thisislastyearsmodel
thisislastyearsmodel
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Yeah, playing killer right now is pretty miserable. At least if you favor the weaker ones, like I do.
I long for the days where I can play a build that isn't 4 regression perks and not go into it knowing I'll lose LOL
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W-what happened to you guys...
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Play Trapper and you'll very quickly change your tune.
Edit to ask: why are you playing this game? It sounds like you don't even like it.
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It's currently two perks in one, similar to (but arguably stronger than) old Balanced Landing.
Remove one effect or the other and it's fine, I think.
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@About8Genjis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507781#Comment_3507781
Oh no! How entitled of a non-meta build using survivor to ask others to not hardcore sweat every game and try out new and fun builds! How dare they ask for more fun and variety!
Who is supposed to be the entitled one here?
Also how nice of you to make it an "Us vs them" argument. They complained about the community mindset, meaning everyone, killers AND survivors. They just happen to notice it more when playing survivor.
I agree with your sentiment, but this type of thing is a cycle:
1.) Killer main plays a goofy build and gets destroyed; survivors have a fun or at least easy game.
2.) Killer main plays nurse or blight next game because they're irritated with how the last game went; survivors do not fun
Same thing applies the other way around. Why would I run 4 chest-searching perks when it's a very high probability that I'll get a Blight with alchemist ring and the 4 strongest perks on him?
It's gonna repeat like this endlessly unless the devs bring all kills and perks up to around the same par, which is basically an impossible feat.
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If it makes you feel any better, killer plays run into survivors with the same way of thinking. A lot of survivors idea of "fun" is bullying killers LOL
That said, I've had some fun games lately and I've had some miserable games lately on both sides. The fun ones usually make up for it.
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@Adamant_Tepig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507823#Comment_3507823
That perk is Terminus, a Wesker perk. When all the gens are completed all injured, dying, or hooked survivors are inflicted with Broken, and stay Broken until the exit gates have been opened for 30 seconds. It pairs nicely with No Way Out for some potential endgame comebacks by making any endgame hook saves much more dangerous in my opinion. Yes, MFT/Hope exists, but I like the Adrenaline counter.
I see. That sounds like a bit of a weak choice. Personally I'd replace it with Deadlock, or even Infectious Fright if you want the slugging potential to build pressure early/mid game.
Otherwise it's a solid build. One of the go-tos for most Trapper enthusiasts.
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What is the second perk from the left? I don't recognize that one.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507756#Comment_3507756
None of the killers are weak. We have add ons and 4 perks and an entire power maybe practice with the killers you find weak could just be a skill issue. Trapper has some Insane add ons. SM power is just super oppressive with gens it needs a rework for sure.
L take.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507612#Comment_3507612
The 3 gen problem has two parts to it, and both need to be addressed at the same time.
1) Killers that are just patrolling and kicking generators, and refusing to commit to a chase with a survivor, is a major problem.
2) Survivors that are excessively pre-leaving generators before the killer arrives, and refusing to commit to repairing generators, is a major problem.
Any 3 gen fix that addresses problem 1, without addressing problem 2, will just encourage survivors to get easy wins by excessively pre leaving generators. For example, if BHVR just forces a generator to be super far away, then survivors can excessively pre leave generators, and easily win, because the travel time between generators is too long for the killer to defend. If BHVR forces generator regression to have a limit, then survivors will excessively pre leave generators until the max generator regression happens, then they get their easy win.
This is a core issue though, especially with killers who don't have much chase potential/mobility. Why would I commit to a chase as Trapper, for example, when I could sit around my already-trapped three-gen?
Early game needs some kind of integrated slowdown so weak killers don't feel like the game is over if they lose even one gen before their first chase or two ends.
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@Kn1ghtmare32 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507701#Comment_3507701
I'll play vs every type of killer/survivor idc. But aura reading should be thought about just as much as other skills. When you can see the opposite side so much the challenge is gone.
