terumisan
terumisan
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- terumisan
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@100PercentBPMain said:
I've been using 11s psychic build (OoO, We See You) man, these poor killers are getting annihilated. Showing all 4 survivors where Trappers placing his traps in real time is huge. others like Nemmy get ran to oblivion.
i'll use this build
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@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051533#Comment_4051533
As I said, it wasn't perfect and I expected changes, you keep ignoring me saying that and won't take anything less than me agreeing with you in full. These systems would have been good for the game and you will never convince me otherwise. I agree these changes would have effected the kill rate and then BHVR would have made other changes until it returned to the 60% overall they shoot for. 48 for four man swf in high MMR (still 40 for just four man but that doesn't support you so you ignore it), a fraction of a fraction of the playerbase. I don't disagree with favoring the killer side but if the game swings too heavily in favor of killers the game dies as well and right now it favors killers much more than survivors unless you are literally a comp four man.
i am saying these changes would've harmed the game unless it was tweaked into uselessness i understand we won't convince each other since we both have our biases and there isn't a point arguing about this further
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@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051507#Comment_4051507
This wouldn't have hurt them nearly as much as killer content creators made it out to. What it would have hurt is their ridiculous win streaks. It would have resulted in more buffs to lower tiers and ultimately would have hurt the high tiers more than the low tiers, it just needed time to get there. It wasn't perfect but with tweaks like something more akin to pain res and a better mobility tool it would have worked. It didn't even actually get rid of tunneling, it just made there be an actual tradeoff to doing so (which itself needed tweaks). A nurse can tunnel someone out 10x more efficiently and effectively than a trapper, they take advantage of it more than anyone else does.
If you can't take a joke like that in a video game then you have a victimization complex and should maybe look at why you think the developers of a video game are out to get you. Just look at how often they showcase dwight as being a scaredy cat hiding in lockers and how little reaction that gets. You are just showcasing your own bias by solely looking at changes to the survivor side and ignoring the changes to the killer side. Kill rates still favor killers despite all the protests to the contrary.
i was playing the ptb it was disgusting how strong survivors were since the game played itself at that point because high tiers at best could maybe get a 2k and low tiers got destroyed since if you killed a survivor before 6 hooks you can't kick gens + they got a gen speed boost, hooking a survivor gave them elusive (which was basekit otr) + 30 second bt + 10 haste for 30 seconds on top of the hud lying to killers it was so easy and free for survivors 1 guy coud die on hook for the other 3 to get a free game. did you play killer during this time? because it sounds like you didn't
i can't take a joke like that when i'm playing a pvp game where both sides goals are opposing each other and when one side gets buffs it's a nerf to the other side also kill rates as far as the official rates go is 40 survivor (48 for swf) and 60 killer the goal the devs are aiming for. also i do have a killer bias since this game is an asymmetrical 4v1 game if the game swings too heavily in favor of survivors the game dies like all the other asyms since without a killer you don't have a game (unless the devs just have killer bots play)
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@CrazyMage said:
idek how midwich has that high a kill rate, it's like stupidly easy to win on for me as survivor
for killer it's a small map with not that many pallets and unlike the game every pallet isn't a god pallet so killers in general do better. this and coal tower are more balanced
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@Rickprado said:
Hi, hope everyone is doing fine!
I was watching a video discussing how many killers could have basekit addons and it came to my mind on how so many characters on the killer roster are still dependent on addons and how some of them are weak as hell.Would really "break" the game if Trapper could start all of his trap, Ghostface had more 6 addons as basekit, Pig had her dash addons basekit and so on? I've been playing Dracula (and some Ghoul eventually) recently and the difference between him an other lower killers is night and day. Even against toolboxes and BNPs i feel i have a chance when the Dark Lord is my choice, different from other who i really like as Legion or Wraith.
I know SoloQ has some issues but buffing weaker killers would really ""break"" DBD?
Below a tierlist from a Brazilian content creator i really like, to foster discussion:
(EDIT: This tierlist was made during the Stranger Things Vecna PTB)https://us.v-cdn.net/6030815/uploads/UB78Q68HLY73/image.png
Thanks for the attention!!
if it was full add-ons w/o the downsides no
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you lose infection on hook anyway so mushrooms shouldn't be abundant to begin with
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@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051498#Comment_4051498
As I said they weren't perfect but instead of being allowed to iterate and make the necessary changes everything got thrown out when I honestly think they would have ultimately made the game better if they had been allowed to test them longer and make those changes.
