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thisislastyearsmodel

thisislastyearsmodel

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  • Truthfully, imo it depends on the situation. Losing one gen as Spirit is significantly less threatening than losing one gen as Clown.

    I don't go into games with the intention of tunneling, and I try to avoid doing it because I know how bad it feels when it happens to me, but sometimes you really do have to focus on one person.

    Even without the BBQ event pushing survivors towards hard-focusing gens, the best strategy for most killers has always been to juggle two people and avoid the other two if you can help it. Nurse and Blight players can get away with not doing this, but I play mostly M1 killers and there has not been a single game (slight exaggeration, of course) where I felt that getting 12 hook stages would have been a better strat than quickly getting 6 on two different survivors and focusing the last two during the mid-late game.

    Edit to add: A common argument I've seen lately is that the healing nerfs have pushed survivors to avoid healing and focus generators harder. Using this same logic, if they ever did make some kind of hard anti-tunnel system (not just perks like DS) I can say fairly confidently that the amount of slugging killers would increase or, perhaps worse, you would more consistently see killers running 4 perks dedicated to gen regression. Trust me, it's not fun playing against a soft-camping Spirit using some combination of Pop, Jolt, Oppression, Corrupt, Eruption, Pain Res, etc

  • Apparently it's a hot take to say that WoO doesn't need to be nerfed, or at least these forums would have you believe that.

    My real hot take is that, as a certified Save the Best for Last user and enjoyer, the perk is unhealthy for the game but borderline necessary on M1 killers with the amount of endurance and haste perks/effects that survivors have at the moment. Playing Trapper, for example, without it is significantly harder, which is saying something because even with it Trapper still sucks LOL

    Him, Clown and Piggy (maybe to a lesser extent for her) feel absolutely miserable to play right now, especially on maps that already lean towards being survivor-sided.

  • Okay... again, why are you complaining? They pre-drop pallets. Throw on brutal strength, chew through them all, and win the game with two gens left.

    @Steakdabait said:

    Vault speed is wildly overrated and you simply can't get enough for it to matter, this was true even with stacking spine chill on it as well.

    MFT, Yes. Tho maybe keep it at 3% and remove haste stacking first to open up perk design and see where mft is at.Tho it'll probably still be too much

    WoO is a perfectly fine perk, it's used by good players because it makes you consistent and tells you where what pallets are used and new players can use it to learn maps really fast. WoO doesn't make bad players good and good players unbeatable, bad players will use up the map at a pretty fast rate with pre dropping and camping and it doesn't magically make you able to chain loops

    This guy gets it.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514470#Comment_3514470

    The healing nerfs went to far, which is obvious from the outcome.

    Healing, as well as booning, were *good* things for the killer. Time spent looking for a totem, blessing, running to and from the boon aura, and even the ~22s spent self caring were all time spent not on gens.

    The devs did exactly what killers asked for and 'made healing suck'. Killers seem to have had this vision of survivors running around blindly, looking for heals and wasting minutes of time for those same health states.

    But that isn't the end result. The obvious outcome from 'making healing suck' is that survivors will stop doing it entirely. All that time spent setting up, running around, and healing is entirely on gens now. No one bothers setting up a boon at the start of the game, instead they just get on gens.

    If 'gens fly' now, that's 100% the reason. The only secondary objective survivors have ever voluntarily chosen to go do was deleted completely.

    As with dead hard and various other changes over the past year, killers got exactly the change they asked for, it just isn't what they wanted.

    I'm not arguing one way or the other that the healing changes went too far.

    All I can tell you is, as somebody who has just come back to the game from a year (perhaps slightly longer) break, the game is in a worse state now than it was when I left. There have been good changes without a doubt, but both sides have it significantly easier when it comes to making the game really not fun for whoever they're playing against.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514507#Comment_3514507

    No it won't, as even if you know where the pallets should be you can't be sure if there is a pallet there to begin with because of RNG, so you would have the possibility to go to a tile hoping for a pallet that isn't there. With WoO, you always know where they are without doubt.