But again, if you're facing a Huntress (just for example) using BBQ, Bitter Murmur, I'm All Ears and uh.... another aura perk.... three people can be on gens at all times completely uninterrupted. The game should, by all logic, end in about 5 minutes, unless you're playing against an Adderall-ed Umbra.
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I think Dead Dog Saloon should be considered the cornerstone of mapmaking/balancing. The structures are safe but not too safe, close together but not too close together, runnable if you're good or average and less so if you're worse than average, and the same applies to main.
Plus it hits the sweet spot of being the perfect size imo.
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Why are you complaining about a killer running aura-reading builds when that means 1-4 perks aren't regressing gens, slowing down healing, blocking or extending exit gate times, cutting chase times, granting exposed status, etc etc etc ?
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I love Evil Dead, dammit!
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506917#Comment_3506917
Which I didnt.
If you dont have any real argument, dont make ######### up. I always say that original MoM was a Cashgrab and will never change my opinion on that. Saying that I defend it is just made up nonsense because you want to say something which just istn true.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506914#Comment_3506914
I was mainly talking about new Perks, aka selling points for new Chapters/new Survivors. But even if you bring up 5 Perks which got buffed over years (!!!), this does not really change the point that Killers get useful Perks far more often than Survivors.
Apologies if I misunderstood, but you mentioned it while talking about very strong perks so surely you can understand why I thought what I thought.
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Having Art from Terrifier in the game would be sick, but I'm not sure the devs want two different Clown (or Clown-adjacent, in Art's case) characters in the same game.
Personally I'd like to see some kind of cultish character from The Wicker Man.
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@BlightedDolphin said:
Desperately need their add ons reworked.
This the one, folks. They solved it.
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They've all been nerfed into the ground from their strongest days?
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@EmmaFrostyEyes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506768#Comment_3506768
Why shouldnt it work off the hook?
Why should it? There's no logical reason that a survivor should be granted a free health state and speed boost for losing a chase near the end of the game. Even more so considering you could then tank three-four hits if you're running MFT and somebody on your team is running Ftp + Buckle Up. With the amount of endurance in the game, it's becoming near impossible for a killer to even have a chance in the endgame.
I know not every Adrenaline usage will be used with perks like those, but I also think that it should be nerfed in the way I said regardless of other perks in the game.
And, before anybody says it, I play both sides about evenly.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506348#Comment_3506348
I mean, if Killers would not think this way we would not have several of them throwing a tantrum whenever a good Perk for Survivors is released. The last good Perk before Made For This was Circle of Healing and while this was too strong on Release, it got nerfed into uselessness over time. Reassurance did not even leave the PTB because suddenly Killer Mains were worried that
they cannot camp anymoreabout Survivors being held hostage by other Survivors...And before this we have Mettle of Man which was released long ago... And before this, basically Dead Hard or DS (I dont know which one was earlier, I think DS was earlier, so DH was released later). Both of them also nerfed quite heavily and not really useful anymore.
Your opinion was already pretty silly, but it's automatically invalidated seeing that you're trying to defend launch MoM. That perk was ridiculously busted.
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@Xernoton said:
I think hex perks could use an overhaul in general. Most of them are quite unpopular and some of them you can't even buff without making them extremely disgusting or you buff them and don't really achieve much like they did with Crowd Control. Would you run it more often now? I wouldn't and the effect isn't even bad.
I don't know what exactly I'd do with them but I very much like how they handled Face The Darkness. A perk that turns on and off and has a useful effect. It's not super easy to cleanse, so you won't be left with only 3 perks at the start of the game as often and its effect is decently strong but not super oppressive for that. Maybe they could have Ruin and other hexes to work somehow similar.
And, like many of the issues with the game, you can only make a perk so strong before it becomes OP when a Nurse or Blight uses it.
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I feel you, man.
It's at the point now where even darkened traps "hidden" by the thick fern-like plants on Macmillan maps are visible if the survivors are playing with low graphics.
Trapper used to be difficult yet fun and rewarding; now it's just miserable to play as him.
