. Sound Distortion makes it so the killer can't hear anything, and aren't given loud noise notifications.
My suggestion: Lightborn does two things. 1. Everytime you are blinded, the amount blinding required goes up, and the duration goes down. Also, you still reveal the players location, but they now get notified they are being revealed. 2. Everytime a generator is completed, gain 5% haste for 7/8/10 seconds. This way the perk is not solely oriented towards countering something a survivor brought, and even if it does counter it a little, it doesn't remove the survivors loadout power.
3. Devour Hope: M1 killers are weak, I get it (except singularity). But, this perk kind of encourages killers to avoid using there unique ability, and just M1 people. And for something like getting three hooks. If the killer can't get three hooks in a game, then either there's a mechanical problem, or the killer's mmr doesn't match who he's fighting. Either way, this perk lets you skip over your power, and over hooking survivors, which also skips over mechanics like healing and dead hard, all for something that's mostly RNG. You could spend the entire game looking for the Killers Hex, or have your Hex as killer isntantly destroyed. It wasn't funny the first time, and it wasn't funny the 1000th time this happened. I don't know how to balance this thing, but a killers power should come mostly from there ability, and there mastery of it, not from perks.
4. NOED: Pretty much the same complaints as devour hope, but I will defend it on these notes: It does help the killer turn around a losing game. This can be fun on the survivors end if they feel there wasn't much of a game, and suddenly they have to get serious.
There's other perks I think might be op or a bad concept, but the bigger goal is for one side to go, "hey we have this op, unfun to fight thing," and then the other side goes, "you know what? This thing we have is kind of Op too." Imagine a world in which we stop hearing, "Well killers/survivors have this OP thing, so we need this OP thing."
"killer main" these perks don't need nerfing they need to buff sloppy to be unlimited again and other low tier perks
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@MoZo said:
We are officially one week away from the Five Nights at Freddy’s chapter being released on live servers! What are you most excited about for the chapter or the update in general?!
https://us.v-cdn.net/6030815/uploads/ALKBR42T2AIN/img-5176.jpeg
i excited for a new stealth killer even though he'll be weak when people figure out he's an m1 if he misses
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@Nikolaifly said:
I am a HUGE Supermassive Games fan. I have gotten every achievement on every game they have made (on steam) and I play these games religiously. TcoFS, while being very flawed, is still one of my favorite games ever. I love DBd and I love SMG and the game is so great in my opinion. I was so excited to finally get a Supermassive games chapter in DBD, especially with how Frank Stone was portrayed in Chapter 14 of the game.
Then they barely mention how hes going to be a TRAPPER skin? WHAT. THE. HELL.
- Why make an ENTIRE GAME just for these characters, and then not make them into a chapter?? It makes no sense at all, I get that the game wasn't a huge success, but making it a chapter would've undeniably raised sales and interest for the game!
- They do things in the game that feel almost meant to show his power in action! No matter what you do [SPOILER ALERT!], Frank Stone eats someone and absorbs them, and then they scream sometimes, causing him to need to stab himself. CLEARLY that is showing something that would be in a killer kit, plus the ghost version and the cameras, there's such good potential for a killer kit here.
- The survivors could have great perks, they are literally shown completing generators and looping the killer IN THE GAME (Linda / Madi literally SPINS the killer!). they are all so interesting and fun, that I can see any of the 5 playable characters being perfect survivors for the game. But… they literally might never get added to the game in ANY WAY?? Why spent 3 hours building up these characters just for a game that… shows the entity is scary???
- The trapper is NOTHING. AND I MEAN NOTHING LIKE FRANK STONE! Plus he's one of my least favorite killers to play! Me, one of it not the BIGGEST tcofs fan probably wont even buy it because it's for a killer I hate. How do you make a ghost man that came from a CAMERA into THE TRAPPER??? It makes no sense, besides them having generally similar physical statues.