One developer made one mistaken statement and the whole community takes it as an attack (the "evil" skull merchant was a joke in case you couldn't tell), guy isn't a community manager or a PR person and are likely working off third hand statements mis-communicated to them. Cut him some slack, going in front of the community like that wasn't in his job description until recently.
you can't make those changes either unless you tone it down to uselessness (like the afk crows and fog vials) because those changes were so damaging to killer it made it unplayable for the average killer and even then in order to compensate you would have to giga buff killer to such an extreme way there wouldn't be a point not to mention the base bbq and the nerfed pop is what the devs thought was proper compensation which shows their mentality and how far removed they are to killer issues
you can't say "evil skull merchant" as a developer not even as a joke because it reveals your bias on the survivor vs killer mentality on dbd just cementing yourself on the survivor side on a giga buffed survivor ptb. the devs are supposed to be impartial (personally i never thought they were with the buffs survivors got over the years and nerfs to killers and gen regression)
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@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051456#Comment_4051456
Are we ignoring that killers would have gotten additional basekit regression in the PTB? The system wasn't perfect but it would have been tweaked if it had been allowed further testing.
for the first one oe the second one because both times they giga buffed survivors nerfed the killer perks and gave tiny compensation the 1st time (which wouldn't do anything and makes high rank unplayable there was a reason why they aaid you can turn it off in customs) or the 2nd time where they said "killers felt it held their hand too much" (even though survivors were carried by the 1st changes) and just gave killers bloodlust 1 effectively making it even more useless
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051468#Comment_4051468
I'd understand banning things that gives players advantages over others, but someone mentioned harmless things like custom perk icons being bannable for some reason. That is the kind of logic I will never understand.
custom perk icons i don't care about it shouldn't be bannable since it doesn't affect the game but maybe it trips something when the game is checking files and it gets confused with cheating?
that's the only way i see why people would get banned for it
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051176#Comment_4051176
Shouldn't be bannable since the devs white list it through EAC. But it shouldn't be allowed for how much of an advantage it gives
personally i think it should be bannable with the advantage it gives compared to a normal game but the devs gave their verdict already
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unfortunately no
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survivors and killers have hated each other for a decade idk how the vote just tuned ypu into this now
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@maybesarahhh said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050630#Comment_4050630
As it is, there is no perk to obscure the HUD from the killer, nor is there a perk to prevent the loud noise notification on unhook.
What, specifically, is your concern with having, say, a 3 second delay on the HUD? You are still getting the information and know it has a 3 second delay. This just would give rescued survivors a small window to leave or try to do a quick heal or really anything at all rather than instantly being tunneled
because we have perks like come and get me teamwork toughen up off the record decisive strike bt babtsitter iron will we even have change of plan in case they decide to bbring a toolbox but ultimately other survivors are supposed to take aggro inatead of making the game even easier for survivora
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@maybesarahhh said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050228#Comment_4050228
While this is true, that PTB had a much larger set of more complicated rules than simply just having a small delay on the HUD and removing the unhook notification. From the official 9.2.0 PTB patch notes:
Unhook Protections Update
- Survivors that are unhooked or unhook themselves receive Unhook Protections for 30 seconds, which include:10% Haste status effectEndurance status effectElusive status effect (new status effect that hides grunts of pain, aura, scratch marks, and pools of blood)No collision with other playersReveal the Killer's aura within 32 metersImmunity to Killer InstinctImmunity to AFK crows
These effects linger for 3 seconds after being healed for a full health state.
These effects are lost when performing a Conspicuous Action.
These effects are disabled when all generators are completed, except for the Haste and Endurance status effects.
The Survivor is still susceptible to attacks and powers.
Hook Status Update
- When a Survivor is hooked, the hook's status is obscured for the Killer:The Killer cannot see the hook's status in the HUDThe Killer can no longer see the hook's aura
- When a Survivor is unhooked:There is no loud noise notificationThe hook's status in the HUD is revealed 10 seconds later
These effects are disabled when all generators are completed.
IIRC, the main issues with this PTB were actually the unhook protections, although the hook status was also a bit overboard (especially against lower tier killers). I'm thinking something more like 3-8 seconds rather than 10 would be more appropriate, as well as the killer still being able to see the hook aura (and it disappearing at the same time the HUD changes rather than at the same time as the unhook).