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I've been noticing this a lot when I play survivor, but then when I play killer I swear I'm seeing pallet vacuums again. Survivors don't get sucked all the way to the other side anymore, but the "hitbox" for when they can get sucked back into a pallet throw seems really generous.
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I especially hate that you can run a killer for 5 gens and still depip because the game thinks you did basically nothing. It's a goofy system.
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If the new window vaults stay then Resilience needs dialed back some. There's already issues coming from what seems to invincibility frames, which is only made worse with a 9% speed increase.
I think Adrenaline needs to not work when rescued from a hook. Or, at least, only one of two benefits should be granted.
Otherwise, these perks are okay, I guess. Prove Thyself is annoying but I mean...
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@GannTM said:
Wouldn’t be surprised if Adrenaline is next. I really hope not though.
Adrenaline shouldn't work for somebody getting pulled off a hook. Heck, if you even want to take away the heal or the speed boost, I think that would be enough.
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"WhY arE kiLLeR mAinS comPlaIninG aBouT a sImpLe bUg FiX?????"
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@Marc_go_solo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506583#Comment_3506583
It feels as though they had a decent idea with the 3% speed boost, but then overthought it and added an unnecessary additional effect, which could easily have been a perk on its own, then forgot about it stacking.
In short, they overcooked a perfectly good piece of steak and now people have gotten indigestion from it.
Great analogy!
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Anecdotally, I see at least one most every game but usually closer to two on average, I'd guess. It slows you down when you're having a good game and really hurts when you're having a bad game.
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@B1gMacEnjoyer said:
It's a difficult map now that they broke up the 3-gen potential along with the recent changes to the meta and fast vaults. Sure, there are only a couple of pallets in the street, but you can see the killer coming and can easily pre-run to a house with a nice window setup that will waste a lot of the killer's time. I hate playing on this map personally. This one and Lery's are the worst I hate the most. I'd rather play on Garden of Joy or Shattered Square than those two.
The pallets in the street are on loops that are just long enough that they're difficult to mind-game, too.
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Yeah, she's kind of a pub-stomper at the moment.
Give it a month or so and I doubt she'll still be as effective.
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@Marc_go_solo said:
Removing the endurance is a good idea because currently the perk is really 2 perks in one.
Not sure I'd put a timer on the 3%, but I would make it so it cannot stack with perks such as Hope. I'd make it so that if someone has MFT and Hope, then if all gens are done, Hope overrides MFT for the time it's active, then MFT activates if the survivor is still in the trial after Hope ends.
This is the biggest issue I have with it. It's like old Balanced Landing, where you had the actual exhaustion part of it but you could also use it in tall loops because of the permanent stagger reduction.
Knowing that though, I have no idea how this perk made it past the brainstorm stage. I think the devs are, for the most part, making good changes for the health of the game, but sometimes it really does feel like we're moving backwards.
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I didn't love the movie (sacrilegious, I know) but the design of the character has always stuck out to me.
If they do it right, I think this could be a great addition to the game!
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Truthfully the only thing I'd really like to see is an early game mechanic that would help weaker killers that isn't Corrupt.
I don't know how they'd incorporate this without having it make playing against Nurse or Blight even more difficult, though.
We could just buff the weakest killers to give them more of a fighting chance, but we don't have time for rational solutions!
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506068#Comment_3506068
it's still nothing compared to games like Call of Duty or League. You may not know this about DBD bet there is essentially two tiers of MMR in the game. You are either over the MMR cap or you aren't. The game attempts to put you against people near you, but very quickly opens it up to everyone in your tier.
I have heard this. I watched Otzdarva play a game the other day where one of the survivors had 5k hours and another had, no joke, 32 hours. Fantastic matchmaking, that one.
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@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506022#Comment_3506022
As pulsar said, "some cases" A lot of the inputs in game are neutral or survivor favored like pulling survivors off of gens and such which is why you'll see killers get robbed of grabs on their end. The majority of the direct killer/survivor interactions are killer favored tho
Makes sense, I suppose — it balances out by favoring different sides at different times.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506078#Comment_3506078
Yup. That's the buff BHVR gave survivors. Immunity frames during vaulting. That's why everyone is so upset.
