Avatar

terumisan

terumisan

About

Username
terumisan
Joined
Visits
4,430
Last Active

Comments

  • @UknownShredder said:

    Ive been watching some content on killers, I wont say all is like this but when i watch it i feel like they are playing against extremely low MMR survivors that get stuck in walls and do not know how to loop properly and generally disoriented. Meanwhile i face coordinated groups with every meta perk in the game 4000 hours on their survivors and they loop flawlessly , You really nee to powder your nose and have coffee to even stand a chance.

    So my question is basically, Are they tanking for content or what is going on ? The survivors they face is like when you pick up a new character you never played but yet have 1000+ hours primarily as a killer so its just slaughter.

    yes because smurfing is a thing you can do if you really want to

  • @Thesevenspirits said:

    If a player gets slugged then their recovery should be added to their wiggle progress by default, this will prevent excessive slugging for the 4k also after 45 seconds the slugged player should get up and be broken for 20 seconds.

    If you get unhooked and the killer is less than 15m away the hook should break and not respawn for 30 seconds to prevent recycling of hook states except in basement and at endgame

    The unhook notification should be disabled for killers permanently, it encourages tunneling if you want to know if someone has been unhooked look at the HUD.

    I know killer mains will not see the reason for this but I tell you, too many games get lost because someone wanted to unhook and now two players are down with 2 new hook states incoming.

    The time it takes to do gens can be increased but then killers should not be able to see the aura of generators across the maps except they use perks same as survivors.

    Add your suggestions and critiques, all is welcome.

    just bring unbreakable and the unbreakable boon if you have that much of a problem with slugging

  • @LordDeathly said:

    Im trying to get use to playing killer,but it seems like every other game I'll get a SWF group who brings flash bangs/flashlights/Head on,and all these other perks to just bully the killer. I really don't enjoy facing these type of survivors,and I feel like I have to take a break from DBD everytime I go against one of these teams. How do all you killer mains deal with this?

    take the L and do your best

    slugging would slow them down but now since they're getting rid of slugging it's going to be an L train you have to pay the tax on

  • @DNet89 said:

    A new Killer perk that is reverse Vigil. Survivors affected by New perk recover from Status Effects 20% slower. 40 seconds of exhaustion would take 50 seconds. Sloppy butcher would be 112.5 Mindbreaker would be 6.25 Deliverance would be 75.

    It would either be map wide, and effect from a basic attack or Scourge hook, or when your in the killers terror radius.

    1 sloppy should just be reverted 2 this perk is useless since sitting on a gen gets rid of exhaustion

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900723#Comment_3900723

    Pop assuming you kick the gen at 60% gets you to 96% of that generator when it blocks.

    Do you need more than 6 gens to stand a chance? Or way more, if you're using genblock and other regression on top to hit other gens?

    depends on the killer also i want to not be limited on how many times i can regress gens since that means i can only defend the gens 8 times before i just lose

    can we do the opposite and limit survivor healing to 8 times max including deep wounds? do you think that would be fun or fair to survivors?

  • @Rigbeta said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900780#Comment_3900780

    I know but I would prefer anything over another Projectile attack killer. I would prefer if she was just a Stealth-Intel-Trap playstyle killer as she always has been.

    And what my proposition was meant to read as is more like how houndmaster works, where you direct a Drone with your Radar and if it finds a survivor it would "Hone-in" on them and Expose them (Follow them with a scan line highlighting them for a set time). I like the Lock In mechanic, and want it to stay a feature.

    i like the red light green light idea. i proposed that the drones start moving and hunting survivors and probably should claw trap survivors if they start running

  • @Rigbeta said:

    The Skull Merchant's lore and all previous iterations were focused on her power granting her information and exposing/breaking survivors in order to hunt them efficiently.

    Making her into another ranged killer/Twins hybrid is not the way to go about it. At least in my opinion as a Skull Merchant main.
    Not once in her lore are her Drones used as a weapon to hit the victims, rather they help her by hindering and locating her victims. And I think t's very against her style to just slam a drone into a survivor the way a Huntress chucks hatches or Victor Pounces.
    I think "Drone Propulsion" should be replaced with a "Hunting Scan" where the Drone can be controlled and perform a special scan on the Survivor. Doing so causes the Survivor to become Exposed (They'd have the little Claw Trap attached to them) and the Skull Merchant is given their location via her Radar.
    This would incentivize her to go an manually hunt them down, because the Survivor wasn't injured, rather they are exposed, so she needs to apply that additional pressure. This also allows her Drones to share the theme of being her "Eyes" instead of just being another projectile attack.