So I guess you could call this one suggestion a diet version of one tiny aspect of the 9.2.0 PTB if you really wanted to, it wouldn't be entirely false. But for the rest of it my argument still stands, see here:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049109#Comment_4049109
well no your hud shouldn't be lying to you at all. all the changes in that ptb patch was bad and having the hud actively lie in order to maje up for teamnates being bad/the unhooker not bringing perks to prevent it is unhealthy
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i like how i have to look down when getting chased and he gets gen rushed like any other killer he feels fine and not that much different from his ptb self but he doesn't really need to get buffw or nerfs
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@maybesarahhh said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048887#Comment_4048887
This statement simply isn't true. The PTBs had much more extreme anti tunnel and slug rules (such as survivors being able to pick themselves up) that made those iterations fail.
we had the hud lying in the first anti slug tunnel ptb
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@Zer0Chill said:
It's something I've noticed, but my escape rates lately in matches have been a lot higher as long as I'm paired with 3 other competent Survivor players in Solo Q. Chases feel so easy to run even as basekit Survivor since a lot of loops with a pallet feel so easy to gamesense around as Survivor. So it feels like it's much easier to waste Killer's time in a Chase especially as long as you start running when they're within 16m of you. And with how easy it is to heal off hook or recover after being injured... it makes Survivor either painfully boring to play because you just recover so easily and wallop Killer with no effort or you just blame your Survivor teammates for making awful decisions that cost the game (feeding).
Is it just me that feels this way?
well yea solo is only bad when there is bad matchmaking if every match people were looping gods and slamming gens solo would be above killer in the totem pole
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@Classic_Rando said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048073#Comment_4048073
”They could honestly make the kill rate 90% and if they found a way to make the game actually fun for survivors to play while losing then people would likely not care about the kill rate stat.”
No, “honestly” that isn’t true at all. People complain about the game on both sides because they lose more often than they think they should. You are trying to make this way more complicated than it is. I understand now why the devs have such a difficult time making the game “fun” for people when they are getting such nebulous feedback about what makes the game “fun”. People are going to have more fun if they are winning and not losing - it’s quite simple.
the problem is the 2 sides fun is at the cost of the other so balance is harder han it would be in a non asym and the problem with a lot of a syms is they heavily favor survivors and die because no one wants to play killer
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@RockPaperHook said:
Increase the percentage.
i like shrine but that would be funnier
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well another huge factor is survivors have a ton of good perks and combos that go overlooked because of the smount of options survivors have, you don't really need shoulder if your going for the hyperfocus stake out build or if your just going to run the crutch meta build finesse, ds, windows, dead hard or some variation of it. there is even flip flop power struggle still being a combo that has no counterplay for the killer but goes under the radar
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3k and ideally a 4k is a win for me i don't consider a pip a win since i remember the time where the emblem system dictated mmr and pipping was just a checklist not particularly fun for me
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@moses_lg said:
unbreakable, no mither, and boon:exponential aren’t available to get in chaos shuffle. is there a reason these aren’t available? i understand no mither because it was actually ruining matches in previous versions of chaos shuffle but exponential and unbreakable are outliers. self inflicted anti tunnel perks are still in the mode (DS, OTR, bloodrush) so why aren’t self recover perks allowed?
i also just checked on the killer side and it seems the only perk not available in chaos shuffle is A Nurse’s Calling. why is this not available? just seems like a weird and questionable group of perks that aren’t available.
if you have any suggested reasonings for these not being available in chaos shuffle i would love to hear it because this is something i’m really confused about.
edit: just found out tenacity, soul guard and plot twist are also unavailable in chaos shuffle. seems they really don’t like self control anti slug perks in this mode for some reason since wglf and buckle up are still in the mode. it’s contradicting though because conviction is in the mode and that perk allows you to pick yourself up but maybe they think it’s ok because you go back down eventually. who knows atp, the devs really need to start throughly explaining their reasons for these things.
sidn't they make unbreakable base? i remember hearing about it
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for 1 use aftercare or bond or kindred or just get friends
2 use alert or that dnd wall hackperk or get friends
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@TheGoon224 said:
so today I made a discussion talking about the Krasue but more importantly, I made a little promise that if the discussion got 10 upvotes that I would try get her to prestige 20. And it happened so now I am going to go on my Krasue journey. If there are any Krasue that have any tips, tricks, and perk recommendations for her it would be a great help.