I know the announcement came a while ago, and I thought I was just happy with anything, but now that I actually think about it, I feel LIVID. BHVR just wants us to forget about this game, but I'm a huge fan, and this feels like a slap in the face.
i never played that game nor watched a playthrough but it's weird how in an ip they own they didn't just make frank a killer as a bonus or something to draw people toward that ip more
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@KeefCheif said:
I think a lot of people here are taking personal offense to this discussion and that's not constructive at all. I urge you to take a step back:
Tunneling hinders your growth as a killer if you:- Tunnel regularly regardless of the context
- This case is targeted at killers whose strategy is: I hook then I patrol nearby so I can tunnel when the unhook happens
- Hardly anyone regularly falls in this category, but it's still an issue
- Generally avoid tunneling until things start to look bleak
- this is where we all need to take an honest step back and ask ourselves: did we get outplayed (cooked in chase, made a costly mistake, …etc) and if so the argument at hand is that regularly tunneling in this scenario hinders your overall growth. This is a fairly subjective analysis at times which is why this discussion can feel like a personal attack imo.
- I fully sympathize with the argument that it's nearly impossible to win as the killer in a 4v1 scenario, so if that's the case the discussion at hand should shift to how can we make the 4v1 more balanced so that killers don't feel forced to tunnel. But please, do not use the 4v1 as a blanket statement excuse to justify tunneling every time your game is heading towards a loss.
Finally, keep the original discussion point in mind: excessive tunneling hinders fundamental growth long term.
I'm personally guilty of tunneling in matches that I would have normally lost simply because I was getting outplayed, and it doesn't feel like a good win. Hopefully others can empathize or at least sympathize with that feeling.you'd have to dumpster gen speed and have survivors focus on a second objective but as we've seen with the recent blood moon when the devs try to make it "fair" with killer power/abilities not working on it the game becomes the top tiers running around and survivors rushing gens
- Tunnel regularly regardless of the context
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@Saitamaspower said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940012#Comment_3940012
Funny. The numbers say otherwise.
In the last 3 months, Dead by Daylight has seen a consistent increase in player count:
– April: +30.65%
– May: +1.78%
– Last 30 days: +7.75%So let’s be clear: people are playing. And they’d play even more if they weren’t being funneled into matches they actively dislike. A killer block system wouldn’t “destroy queue times”—it would improve player retention, which matters more than forcing short-term queue efficiency.
Also:
Survivors already deal with constant role imbalance, matchmaking roulette, and wildly unfun mechanics. Asking for two blocked killers isn’t “avoiding challenge.” It’s asking to opt out of misery. That’s not cowardice. That’s sanity.And the “just learn to counterplay” argument? That’s tired. Some killers don’t have counterplay for casual players. They have patterns. Patterns you memorize or you die. That’s not skill expression. That’s repetition under pressure.
You want competitive players? Treat them like people, not cannon fodder.
new chapters bring in new people and the new people generally want to play the new killers
also if you're in high elo or at least played killer a lot in high mmr the game is heavily in the survivors favor
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the thing
jason probably will never come to dbd with all the legal stuff around him
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if we had a killer block system survivor que would be hours long and killers don't want to play L simulator if they don't have to. why not just learn to counterplay
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@AdamZ said:
So i just started playing survivor only a few days ago, since i've got in to an accident which left my left hand/arm in a pretty bad shape, and this is the only role that i can play one handed.
So far its been pretty terrible, 6 out of my 10 games has been against nurses, my teammates are actually braindead and someone usually just gives up at the start of the match.
some examples:
tm runs across the whole map just to get healed even tho i have "we'll make it"
tm doesnt come for the save ,and lets me get to 2th hook stage while they arent even doing gens
non stop crouching
or when they do come to save me all 3 of them comes and are crouching around the hook that im on and again we are not making progress with the gens AND THEY DONT EVEN SAVE ME!
im on a gen and i have around 70-80% progress another tm is on hook, the other 2 arent doing anything according to the hud, so i assume they are goin for a save, i finish the gen and he hits 2th stage 💀
the reason why the survivor experience is bad 80% of the time is because of other survivors 10% is because of the killer and their tactics and the other 10 is because of the map and rng
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@nexuspi said:
A large number of killers choose to slug one survivor when two are left, in order to prevent a hatch escape and secure a 4K. This often leads to a very frustrating experience for the slugged survivor, who is left with nothing to do but wait and hope the killer eventually picks them up.
There are a few typical scenarios:
- The killer slugs briefly, looks around, and if they can't find the other survivor, they hook the downed player to force a hatch standoff.
- The killer slugs and waits for the slugged survivor to bleed out, forcing the hatch fight that way.
- The killer searches for the last survivor until the slugged player is nearly dead, and if they can't find them, they pick them up and drop them repeatedly to reset the bleed-out timer — or, worse, carry the survivor around endlessly if they don't wiggle.