    I love this character, I have played every iteration of her, and will continue to play her. But I just want her playstyle to feel immersive to her actual design and lore.
    I'm so thankful that she is being given a proper look at, but I just hope the Developers take into account that out of the roster, they already have a lot of that fulfill that "Projectile launch" type.


    When it comes down to a rework, it should carry that original spirit to what the character is meant to be.
    I love the idea of controlling Drones directly, but there actual attack version is just too much like so many other characters (Knight, Twins, Nightmare, Huntress, Trickster, Unknown, Lich, Dark Lord) I genuinely think this character should be a Trap Type with intel and expose as her main tools of torment.

    https://us.v-cdn.net/6030815/uploads/C3SK1NEAI0KQ/skullmerchant.png

    Also I included a picture for no reason other than that I drew that when her trailer first dropped is all.

    honestly that special scan sounds like an awful idea you have to search or a survivor with this drone that can expose for an unknown amount of time (to be generous lets say 60 sec) which that person will just run to some strong loop or some strong chain loop

    if you do chase them gens will pop and the person who's exposed is encouraged to just pre drop shift w to not get downed

    if you don't chase them they'll sit on a gen and you wasted your time by 1 going into the piloting phase and finding a survivor then scanning them (however long that'll take) and 2 while 1 is happening survivors are still on gens since you aren't pressuring the other survivors

  • @xGodSendDeath said:

    @ChuckingWong

    Did you ever play against a SWF with a strong looper using the original Object of Obsession? It sounds like you didn't

    ah those werre awful times

  • @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/0PSLDLA8TOJV/dbd-designpreview-sm-banner-1920x1080.png

    [Reposting the Design Preview here to help centralize feedback and discussion]

    Today, we want to dig into a topic that we know many of you have been yearning to know more about: our vision for the future of The Skull Merchant! 

    REEVALUATING THE SKULL MERCHANT

    We know that Skull Merchant is a divisive Killer who, regardless of her performance in a Trial, carries a lot of history and strong feelings among players. 

    Many players feel she’s not fun to play against and her kit is exceedingly complex. This scares away potential Killers from trying her and makes it difficult for Survivors to consider counterplay without dedicated research. 

    As we look to reworking Skull Merchant, our aim is to: 

    1. Strike a balance between being fun to play as and against 
    2. Preserve the intel focus of her kit, while making it intuitive to understand for both sides 
    3. Move away from a passive power with limited player interactions and embrace a more active playstyle, while ensuring her power is compensated in interesting ways 

    Those last two points may be particularly difficult to hear for long-time Skull Merchant mains, but we feel it’s important to be clear about our intentions here. While the future we envision for Skull Merchant is quite different from her previous iterations, we feel this rework brings some exciting new tools of torment to the table! 

    DRONES 2.0

    Skull Merchant can deploy a Stealth Drone (she carries a total of 5), which scans its immediate vicinity and provides intel back to her. After a short activation period, the Drone gives off subtle audio and visual indications of the area being scanned, revealing any Survivors on the Radar who are caught by its two rotating detection zones. 

     Importantly, we’ve slowed their rotation speed slightly and toned down the visual intensity of these zones, removing the large scan lines to replace them with something more subtle. Namely, you'll see the direction of each detection zone as they rotate, but the detection zone itself is invisible. This gives Survivors an impression of the space that’s being actively scanned but requires them to proceed cautiously. 

    https://us.v-cdn.net/6030815/uploads/C6VWTQBQ1BTU/image-aaf071f6c3346-22ec.png

    While we know they had their supporters, the original scan lines were visually loud and often clashed with the rest of the game’s look and feel. The intent here is to strike a balance between giving Survivors just enough info to assess the threat (a subtle, rotating field of detection) without that threat overwhelming the space and feeling incongruous to Dead by Daylight’s visual identity. 

    DRONE CONTROL

    Once a Stealth Drone has been active for a short period, Skull Merchant can choose to take control of Drones from a distance. During this time, she becomes Undetectable, as her controlled Drone becomes the primary threat. These Stealth Drones move slightly faster than her base movement speed and consume a new resource – Power, unique to each Drone – while being controlled. 