you can get blinded from a bigger angle in head mode if the survivor actually knows that that angle is
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venting about balance that's about it
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@BongoBoys said:
Honestly yeah there's some god pallets you have to break no matter what that should be removed. Pair that with this maps has strong loops too is miserable to play on
the mao is like 80% god pallets
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@Orthane said:
I just don't understand… not a single person who plays Skull Merchant or plays against Skull Merchant likes the change to her undetectable trigger. Please revert it already, it was a horrible change and I have no idea how anyone thought it was a good idea in the first place. Undetectable should only trigger when PLACING a drone, there's no excuse for changing this which is a gigantic nerf to her main playstyle.
that undetectable change made no sense idk why they had to nerf her while she got buffs
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kaneki
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that idea has been around since the legion trailer the problem is swf drstroys it
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well the core problem that i have is you can't really have these anti changes since the killer objective and survivor objective aren't equal since even with base generator speed 5 gens can be done way faster than 12 hooking so tunneling camping and slugging will always be necessary unless you buff gen regression while nerfing gen progression
but this is my opinion
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@BasementDweller said:
Cause her gameplay is basically just:
Infect → headform→ down → hook
Her infection mechanic is pointless tbh, since you'll never really see a survivor reach leach 2.
If you want a more detailed opinion here's a video by Pixel bush:
https://youtu.be/Yur_ve4xg1U?si=TqATsKLoSwAYlqEW
Start at either 4:41 or 8:44 - 20:13
when i first started playing i had no idea there was a level 2 leeched
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@Chocobo said:
I love playing against this killer but I haven't seen her for more than a month now. What happened?
as a guy who was maining her for a bit her infection gets removed so often and she feels so clunky no one wants to play her
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4045598#Comment_4045598
One of the unwritten rules of this game is when you make a build to counter something, it never happens.
I get slugged 5 games in a row, bring anti-slug, get tunneled.
Get tunneled, bring anti-tunnel, killer spreads pressure
Bring gen repairs/healing, get slugged
Rinse and repeat. Not complaining btw, it's kinda hilarious.true. i heard that slugging was this gigantic problem and brought 2 anti slugging perks and no one slugged me
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@AlwaysInAGoodShape said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4045630#Comment_4045630
Her getting rid of her terrible 3 stage injure is one of the best things to happen to her. Not only did it make her take incredibly long just to get a single injure, any killer like Legion gets it for free and is still weak.
If you think her insta injure/down with her new ability is weak, then I'd urge you to think again. It is incredibly strong and puts a survivor at risk for a hit for every rotation at every loop the drone is rotating in. It gives her an incredible amount of pressure during chase, so if you'd have a chance to play against it, you'd quickly figure out how strong it is, especially once SM's start using planning their drone rotations in more strategic ways, as do experienced SM'sif that's true why did you make her slow down to 110 in chase in your words
>Skull merchant slows down significantly during this 1 second duration, giving survivors who crouched in time the chance to not lose distance in chase
why should they not lose distance in her chase? she is getting punished more from using her power than legion does
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@AlwaysInAGoodShape said:
Terrible as in weak, strong, etc? Elaborate
terrible as in weak you got rid of her claw trap health state mechanic but you made it so that she gets punished for using her power in chase. not sure why she has so much counterplay imo if you reworked her from her state now to your version it would be a sidegrade
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she sounds terrible buy there's something i want to know
with white scan are survivors claw trapped regardless or is it still crouch to duck?
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@Elan said:
I'd like to see those buffs:
- Xenomorph
→ Removal of motion tracker so the turret's purpose is to help survivor slow Xeno down and potentially end his power
→ Increase tail range to 6m
→ Crawler mode has slightly increased vault speed
2. Sadako
→ Condemned is spread via spectral stike, no longer through tvs
→ Holding tape gives extra stack when hit and the tape is destroyed
→ Holding tape gives passively one stack over 35s
→ Increase speed from tv to 4s
→ Decrease manifestation and demanifestation time to 2s
what"s spectral strike again?
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@ratcoffee said:
IMO the removal of special flashlight interactions (lightburn, hag traps being removed by flashlights, etc) makes the game worse. When those mechanics existed there was a legitimate reason to bring a flashlight, because there were mechanical interactions between killer powers and the item you chose to bring.
The fewer of those there are, the more flashlights and flashbangs are relegated to being just a toy for bully squads and nothing else. It reduces the overall complexity and depth of the game. Since we're apparently moving away from the anti-camp, anti-tunnel, etc. mechanics intended to give beginner players an opportunity to play the game casually, in favor of telling them to treat it like a competitive esport and learn the full mechanics right from the get-go, it makes little sense to then dumb down and eliminate mechanics.
ehhh gwtting lightburned out of my power and eating a stun when i'm wraith isn't fun
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@TheGoon224 said:
For me, it’s the fact that Springtrap doesn’t have his darker green accents. It’s not like the model feels incomplete without it, but it just bothers me for some reason.
in general? maps are too bright i know it'll give rise to p3 claudette again but maps in general need to be darker
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lights our
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none. why do you think they are trapped in the realm to begin with?