This has been happening even outside of windows though. I'm talking right in the middle of a map with nothing around. Strange.
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I'm still upset that we didn't get Sally when Leatherface came out.
Evil Dead 1 and 2 are among my favorite horror movies though, so I'm good stickin' with Ash :)
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Hook grabs have been removed. Unless it's a Bubba who literally just sits in front of the hook there is always the possibility of at least a trade.
Now, I'm not saying this is healthy design by any means, because it's not, but saying it's impossible is a stretch.
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@Zeon_99 said:
Clown is much worse, especially after his rework which ended up making him worse.
Legion is balanced and has counterplay with a coordinated team. Solo queue survivors can really get bullied by them very easily.
Clown's rework did not make him worse. At the very least, using both yellow and purple bottles at a loop makes it easier/faster to chew through pallets early.
He's still worse than Legion though LOL
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Laughs in Trapper, Pig, Clown, Myers and Demo.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503036#Comment_3503036
make this slot 5 just for totem and it will be perfect, totems are destroyed in most cases in 30 seconds of the match so it no problem and will at least encourage survivors to do something other than repairing generators
It would never happen but it'd be cool if you could have a totem that doesn't activate until existing totems are cleansed.
Imagine doing ruin and feeling proud of yourself for helping the team and then you get hit with haunted ground LOL
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Yes please. I would love to play Trapper against For the People, Buckle Up, Made for This, Plot Twist and Unbreakable all on one person.
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@Carth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506022#Comment_3506022
DBD was originally a peer to peer game. At some point they introduced host servers but did not re-write all of the code to take server existence into account. Originally killers were the hosts of games and so most of the code was written to respect the hosts view of the world. Some things have been moved to the server but not all actions.
"Why don't they re-write all actions to use the server as the arbiter of truth?"
Lots of answers - money, balance, potentially introducing new bugs for no new features, etc.
There's not going to be a super satisfying single answer here unfortunately.
Well, you at least helped me understand it a little bit better! Thanks for that :)
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@UnavailableName said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471828#Comment_3471828
Tunneling is unhealthy for the game.
It has been 7 years that killers are tunneling and in 2023 tunneling has become out of control, it is pretty much every trials.
There is nothing healthy about using a broken mechanics that give ez wins, same for gen rushing.
To me, it is like using a wallhack on FPS games, it is exploiting a flaw in the game design that devs refuse to adress.
Maybe killers wouldn't feel the need to tunnel so much if we nerfed broken survivor perks, fixed maps, and made it so all 30 killers are viable instead of only 5.
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How many games are you actually playing where you're tunneled from the moment the killer sees you until you die on your third hook?
This feels like the survivor equivalent of killers who complain about 4-man bully squads as if they're playing against them every match.
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I don't disagree that they probably should have put more thought into her rework, but like... Are you just DC-ing every time you load into a game against her or what?
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505348#Comment_3505348
BHVR recently buffed fast vaults that essentially gives survivors invulnerability in the later frames of their vaulting animation. They did this to make it "look" more fair on the survivor's point of view since it often looks like they cleared the vault on their screen but still got hit. The problem is, it still looks like it would have clearly hit from the killer's POV. They also fixed a bug where survivors were not gaining as much distance on a fast vault as intended.
I'm missing hits at vaults when the survivors are still on my side lmao
Like, they'll begin the vault and I'll swing before they get through the window itself and it will still miss.
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I've noticed that the auto-aim is kind of running haywire, if that's what you mean.
I've had a handful of experiences tonight alone where I'll swing at a survivor, my weapon will appear to literally go through their body and I'll still somehow not hit them.
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@Xendritch said:
As someone who plays a lot of Knight it barely effects me at all.
Like maybe this is a hot take but I think Resilience is much more busted in chase than MfT is. Making vaults you normally wouldn't is much stronger than having to take a few extra seconds to catch up to a survivor.
I think Resilience got unintentionally "buffed" with the new vault buff-- ahem, I mean fix