    Power is consumed slowly as the controlled Drone idles and slightly more is consumed while moving. Skull Merchant is also able to use a burst of this Power to activate Drone Propulsion. This charged power sends the Drone flying forward at high speed, relative to how long it was charged. 

    https://us.v-cdn.net/6030815/uploads/IMXNYNDDTZL2/sm-kd-articleasset.gif

    Put simply: Stealth Drone go brr 

    Hitting a Survivor with Drone Propulsion causes them to lose a health state. If you hit a Survivor or collide with an object during this action, the Drone will be destroyed and return control to Skull Merchant. 

    With these new Stealth Drones, we want to give players something that feels familiar (using drones to gather intel) but also opens the door for unique skill expression opportunities (re-positioning Drones and Propulsion skill shots). Using technology to hunt her prey is core to Skull Merchant’s identity and so it’s important that we stay true to that! 

    We have opted to remove many of the background effects – Hindered, Haste, Lock On, Claw Trap – that were previously tied to these Drones, though. Rather than doing a little bit of everything with her Drones under layers of complexity, we want their use cases to be clear to Killers and Survivors alike, on the fly. Basically, if they’re static, they’re likely scanning for Survivors. If they’re moving, they’re a collision hazard. 

    DRONE HACKING

    Like Drones themselves, Drone Hacking returns with a greater degree of risk and reward. Like before, Drones can be disabled by Survivors by inputting a series of button presses while close. If a Drone is disabled, Skull Merchant’s aura is revealed to that Survivor, providing useful intel. If the Hack is failed, they are revealed by Killer Instinct and are prevented from attempting another hack for a short period. 

    The intention here is to introduce a greater degree of tension to hacking, while offering a clear way for Survivors to interact with Skull Merchant’s kit in a meaningful way. The intel reward is greater than before, but the risk of being revealed is more impactful. With intel at the center of this tension on both sides, we hope it makes this interaction easily digestible by players. 

    RED LIGHT, GREEN LIGHT

    In addition to her Drones, Skull Merchant has another power that ties into her Radar. While the name is currently TBD, let’s refer to it as a Global Detection Power. Once this power is charged and activated, a global warning plays for all Survivors. For a short period afterwards, any Survivor who actively sprints is revealed on her Radar. Of course, crouching, standing still, and hiding in lockers all prevent detection. Added to the intel provided by Stealth Drones around the map, this should help ensure Killers are easily able to keep tabs on Survivors’ movements. 

    In line with our rationale above, we want Survivors to have a clear understanding of what’s happening when they face Skull Merchant. Where the overlapping timers and status effects of Skull Merchant’s previous kit often obscured what the expected result of an encounter might be, structuring this power around a well-known game – red light, green light – provides a clear and readable threat, a clear benefit for the Killer, and a clear path for Survivors to try and overcome it. 

    TENTATIVE RELEASE

    We are currently evaluating a timeline for Skull Merchant’s rework but do envision it being quite far out as our primary focus is on driving quality-of-life updates. Once we have a timeline to share, we will be sure to keep you informed via future Design Preview updates. 

    Phew – that was a lot! How do you feel about this rework? We want to hear from you! Jump into our survey and share your thoughts right here: 

    https://forums.bhvr.com/home/leaving?allowTrusted=1&target=https%3A%2F%2Fwww.surveymonkey.com%2Fr%2FDPSM_DF_MAR%3Fvalue%3D%255Bvalue_value%255D

    See you in The Fog!

    The Dead by Daylight Team

    will survivors on generators be revealed with red light green light because if they aren't there is no point also it gives wayy to much leeway to survivors you should make it that the drones start roaming during that period and will hit survivors when detected if they start running. you can even have survivors try to end red light green light earlier by having them disable drones and if not it lasts longer

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900413#Comment_3900413

    if you cant work with 8 regression events (which you can max value out of with perks) you kinda deserve to lose - surge is 64% of the gen, well used pops can easily clear 100% of the gen, etc etc

    pop is garbage since they changed how it regressed from 25% total of a gen meaning a cylinder to whatever value (i assume 25) of current value meaning even if it's a gen that's 99% you won't get much from it

    surge eats through gens if you down people in the same area

    eruption is unusable

    the only thing that can get past regression events is ruin and that lasts 2 minutes at most

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900413#Comment_3900413

    Well, it was put in there for a reason, thanks to Skull Merchant and Knight players abusing 3-gen setups.
    Personally, I think it is a good change, and it is possible to play around it.

    But I do understand the frustration it has caused for some players, since it affects all killers.

    i wasn't there for that i got back before they nerfed her into the ground with the 1 scan change tho but they destroyed gen regression by putting a limit and curb stomped skull merchant anyway.

    can we remove the limit now?