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no? also if a vecna 2 is cheating couldn't he just give himself an uncounterable/unending woirldbreaker?
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043260#Comment_4043260
And I'm saying that raw outrage is not feedback.
i make a lot of mistakes when facing him unfortunately
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@TheVarietyKiller said:
I have seen that this game has an issue with players having a lack of sympathy towards the other roles.
For example, if a Killer complains about the game being survivor sided and bully squads and Gen rushing, they get so many unsympathetic comments about how they need to get good. Survivors complain about killers tunneling, slugging and running full slowdown, killers will immediately say they have to (which they kinda do need to do, but that’s besides the point.)
I feel that this comes from ignorance. My suggestion? Go play the other role for a few hours.
It lets you see how bad it is to be tunnelled or slugged at five gens by a Myers (true story, happened one time to me and my friends). Survivors will see how miserable it is to face a bully squad, have two gens pop by the first hook or get t-bagged at the exit gate.the problem i have is with survivor problem people can run ds,exponental/unbreakable/conviction and kindred i guess ti counter this but don't want to for some reason or another and killers compensate for the gutting of gen regression by using s tiers it doesn't help that killers in general get nerfed at launch including springtrap i think the exception is houndmaster
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wow first time in a long time i heard someone calling for power flop nerfs
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@jamally093 said:
I know what the perk does but to me it feels like a double edge sword.
So I don't use it since I use Oppression or Dying light more recently but I never unstood pain: res because of one thing. You have to be super picky of when to use it.
Use it to early and all your tokens are gone and you now have an empty perk slot. Use it to late and you might have a token or two left by the time all the gens are done. So simple answer should be use it carefully not going directly to the hook right away with it. But then comes the kicker if you don't use it right away then you could have a gen or two go off because there was no pressure applied. So it kinda enters that paradox of when do you use Pain: Res and make sure it works perfectly?
Here's the thing also Pain: Res will also act like a failed skill check on a generator so explosion and noise notification...unless the survivor which most do to be begin with don't touch it. It still regresses but you lose that notification and well Dead Man's since most people who bring Pain: Res bring that.
So I never understood why so many people bring Pain: Res when it can be super picky when it will actually work to your advantage and apply the right pressure you need. To me I see it like Lightborn. It is a very situational perk since both require survivors to do something for the perk to work in your favor. Now am I saying it's bad? No since that would be dumb as there are worse perks out there but I don't get the appeal of it.
well it got nerfed into having tokens and there was a long while when compass didn't exist so it was worse since scourge hooks are random it's just the best of the worst since gen regression as a whole got nerfed into the ground and with the fast gen speeds + low slowdown/regression numbers it's kinda a waste in general to bring gen regression when you think about it but the perk i never understand people use is pop after they destroyed it in 6.0
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@THE_Crazy_Hyena said:
I have one for you:
Steroids (survivor perk):
"You have been to one too many gyms in your life, and to always pursue the title of the strongest, desperate measures are needed. You feel the extra strength from the enhancements, which allow you to slam the pallets with an inhuman force"
- Increases the duration of pallet stuns by 40/45/50%
If the killer is using Enduring, the effects of the perks will cancel eachother out.
wow i hope someone won't be running dark arrogance in a meme vault build
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4042483#Comment_4042483
It was fine, totally acceptable place to end it.
Except for my two favorite characters. I have been legitimately depressed over it. Also, S4 was pretty peak.
when billy kicked the bucket i sorta lost interest since he was entertaining as an antagonist
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@dbd900bach said:
With the new Stranger Things chapter coming out on the heel of the finale, there will definitely be a surge of players when the chapter releases. However, once the hype ends and Vecna becomes just another killer, what reason will people have to stay?
What improvements and fixes are coming out alongside this chapter to keep people playing? The burnout is at an all time high, and players are starting to get seriously tired of no real changes since operation health has been a faliure with substantial changes to improve game health, plus the lack of content for a longer than normal period.
I HAVEN'T SEEN STRANGER THINGS SINCE S3 I HEARD THE ENDING WAS BAD caps