Aside from the first case, these scenarios are not fun at all — especially scenario 3, which artificially prolongs a game that is already lost and wastes everyone’s time. It's one of the most demoralizing experiences in the game as a survivor.
I strongly believe the game should introduce one or more of the following:
- A way to surrender when one survivor is slugged and no longer has any real chance.
- A change to the hatch system so killers can't abuse slugging to guarantee a 4K.
- A time or mechanic limit on how long a player can be slugged or picked up and dropped repeatedly.
Please consider making changes. Slugging for 4K has become too common, and it ruins the experience for many survivors.
unbreakable boon exponential
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@Jivetalkin13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939394#Comment_3939394
Depends on if they can even use them.
true but as a hypothetical. a teleporting ghost face would be scary
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@LittleJuice said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939358#Comment_3939358
I have now edited my post to include the additional info that I also am no longer getting perks in the bloodweb. I'll still do this but im just checking, that doesnt change anything, right?
i'n wrong that's a prb thing. sorry you have to wait till springtrap
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@Jivetalkin13 said:
I'm picturing a game with Springtrap and Singularity. That's way too many cameras lol.
imagine an oni or ghostface teleporting to the other side of maps quickly or legion
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no it's in the general perk pool so you have to spam the bloodweb and you'll eventually get it or wait till springtrap drops so bulk spending is a thing
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@MechWarrior3 said:
Do we consider her power as “Slow Down?”
Also is Thana actually worth using with her?
her power isn't really a slowdown since being injured isn't really that big of a debuff but thana at least for me gets survivors to take being injured more seriously
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@Cetren said:
I do miss the dark vibes but wow I do not miss people disappearing from right in front of my eyes from just how dark everything was. I remember way back when a screenshot was posted which had several Claudettes in it and you just, legitimately couldn't see them, even with the ability to sit in one place without a time constraint and the ability to zoom in.
Maybe with the gamma settings you could play a few games with low gamma and see if you enjoy the darker vibe but, if I'm being honest, I'd really choose to go back to that, as aesthetically pleasing as it looks.
ah yes the blendette days everyone had her at p3 because she was invisible they should have brightened her clothet specifically or made it so that she couldn't have dark clothing
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@Fantasy said:
I miss the old and dark DBD from when i first started playing and would love to see what new coldwind and ormond would look like under some moonlight.
Found some stuff other people have made that looked cool.
https://us.v-cdn.net/6030815/uploads/CG0U4ARGKUOZ/videoframe-14365.png
why are there bright maps to begin with it's dead by daylight not get killed in the afternoon or midday
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939311#Comment_3939311
If they make them skillful to use, sure
skillful how? i just want some nerfs reverted even if they keep her from seeing aura boxes just to prevent her from bodyblocking boxes
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@CultoftheCat said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939319#Comment_3939319
Yes i used to main killer back when the game was beyond survivor sided and survivors would just let 1 teammate die and have a 3 man escape with a key through hatch and a generator still left to complete. So i know very well how killer works. I also know there are so many salty toxic killers who just tunnel, camp, slug out of spite, as revenge or just to take their anger away on random strangers, they confess to it all the time. And the other half, who don't do it out of anger, do it for a guaranteed win.
So, no, killers don't "resort to tunneling!!" because killer gameplay is so weak they need some sort of "boost", the 2000 winstreak Blight didn't need to tunnel every match at 5 gens.
I do find it funny though how instead of addressing the fact none of those perks stop actual tunneling, or slugging, or anything really, it at most buys you a bit more time to loop, instead you went "W-why won't you have some empathy and understand WHY tunneling happens rather than want a counter to it?".
Survivors are not the killers punching bag, so, no, "Aw but if the blight didn't tunnel at the start of the match he wouldn't have gotten his 4k at 5 gens" is not a logical way of thinking. Try again. And try actually playing Solo Q.