    And you just proving my point, if good survivors don't really need it then it means the perk is only helping survivors without the enough skill and knowledge to win chases that they shouldn't. Again, the same thing survivors say about NOED with the main difference being that NOED have drawbacks by being an hex, showing it's aura to survivors and only working at the end game.

    "But it is just an information perk" Alright, would you be fine with killers having a perk that shows the aura of the survivors all the time without any condition or drawback? After all, it's just an information perk! Knowing where the survivors are at all times doesn't means the killer would win all the chases they start!

    Also, like... they already use WoO with all other perks that you are saying there, that's the other main problem of it. No matter what build you make, it is useful for all of them as it doesn't even need to be paired with anything to be really good, so you have 3 slots more for whatever speed boost or endurance perk you want to equip.

    And I think I already made clear why me and other killers don't want to "play against it", so, there you have it.

    You are using false equivalencies that are not supporting your point like you think it is.

    Also, it's a perk designed for new players. Let them have a tool to help them learn.

  • @SlowLoris said:

    Hi there,

    This is just a small plea that you will consider reverting the change to the collision on Eyrie of Crows for Billy. While that map was suffering prior to the "fix", it was manageable when the collision was changed a few chapters ago.

    Billy gets stuck on almost EVERYTHING within Eyrie of Crows. From the tiny little bricks that stick out on the structures, to shack, to the VERY annoying twigs that have the hit box of a school bus. The small bit of comfort were those rocks not being as rough as they used to be. It was still possible to pre-drop the pallet and avoid getting hit at those rocks with pallets, it just made him more bearable to play.

    Below is a screen grab of a BIlly on Eyrie next to those rocks. Do you see how miserable this is? Look how far from the rock Billy is and still hits an invisible box.

    https://us.v-cdn.net/6030815/uploads/WM4AIEE9MD99/image.png

    Billy is one of the hardest killers in the game to get results with and most Billy players already want to d/c the second they get Eyrie, but these rocks made it tolerable. The change to this has just made this my most hated map to play as Billy.

    It feels like every patch something new coms out to make Billy more and more painful to play, this just did not need a change.

    Side Note: seriously, those little twigs in the middle of walk ways, etc don't need hit boxes so big.

    Screen shot from an older video of mine - these are the twigs I mean.

    https://us.v-cdn.net/6030815/uploads/FGM2W9BDFRR2/image.png

    https://us.v-cdn.net/6030815/uploads/W7X8SW89ZVES/image.png

    Literally not even on the screen and I bonk.

    Again, this is an older short of mine, so you guys have addressed overheat, but if you'd like to experience a day in Billy's shoes and see why this was an unnecessary change, I've added my short below.

    https://youtu.be/_ajEzwlx5Cs

    I do hope you'll take the time to consider this, but either way, thank you for taking the time to read my feedback.

    I can literally feel the disappointment in that "I mindgamed her!!!!" reaction.

    also RIP sky billy. It was fun while it laster :(

  • Spirit is in a fine place right now. She's strong when used well, but less of a free win machine like her add-ons used to make her before.

  • @Mockingjay_S451 said:

    But there is no need for a rework. There should be three vault types. Slow, Medium and Fast. Killers are moaning about the animation looking weird on the fast vaults.

    They are moaning because they are no longer getting hits that they never should have got in the first place.

    Actually, I'm moaning because fast vaulting grants invincibility now.

    I've missed hits on survivors vaulting while they're still on my side of the window. My weapon literally goes through them, and then they make even more distance than normal because I'm recovering from my somehow missed hit before I can vault/walk out of the tile.

  • Because there are people disconnecting from matches with the sole purpose of spectating their bot. Sure, you're having a fun time, meanwhile you have three people absolutely miserable because this Infectious Fright Nurse game just turned into a 3.25v1 instead of a 4v1.

  • I really don't want anything from FNAF to be in Dead by Daylight.