  • @ManOMaker said:

    Can be big or small, for example I like the release of Houndmaster, I think she's really fun and I really wish BHVR focused for on originals and whatnot, and another example being I'm not a fan of the generator-being-blocked-from-damage-after-too-many-hits mechanic now.

    What'd'y'all think?

    gen kick limit is awful i came back to the game and found out it was in there now i have to sweat even harder

  • @Defnotmeghead said:

    I think a lot of players, on both sides, have complaints about balancing changes, because they dont realize they have been MMR boosted and facing opponents they shouldnt have been able to face in the first place. I'm taking killer specifically for this post due to current changes affecting them the most, but its also true for survivors when medkits were being changed, or when MFT got changed (people saying they now needed to genrush to compete with the killers they were facing, like, duh, you boosted yourself and now you have to deal with the consequences of that).

    Think about it, for killers claiming that its impossible to win without slugging, in the past 4 years the following things happened:
    Gens have been increased by 10 seconds.
    Mapsizes have been reduced.
    Basekit generator kicking applies 5% damage and the gen keeps regressing untill the survivor fixed the 5%.
    Chase related interactions are 10% shorter for killers, and survivors received a 10% nerf in boost duration.
    DS has been nerfed to a point its rarely being used.
    Killers in general have been upped in strength.
    Less pallets on average.
    Less windows on average.
    More hooks per square meter of map so less time carrying survivors to hooks.

    And sure, BT has been made basekit, sure, hook timers have been increased by 10 seconds. But how often does basekit BT actually trigger unless you tunnel? How often do survivors stay on hook for longer than 60 seconds?
    All in all, the game should have been easier for killers in general to the point where they didnt need to rely on slugging, tunnelling and 4 gen regression perks. But yet people did. And now they face survivors who are basically out of their league to the point that they have to keep relying on the things that boosted them to those brackets in the first place.

    And while I think there are some valid points, I am also 100% convinced that the vast majority of players have accidentally MMR boosted themselves and now simply have to deal with the consequences untill their MMR lowers to more realistic numbers.

    The game has objectively been getting easier for killers, yet you claim its harder than ever. Then maybe the conclusion should be that you're facing opponents that are out of your league.

    wow what about all the nerfs to all the killers over the years also survivor skill getting better it's amazing how you can just cherry pick like that

    like all the gen regression nerfs or gen kick limit or the upcoming knockout change and the anti slugging changes and probably removal in the 2nd phase

    it's like you haven't played high mmr killer in your life and haven't figured out that if survivors know how to play the game is really easy to will nice if the person who gets chased and knows how to loop and the team rushes gens it's an auto lose for killer and that's not even mentioning ds head on shoulder otr or any other perks that shift it more in the survivors favor

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899821#Comment_3899821

    It needs a buff I won’t argue that. So does COB or OC. When they nerfed those together it was a mistake. Only should have been when USED together instead of killing 2 perks in 1 patch update.

    Eruption, surge, and undone need love. Especially eruption. Your gen kicks will be over before you know it especially if used with surge.

    unfortunately eruption will always be bottom tier and be unusable because of the gen kick limit surge also can eat through the gen kick limit so it has limited uses

    undone will is dependent on survivors so why would you ever use it

    if undone worked in reverse instead of it only activating on missed skill checks but every skill check a survivor does gave tokens then the effect of undone happens makes more thematic sense and would be used wayyy more

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899753#Comment_3899753

    I have this weird thing as Skull Merchant where I do far better than I should...

    I had the same issue with Backpack Legion... Awakened Awareness, Mad Grit, Iron Grasp, Agitation... it has no right to work, and yet I do better with this build than any proper build I come up with 💀

    for me people become arrogant and make a lot of mistakes

  • @Nathan13 said:

    Just had a skull merchant match which I unfortunately had to slug a survivor after he repeatedly abused boil over in the upper part of the main building in crotus. So I eventually had to slug him which ironically he DC’d a few minutes after.