>Yes i used to main killer back when the game was beyond survivor sided and survivors would just let 1 teammate die and have a 3 man escape with a key through hatch and a generator still left to complete. So i know very well how killer works. I also know there are so many salty toxic killers who just tunnel, camp, slug out of spite, as revenge or just to take their anger away on random strangers, they confess to it all the time. And the other half, who don't do it out of anger, do it for a guaranteed win.
killers tunnel camp and slug due to gen speed mostly not all the time though since there are killers who came out of a bad match and want to just tunnel a survivor
>So, no, killers don't "resort to tunneling!!" because killer gameplay is so weak they need some sort of "boost", the 2000 winstreak Blight didn't need to tunnel every match at 5 gens.
outside of blight and nurse who are strong enough to put enough pressure on survivors the average killer is reliant on survivors as a whole to make mistakes in order to snowball the match in their favor which is why gen rushing is so effective since a killer can't really come back from that because he can only chase 1 survivor at a time if he drops chase to protect gens either the survivor can heal or just rush gens injured
>I do find it funny though how instead of addressing the fact none of those perks stop actual tunneling, or slugging, or anything really, it at most buys you a bit more time to loop, instead you went "W-why won't you have some empathy and understand WHY tunneling happens rather than want a counter to it?".
the reason i say "play killer to figure out why killers are tunneling" is twofold 1 since you said in this recent post you "used to main killer back when it was beyond survivor sided" is because metas and strategy has changed over the years due to survivors get better over time which they're supposed to since they're playing the game over a period of time so strategy from killers have to change to be more efficient especially with nerfs to powers and/or perks and 2 you were telling me to play survivor to experience what it's like from their perspective but i already do also that's a teammate issue since your team isn't rushing gens
>Survivors are not the killers punching bag, so, no, "Aw but if the blight didn't tunnel at the start of the match he wouldn't have gotten his 4k at 5 gens" is not a logical way of thinking. Try again. And try actually playing Solo Q.
first of all from a game play perspective survivors are literally the punching bag but i actually do play soloq idk what your doing in order to get tunneled every game but i just use the tactics good survivors use against me when i'm killer granted sometimes it doesn't work out and i die or i make mistakes by being to altruistic but i don't go out of my way to make the killer tunnel me but also i rush gens because a killer can't turn off powered gens (yet) and that's also the reason why soloq is so bad
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@CultoftheCat said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939317#Comment_3939317
None of those tools are efficient against any of those things and majority of those have been nerfed to the ground. I invite you to actually play survivor and see how much stunning the killer for 3 seconds helps you to not be tunneled out of the game.
i do play solo survivor with a healing build w/o ds and exhaustion perks actually i don't really get tunneled unless i actively bodyblock the killer with endurance(which i have done occasionally) and he understandably gets pissed
have you tried killer and figuring out why killers do these things?
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@Drunkenmunky said:
It's bothersome people use the availability of perk for a specific situation as an excuse for bad behavior.
Survivors can't perk for every situation. Nor should they be forced to run the same anti- this that and the other.
I mostly solo q and I don't want to feel forced into a build. Yet here we are.
Feeling like it's ok to try out perks for fun or just working on a tome challenge shouldn't feel like a punishment.
White glyph is the worst. Even attempting a challenge seems to be the ire of your teammates.
But, I digress, using perk availability as a counter to whatever situation is at best, not viable. No one is going to "meta" all those perks with 4 slots every game. You can't anti this that and the other with only 4 slots. It's a tiresome argument.
As mentioned in previous posts. Killers play to win the only way they seem to feel as though they can. However, this only covers the need to get a 4k any way they can without perks.
Hence slugging, etc.
It's not like every killer uses the same perks. It's not a one size fits all here. I feel that is being missed.
Killers benefit from perks based on their individual power.
Simple example: The Plague with Hysteria and Blood Echo.
It's not fair to say Killers HAVE to tunnel to win. They are just being lazy.
It's not fair to say survivors can just take every perk to counter. That's not viable, realistic, or fun.
The ultimate problem is: if you're taking away my agency to play, wasting my time, forcing me to earn nothing for my time: you're the problem.
I've said my peace.
Downvote me into the void.if you notice a certain theme that killers do you should bring a perk to counter it if you aren't going to use the solution why complain in a pvp game?
if a killer tunnels use ds
if a killer slugs use unbreakable or alternatively boon exponential
if the killer uses aura reading use distortion or boon shadowstep
if you want to get healed quickly from hook use resurgence or any of the other healing perks
it's not bhvr's fault you don't want to use the tools available
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my point is all she need is her traps buffed
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@lettuchia said:
Pig and myers are hopelessly and inherently flawed killers with little to no skill expression, thank goodness for not seeing them often, let's keep it that way
they nerfed pigs traps into the ground she did have slowdown when she caught someone
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you'd see more killer variety if gen speeds were nerfed and. swf had an action speed debuff
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@jedimaster505 said:
I keep seeing the same argument from killer mains on here… "survivors are losing because the average survivor sucks".