    Do we really want a property that, by in large, is going to draw a bunch of 12-year-olds into the game? Matches for low MMR players would be even worse because you and I both know children are terrible at video games, meaning that the amount of tunneling and camping will increase even more than it already has.

  • I don't think it should work when a survivor is rescued from a hook.

    I'm also iffy on the fact that it has the MFT issue where it's essentially two perks in one. Not only do you get a marathon runner speed-boost, but you also get a free health state for your troubles, which is only furthering the current idea that being injured has literally no downside anymore.

  • @Satelit said:

    I really like facing Wesker,he's strong but his power leaves room for you to outplay him,and it also has intricacies that immediately tell you the killer is experienced with him.

    Disagree. I feel that Wesker's M2 hitbox is ridiculously generous. I can't tell you the amount of times I've seen him physically go past me only for me to be sucked into a grab. Or, even worse, the classic being grabbed on the other side of a window or pallet.

  • @Raconteurminator said:

    Dredge: horrible to face, but in a weirdly good way. Nightfall is genuinely unpleasant.

    Bubba: can't really hate Bubba. Yes, he's a campy boi, and I've seen my share of face-camps, but I still can't hate him.

    The weird symphony of children chanting/mumbling during Nightfall is genuinely creepy as hell. They hit the nail on the head with that one.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513823#Comment_3513823

    No, but it helps to win chases that you shouldn't by:

    A) Making survivors that aren't that good at looping get away by dropping pallet, holding W and going to the next pallet, making the killer don't even be able to get Bloodlust, and they can do this to whatever number of pallets the map allows them to have.

    B) Making survivors good at looping be able to extend their chases even more by looping one tile and the moment they know they are going to lose or have the chance get out of it to the closest pallet, and again, they can do this until there isn't any close pallets nearby.

    Also, in many cases it remove the need for the people that use it to even learn looping and "get good" at the game. Survivors like to argue another nerf to NOED because "It rewards unskillful killers and remove the need for them to be good in the first place". Well, WoO is the survivor's NOED.

    In other words: Yeah, WoO needed a nerf before and it definitely need a nerf now with all the speed boost and endurance perks that grants an obvious advantage in chase to survivor over any M1 killer without chasing power.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513775#Comment_3513775

    And this is the solution for MFT, Endurance should be removed and all haste perks shouldn't stack (even if in my opinion there should not be any perk that gives survivors a constant speed boost to begin with, but yeah).

    What you're describing will happen with or without WoO.

    Also, like... why would you not want to play against it? Good survivors don't really need the information anyway, and that's 1-4 of 16 perk slots that aren't being used for Adrenaline, exhaustion, MFT, Buckle Up + FTP, etc.

  • @CountOfTheFog said:

    Garden of joy is my favorite map in the game. Doesn't bother me as killer. I play Freddy and Michael and do just fine. I also find it's great for playing as Trapper. I'm always happy to see that map, regardless of which role I'm playing.

    This map is absolutely not great as Trapper if the survivors have any braincells at all. No cover whatsoever for traps, and the only places you'd get any value of them are so obvious that they never work in the first place.

  • I've played all of like, five games against him and have no idea what you're supposed to do, so I usually die insanely early against him.

    That said, Hellraiser was one of the first movies that truly made me a horror fan (alongside the original Halloween and Texas Chainsaw Massacre) and it's still so cool to me to see one of my favorite horror movie characters in a game I love so much.

    However, I don't like Pinhead's chain mechanics. I don't think they're OP or anything like that (truthfully, sometimes they seem a bit weak, but I haven't played him nearly enough to have a true opinion) but I'm just kind of sick of all the killers whose power revolves around slowing survivors in one way or the other:

    Clown, Pinhead, Wesker, Freddy, and probably at least one more that I'm forgetting.

    Then again, this could 100% be a skill issue on my part. Other than Clown, I really haven't played the game much since all the anti-loop killers have come to the game. I just came back from a super long break (over a year) so maybe I just need to git gud.