    I’m all for reducing slugging but I also don’t want killers punished for slugging when it’s most necessary. Thats all I’m saying. :-)

    killers will be punished for slugging. they changed knockout (the only slugging perk) got changed completely because people started using it because gen speed is still a problem and hooking buffs the survivors.

    i have no faith in behavior

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898833#Comment_3898833

    I dont think pop is weak at all. 20% is solid. COB and OC shouldnt be buffed together. 1 or the other.

    pop is garbage they should revert it back to 25% total again since there is a gen kick limit anyway

    also because it's 25% on current progress even if a gen is 99'd it doesn't lose much in terms of regression and is a waste of a slot

  • @Bodark said:

    https://us.v-cdn.net/6030815/uploads/8BVC8CGXRYSQ/img-6674.jpeg

    I usually don’t agree with Ayrun on things because he seems far tool survivor sided but I think he is right on this one. I mean if Blight is 115% then why on earth is Huntress, Slinger and Hag 110%

    If he was 110% he’d still be A Tier and he’d still be far better than the other 110 killers.

    well that works till they destroy his power one day making him unusable and a 110% killer which sounds really sad

  • @MechWarrior3 said:

    A feature where hexes are blocked at the start of the trial for 30 seconds.

    So they don’t go BOOM 💥 as soon as you load in.


    That or make the spawns a lot less obvious.

    honestly hexes should be able to be relit infinitely like boons can so it isn't a waste of a perk slot

    it gives a second objective to survivors too

  • @drunkfistnemesis said:

    Coulrophobia, Dark Devotion, Dissolution, Distressing, Overwhelming Presence, Septic Touch, and Unnerving Presence.

    trash. coulrophobia will always be niche unless your wesker (atm) on the game with distressing also besides being "closer" to death there aren't really negatives to just staying injured so you won't get that much use out of it and that's not bringing up the point that maps are huge so you won't see any value in it

    dark devotion needs to last 60 seconds or the number needs to be bumped up since it'll probably run out before you sneak up on someone else

    dissolution shouldn't tell survivors that it's active also it should last a lot longer because they won't vault the pallet and run to another loop where it'll run out. it's honestly a waste of a slot unless you quick down

    septic touch overwhelming and disturbing presence have the same problems as coulrophobia

    distressing does nothing outside of increasing your terror radius so you aren't going to use it unless you have one of the other presence perks

  • @DaveyTheDuck said:

    Does anyone else feel like they just haven't been utilized correctly for the longest time? They're genuinely really cool but have hardly been implemented into maps lately, and when they are, they're usually just used as something you HAVE to break in order to make a window weaker which is pretty dull. I think Midwich has a few solid breakable wall placements where it's more of an optional short cut you have to think about whether to open it up first since it can also benefit survivors. I'm not saying they should be everywhere, I just wish they were used better.

    they create strong loops or deadzones and nothing in-between which are bad for both sides since the killer has to waste time breaking them giving survivors more time or survivors are just screwed because there isn't anything they can do

    breakable walls should either be blocked completely or just be open doors

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898756#Comment_3898756

    Any chance a discussion might widen your narrow margins for victory?

    2 kills is a draw since there are 4 survivors. 3 would be a win and 4k is possible but your more than likely not going to get it. for survivors it's escape or die so escaping is a win

  • @jesterkind said:

    The game's win conditions are usually enough for me; kill at least three survivors if I'm on killer, or escape if I'm on survivor.

    I don't usually tie my satisfaction in a match to whether I won or lost, though. Doing archive challenges, successfully getting value from a gimmick build, or even just getting one kill against a really good team can be enough for me to be satisfied with the match even if I lost.

    3 kills as killer escaping as survivor anything less isn't winning

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898731#Comment_3898731

    Well, are you using currently ruin in your builds? Otherwise it wouldn't change anything for you, but it would make it better for others.

    i did i even tried mixing it up but it got found and broken anyway so i just stopped. what i am saying is if that feature got put on to ruin i would never touch it again since like corrupt it punishes you for doing your objective

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898722#Comment_3898722

    Well, there are killers who aim to manage 8 hooks before killing anyone and Ruin would be great for that playstyle.

    yea that's the thing i don't try to do that since i don't play blight billy or spirit but i also like winning so i'm not going to intentionally throw

  • @AmpersandUnderscore said:

    I always thought they reverted the wrong part of the perk a couple years ago.

    They should've put it back at 200%, but left in the part where it deactivates completely if a survivor is killed.