Now I explain why this is blatantly false.
People who choose to play killer aren't magically better at the game than your average survivor. There are just as many mediocre killers as there are mediocre survivors, after controlling for the 1:4 ratio, obviously. Most players are average because they aren't professionals and shouldn't be expected to be professionals to have a rewarding gameplay experience. So if the escape rate is less than 50%, which it is by quite a large margin, this indicates that the game design itself favors killers, which it obviously does.
To turn around and then say the escape rate is low because most survivors are bad, completely ignores that most killers are just as bad, on average. But the OP game mechanics killers have at their disposal makes it far easier for mediocre killers to win against mediocre survivors. In other words, an intermediate survivor loses against an intermediate killer, most of the time. You need an expert survivor to consistently beat an intermediate killer in DBD. An expert killer will beat expert survivors most of the time, too. It is only a minority of elite survivors that can actually prosper against expert killers, and killers don't even face these teams very often because elite players are a tiny percentile of the player base. The balance differential is clearly evident in the absurdly long kill streaks that some killer mains have achieved, which is unheard of on survivor side, and unheard of in other popular PvP games that are sensibly balanced. The margin only gets smaller as you approach the very top of MMR, and even then, 4 man SWFs still escape less than killers.
So the complaints from survivors about the low cheese skill tactics used by killers, like tunneling, slugging, camping, etc, are perfectly valid. A game that doesn't reward skill expression for one side is poorly designed. In fact, neither side is rewarded for skill expression when the game is imbalanced, because even the killers are forced to win more by design, which renders their input as meaningless as it is for the losing side. For every 4K you get as killer, you know it could well have been a 2K or a 0K if BHVR hadn't given you an advantage from the outset. This removes the satisfaction of playing both killer and survivor.
The fundamental principle of game theory is that you have a balance of challenge and reward, which produces a flow state, and that is called "fun". But if survivors aren't rewarded for skillful input, because low skill cheese tactics are so effective, then the game ceases to be fun, and they rage quit (i.e. go next). This is not a skill issue on the players part, it is a critical game design issue whereby a large percentage of the player base doesn't even consider a match worth playing until the end, because the mechanics are inherently unfun. In fact I have never seen such a high percentage of quitters in any other popular PvP game, compared to DBD.
Likewise, if the killer is just handed one 3-4K after another on a silver platter, their input becomes meaningless, and the game becomes remarkably boring. At that point the only incentive for killers to continue playing is for the power trip fantasy, which is why so many killers hate that survivors are able to abandon. Many of them gain satisfaction that they are ruining the survivors gameplay experience, instead of being satisfied for playing killer role skillfully.
To make this concept clear, imagine a game where the outcome was determined at the very beginning. That is, the game told you at the beginning of the match, which survivors will escape and which ones will die. Obviously that would be a terrible game that few people would enjoy. Now obviously, this is an exaggeration. Dead by Daylight doesn't take it to that extreme. But it does do this to an extent, because the odds of survival are forcibly reduced through game design, instead of leaving it up to the players themselves, both killers and survivors, to determine the outcome.
If you're a really good killer main, you don't need BHVR to hold your hand to help you kill survivors. Your skill as killer will make you an intimidating presence all by itself. If the survivors aren't intimidated by you, then you're just not good at killer role. And if survivors don't consider the game worth playing, then the devs need to address their game design instead of blaming the survivors for "not working together".
the average survivor does suck actually if you put on bond or aftercare or just look at the hud usually survivors stop doing gens if the survivors aren't rushing gens the game snowballs into the killers favor you could be the entities gift to looping and loop for 5 minutes straight but it doesn't mean anything if the others don't do gens
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@Brokenbones said:
So after Chaos Shuffle has served me these perks a few times, I've decided to write down why I think these perks are just horrible to use in practice while seeming like they have incredibly useful effects.
The worst offender in my eyes though is undoubtedly 'Clean Break'. This perk, in practice genuinely feels like a 5th Killer perk. Here's how it works:
Clean Break:
- You heal a survivor. 16 seconds spent doing this usually. Then the perk is active
- If you are injured and someone begins healing you, press a button to become 'broken' for a whole minute.