    Keep the anti tunnel part in, but revert the regression.

    lol if that was a thing it wouldn't be worth using. i don't use corrupt for the same reason because cause the perk is punishing you for doing your objective

  • @Jexckmgn5 said:

    I'll never understand the logic behind the Hex: Ruin nerf in the past.

    they should put it back to 400% because it gets destroyed within 2 minutes anyway

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/440601/generator-speeds-are-too-fast-and-its-ruining-the-perks-i-want-to-run

    This is why i'm an advocate for doing what they do to killer addons. When killer addons feel "required" to play the killer, often times what they do is buff the basekit, then nerf the addons to be the same as they were before the buff, so if you run the addon nothing changes, but if you don't then its not as bad as it used to be without it. So i would be for a blanket proposal like:

    • Basekit gen kick set to 10%
    • Basekit gen regression set to 0.5 c/s instead of 0.25 c/s
    • Basekit corrupt that lasts 60 seconds ends as soon as a chase (or injury) starts instead of a down
    • Basekit corrupt on totems that lasts 60 seconds
    • Basekit pain resonance-like ability for 10-15% that encourages unique hooks instead of tunneling out

    Then go and basically just nerf all the gen defense perks by like half or more, or keep the bad ones as they are. Then we'd see more variety because killers wouldn't have to bring tons of gen defense perks anymore. You could do like:

    you do realize that if they don't get rid of the gen kick limit the problem still remains

  • yes since survivors can rush their objective killers should be able too also

  • @Megaspyder said:

    They say things like "Survivors have too many 2nd chances", "Survivors get handheld by bhvr" or "They get too much help with basekits and features"

    Why do they say such things?

    basekit bt can be used to bodyblock survivors that used to not be a thing ds is handholding incarnate because its a 5 second stun that works even if the survivor is healed but hasn't touched a gen they changed knockout entirely because survivors were complaining about slugging when boon exponential and unbreakable exists dead harding pallets.

    if your a killer and you go up in mmr and get good survivors who know how to play the game well all the busted stuff like shoulder the burden flashbangs being uncounterable outside of lightborn offensive bodyblocking and aggressive ds gen rushing you get 1-3 hooks with all gens completed unless your using top tiers then it's a 50/50 chance depending on rng the map itself ect

  • nope gen speed too fast and the gen kick limit alone ruins any gen regression

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888887#Comment_3888887

    Why should Killers get a free down?

    Killers should be incentivized to go for other people, but that hasn't worked, so they are finally doing something.

    why wouldn't they go for the person who's unhooked? it's a guy missing a health state and a hook state. you'd be an idiot not to go for it why can survivors rush their objective and not killers?

  • @StalkingYou said:

    first of all, YES the anti-slug surrender option is fine and cool. not gonna talk about that.

    the roadmap has another segment in phase two which talks about "anti tunneling and anti camping"

    and I wonder, when will the devs get the message that killers are doing these things because the whole "play nice go for multiple people" idea has been probably the most bullshit thing in the history of this game?

    killer literally does not have the ability to do that against any competent team because KEEPING THE GAME A 1V4 MAKES THE GENS FLY. has nothing to do with skill, despite what many community members will tell you.

    also yeah, keep nerfing tunnel/camp because we haven't been doing that every update. survivors get new meta perks to use against it nearly every chapter along with basekit features to counter it, guess it is still not enough.

    we've nerfed nearly every slowdown perk the killer has and the expectation is for them to play even NICER.

    its also only seen as a problem when the killers go for their objective quickly, not the survivors of course. where's my "anti-genrush"? oh wait "genrush" is fine because that's just the survivors doing their objective right, but when the killer does the same without bending their back over to make the match "fun" for everyone else then they're an evil toxic tunneler and deserve to be punished with EVEN MORE.

    I see nothing on this roadmap hinting at buffs for play styles that are "healthy" such as spreading hooks around and going for multiple chases. If that's the way they want people to play the game then BUFF THOSE STRATEGIES, stop NERFING the other strats that people use because the first one is terrible.

    killers try to play nice, every gen slowdown which allowed this to an extent is nerfed. killers tunnel/slug because the "playing nice" strategy sucks, we introduce 70 things which impede them from doing that. killers dont wanna even hook anymore because it enables like 20 different survivor meta perks? yeah, lets nerf that too. if you want us to behave in a certain way then maybe start giving the carrot instead of relentless beatings with the stick.

    they need to nerf gen rushing the anti tunnel tools (because they last so long survivors are aggressively using them) and get rid of the gen kick limit. also what gen slowdown perk hasn't been nerfed? because the cycle goes meta gen perks get nerfed → people move to the weaker gen perks and so on until they loop back to the original perks

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893549#Comment_3893549

    The new perk effect only triggers if the survivor moves away within a few seconds. How does one delay a killer? One way is to be extra annoying a blind at every pallet where the hinder doesn't come into play.

    While knockout wasn't useful, it had its uses. Even against a SWF, without prior callouts you still need to tell someone where you are. The Doctor's map being the nightmare scenario.

    They could of easily made the survivor aura return after a few seconds or cause blindness until they are healed. You know, something other than survivors hate this perk, lets scrap it and replace with a rejected idea some intern had.

    But, as to what I stated, survivors campaigned to change the perk. So much so that one would believe it was an S tier perk if looking from the outside. The Devs, like always, gut the original intent of the perk and put in a half ass effect to please the mob.

    Then to complain that survivors get nothing and the game is killer sided when it took years and several revisions just to make DS fair while keeping with the original intent.

    ds is fair? it's got buffed back to 5 seconds enduring doesn't counter it and it is used offensively most of the time so i can't tell

  • @SummerBBQDwight said:

    I know she is bottom picked killer based on community stats at least, but still… how does someone EVER even play her?

    Her power doesn't even work. Her drones are still bugged last time I checked some week ago even months after she was nuked from orbit by devs. Like she is F tier allready and her power doesn't even properly work (her drones sometimes get stuck every few placements and do not rotate).

    you don't. i really tried doing it and usually people just give up with her previous reputation despite her being nerfed into the ground

  • @dbd900bach said:

    Slugging is the act of purposely leaving survivors on the ground after downing them. It is generally frowned upon by the community obviously yet is still seen as a valid tactic within the game that can turn the tide of a match.

    Camping, tunneling and slugging are all tactics killers can opt to use, but many players take issue when the tactic is used for more toxic purposes, or they repeatedly encounter one or all in multiple matches. Yet, as of late, a lot of players keep talking about a slugging meta and claim that slugging far more prominent than before. Is that really the case though?

    My thought process on the subject is players general habit of hyperfixation, something unintentional but does happen due to the stigma around these tactics. Players tend to fixate on other players are doing something wrong or something they don't like. Players remember these instances more than positive ones, especially if they lose. It doesn't even have to happen all that much for it to stick either.

    Skill and mmr also play a huge factor as less skilled killers tend to rely on the easiest solution to make up for a lack of skill such as camping because they don't know how to spread pressure. It is a necessary action or the player feels like they will lose. More skilled players rely less on these tactics in general because they aren't necessary and when they are necessary, it's for a good reason. Survivors tend to fixate on the action, but neglect to ask why it happened sometimes. It's easy to jump to the conclusion that the killer lacks the skill, or they did it on purpose to be toxic because it lessens the impact of losing and removes blame from the player. Yet when it's necessary, a situation where the killer would otherwise be intentionally losing if they did not slug, camp or tunnel, it still gets lumped into the other two conclusions.

    In conclusion, people don't like slugging and tend to hold onto the more extreme situations which often can give the implication that it happens more often then it actually does. Whether or not this gibberish means anything is up to whoever actually read all this.

    the reason why slugging showed an increase is because hooking a survivor isn't worth it with all the anti tunnel perks/mechanics that put survivors at a massive advantage after they unhook that you're punished for hooking more than one survivor not to mention survivors can bring that unbreakable boon or just bring unbreakable to counter it.

    with gen regression being nerfed underground with the gen kick limit and all the nerfs to gen perks as a whole people slugged to compensate since it 1 got survivors off gens and 2 gets them out positioned so that chases can be shorter 3 allows gens to regress longer and 4 gets survivors into more chases which is allegedly the "fun part" of the game

    slugging was just a response to fast gen speeds (even after i left and came back the problem just got exponentially worse) and even with these changes they aren't addressing gen speed or buffing regression (or getting rid of that horrible gen kick limit)

  • @Samwill226 said:

    Is it worth coming back? How is the balance now. Anything to watch out for if I do return?

    i took 3 years off came back a couple months ago and the experience was way worse they added a gen kick limit so any hope of the gens slowing down is gone and now they nerfed slugging so i'll probably just quit again

  • @TeabaggingGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087394#Comment_3087394

    Well, give soloq players the effects, and anyone that's in a group doesn't get the effects

    It would probably just easier to code by making it apply to all survivors

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087799#Comment_3087799

    Then you're screwing over casuals and friend groups that aren't using comms. Not all SWFs are god squads where that kind of treatment is merited, so unless you're also looking at individual player MMR when you implement action speed nerfs (and that is immediately vulnerable to smurfing), you're going to make the game impossible for average SWFs. Not to mention, information and action speed aren't equal contributors and they can absolutely be more or less important than the other in individual games, and stacking baked in action speed nerfs with action speed nerfing perks sounds like an absolutely miserable experience, regardless of whether it's actually balanced or not. Who wants to spend three minutes on a single gen?