- After the minute is up, you become healthy immediately
Now, the elephant in the room is - why the hell would you not just let the other survivor heal you? The first answer would be something along the lines of 'time efficiency' I'm sure, but let's say you let the survivor heal you:
- That's two survivors spending 16s healing, 32 in total.
- Clean break is 60s, meaning it's almost twice as long to get value
"But you can do other things" I hear you thinking to yourself.
That's true, but if you get chased you're stuck permanently injured unless you can survive the whole minute and that's easier said than done. In a nutshell, you're deciding to stay injured for a whole minute and if you're not planning on hiding during that minute, you're a really easy target for the killer.
I think what kills the perk is the 'while you are being healed' part of the perk. If you could trigger it on demand, whenever you wanted then it would be much better because at least then you get to pick when to trigger it.
Moment of Glory:
- Spend time searching/rummaging two chests (20 seconds in total) to make the perk active
- Once you are injured by any means, become broken for a minute
- When a minute passes, become healthy.
This perk actually has the potential to be really powerful because I recently learned you can search one chest in order to gain the first stack then simply wait until the right oppertunity to search the second one while already injured to immediately activate it and start the heal timer.
My main gripe with Moment of Glory, apart from the 60s timer - is it's activation condition. As we all know only 3 chests spawn in maps by default and outside of the basement and some guaranteed spots you're gonna be wasting a bit of time to get it active. Also having to pair it with a rummage perk to get more use out of it annoys me, since the rummage perks are themselves not all that good on their own.
My suggestion: Let unhooks/totem cleanses count as stacks. One or the other. Just something to make getting it ready more consistent. In a normal game, one survivor can only use this perk once without rummage perks. That's really bad imo.
I know these perks with the wrong numbers would probably become really annoying and busted but I never see anyone use these perks in normal games and it's pretty understandable why.
They are ultimately outclassed by alternatives:
- Second Wind has the same idea as these two perks, but it triggers off of being unhooked and is only 20 seconds.
- Inner strength lets you cleanse 1 totem in order to get an on demand heal at a locker for way shorter times.
- Medkit syringes outclass both of these perks in basically every way, goes without saying.
- If teammates have perks that increase healing speed, you're actively opting to stay injured for way longer than necessary with 'Clean Break'. Meaning you either just never use it or decide to waste more time.
- In the upcoming FNAF patch, Botany Knowledge is having its downside removed meaning Medkits will likely outclass these perks even more than they already do.
nah clean break actually saves time since i stack it with do no harm to heal them get tapped and immediately work on a gen but moment of glory needs to rummage through 2 chests which is too niche also you need to run shiny coin which granted messes with killer powers unless they're doing a human greed build it isn't worth it
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@FiveNightAtDwights said:
I would like to know at what gen amount fellow survivor players usually lose their games because i find most matches in which I win as Killer, survivors still have 5-4 gens left, and exact same miserable experience when I play as Survivor.
Unless I go full gen repair build and i'm not chased first, it's not uncommon to see someone on death hook at 5-4 gens. This mixed with the fact it will not be possible to go next anymore makes me wonder if it's common for other people to lose majority of their games at 5-4 gens or if it's just my experience.
Would be crazy that the devs don't do anything when majority of games are decided within the first 90 seconds and survivors don't even get to interact with their objective before a teammate dies. (And preventing players from going next won't suddenly make them good at looping or make them do gens, it will just make them alt tab to watch youtube)
I think streamers who main Killer like Otz have had stats made of their matches and there seems to be an issue if majority of killer players have a consistent winrate of 90% of their matches and in all of those survivors don't even get to finish a gen.
depends on how competent my teammates are and how altruistic i am. on average probably 2 or 3
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@Stibfa said:
So i was watching otzs new springtrap video and what caught me off guard was that he placed ghoul in S tier. Personally as a ghoul main i dont think hes S tier, high A tier? Sure. but to put him next to blight and Nurse?
Curious what you guys think, is he really S tier ?
i think he's mid a personally since breaking pallets takes his power away and Dracula might be better than him
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@Malkhrim said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938660#Comment_3938660
Even more likely to trigger the phobia, you mean?
no in order to actually trigger the phobia you need the killer to lay eggs and if you don't stop it in time a giant swarm of spiders start crawling around the map and attacking survivors