    The way forward has always been giving solo at least part of what comms has, and then killer buffs to match. We just got killer buffs without solo buffs and the result is fairly painful.

    I'd rather we punish those people and have a healthier game and get swf down to where solos are and buff survivor as a whole rather than boosting solo which will boost swf

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087394#Comment_3087394

    Because you can't nerf SWF. There's no way to stop people from using third-party comms. Even if they wanted to ban it, they literally can't. If you were incredibly invasive and also wanted to wreck the game's performance, you could write a script that looks for Discord or Skype, or even Steam's messaging function, but how do you detect people who are on a phone call, or in the same room together?

    @terumisan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087452#Comment_3087452

    Give swf an action speed nerf depending on how many players are in the swf it's way simpler a

    This thing

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087394#Comment_3087394

    Because comms are a thing and will not be made illegal by BHVR, so the only way is to push solo up.

    Give swf an action speed nerf depending on how many players are in the swf it's way simpler a

  • @drsoontm said:

    One information all groups have is when a survivor is being chased.

    Make it so a chased survivor's icon gives some notification to tell he is in a chase.

    It's already the case for the obsession, extend it for everyone.

    You could do that and give people base after care bond and kindred and they'll be at the level at swf but all your games will be camping and tunneling. Why not just nerf swf to the level of solo then buff Survivors

  • Are you new? all they did was revert the ds changes from 2018 except letting enduring work on it again this nerf should've happened years ago

  • @MrCalac123 said:

    The new base BT should be 7.5 seconds, with BT doubling it

    The longer you wiggle, the more the Killer should be swayed around (does not stack with Boil Over)

    Half of Kindred should be base kit, Survivors should all see each other when a teammate is hooked

    Survivors should last 5 to 10 seconds longer on hook per stage, so 10-20 seconds in total

    Survivors should have a button that doubles/triples the speed of bleeding out, to counter Killers who slug them for 4 minutes

    A Survivor who has been hooked twice within 2 minutes should have their hook timer doubled

    These are the changes I would add to help cope with the strength Killers have gained, without making things like SWF even more broken

    I don't think you know how long 2 minutes is in dbd time from a killers perspective a minute is a long time too

  • @tendyhands said:

    https://forum.deadbydaylight.com/en/discussion/comment/3079127#Comment_3079127

    Excuse me pop got deleted? Lol ok yeah someone is exaggerating a bit. All the survivor perks got deleted. Pop and even ruin did not get deleted. If ruin is up you still need to find it.

    No pop got deleted before it was 25% off of total generator progress now it's 20% off of it's current progress

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2842053#Comment_2842053

    Not by choice, really. It was supposed to have cross-progression. All my DLC is on Switch, including Stranger Things. Without cross-progression, I'm stuck. Switch was supposed to be for traveling, only, with PC as the main way to play once I returned home.

    Survivor isn't quite too bad, except for some skill checks. Completely unable to use DS, so getting tunneled out is a foregone conclusion, but it's whatever. Killer is impossible, though. I mostly walk around and wait to see if the survivors beg for their altruism points; the fps is so bad that if they don't stand completely still, I basically can't hit them. I only play killer on Switch for Daily Rituals and Tome Challenges, because it's not really a game mode, it's a walking sim.

    Sorry, I know it's off-topic. I'm just super bitter about the lack of cross-progression. Super, super bitter.

    The better question is why you had faith in the devs implementing it and even less implementing it without something breaking or glitching out

  • @TragicSolitude said:

    These skill checks are not okay on Switch. Not at all. Even normal skill checks present difficulties. The Yellow Glyphs take me so many stupid attempts, I never survive those matches when I play on Switch because of how much time I waste doing them over and over and over again.

    The problem is you play dbd on switch

  • And? I'm pretty sure switch has less communication if you want in game chat buy a pc

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757884#Comment_2757884

    With old undying survivors could have to do up to 5 totems just to get rid of Ruin.

    Because this is RUIN we are talking about, a lot of progress on gens will be undone. And during the time that the survivors are doing bones, the killer can find them.

    This is made easy by the fact that undying shows you the auras of survivors near dull totems.

    Its weird how survivors say we want a secondary objective because game boring outside of chases old undying gave a secondary objective and then it got nerfed to what it is now. Boons are just old undying

1 … 21 22 23 24 25 … 47