  • No. Even playing as her is boring as heck. She has Freddy syndrome but worse. She's boring for both sides, but fantastic at holding a three-gen; Freddy is also boring for both sides, but is kind of mediocre all around.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513885#Comment_3513885

    Well. I play pig.

    I mostly play an uphill battle.

    For me: it looks like my games ads chill when the survivors don't take it seriously. When they do, and with that I mean THEY TAKE IT VERY SERIOUSLY, I lose by default. This involves predrops, massive shift w and comp call outs on my position. All very unfun as you can imagine. Luckily these extremes are rare and most games are just a our usual sweat fest.

    I feel you, buddy. *nods in Trapper*

  • Not particularly, but I'm also not particularly enjoying the meta while playing killer either.

    Every game is just one endurance or haste status effect after another.

  • I think we could definitely reach some sort of middle ground here. Invincibility bug (I'm assuming it's a bug) aside, the new vaults are significantly stronger than what killer players are used to. I don't want to say they're too strong, especially since they've been in the game for so short an amount of time, but I do feel like they have the potential to make some maps difficult or, in cases of already survivor-sided maps, even worse, particularly for killers who already suffer in chase.

    If the distance that women survivors are currently getting was decided upon to be the new norm, I think it would be totally fine. The men, on the other hand, are launched literally into the next realm they go so far.

  • They can buff maps as much as they want, as long as they make it so you can't track Trapper's bear traps anymore.

    It's baffling to me that this is still in the game in the first place.

    Buff Trapper :'(

  • @7Write7 said:

    Nerf insane gen repair speed and crazy degreezes of flashlight blinding areas and than speak about nerfing killer perks. Devs overnerfed killers, you have nothing to do for win theese days mate.

    insane skill issue tbh

  • Bro wants to nerf two of the most mediocre perks in the game

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514221#Comment_3514221

    Circle and medkits were nerfed because killers were complaining about survivors being healthy all the time.

    Now killers are complaining about survivors being injured.

    At this point, it really just feels like the real complaints are that survivors don't start the trial slugged or already on hooks.

    The real complaint is that being injured means nothing anymore because of the amount of endurance perks and haste effects.

    What's the point of rejoicing over the devs taking steps to make healing less effective if you can just tank two, three or even four hits anyway?

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514289#Comment_3514289

    Except that comparison doesn’t work at all. Dbd is like if the prey had to be caught three times to be dead. There’s also 4 of them.

    4 of them with multiple second chance perks at least somewhat more fair than "injured survivor go brrrrrrrrrr"

  • @BlueHorkew said:

    They are comback perks, or perks that help you when in trouble. Both sides have perks like that.

    NOED, Enduring, bitter murmur, coupe de grace... They all only activate by you not doing anything or by making mistakes.

    It's not something new or unfair.

    Any non-biased killer player will tell you that they understand NOED is unhealthy for the game; however, MFT is also unhealthy for the game, and even worse for it than noed because there is literally no counterplay to it other than "guess ill just run around this circle 5 times instead of 3 🗿"

  • @xPrinceHarlequinx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514205#Comment_3514205

    I actually wondered this cuz.. ya know... both space lol.

    However, for the one map realms, I would love to see editions to Ormand, The Dredge realm, and the Deathslingers Realm. I would also like to see variations of Lery's and other indoor maps that have outdoor counterparts.

    I'd love to see a map that is an actual town with lots of little details. Downtown Ormand could be a really beautiful map, I think.

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514050#Comment_3514050

    It’s kind of a mad ask to not only make the game, but dedicate all of their free time to it as well. Developers have lives too, y’know.

    Nobody is saying they need to spend their free time playing it, but they absolutely should be consulting high-level players in regards to balance changes. The streamers who play this game 10 hours a day 6 days a week is a more reliable source for balance than the dev who can't get out of grey ranks.

  • He needs reworked. He's insanely boring to play against, regardless of how good the person playing him is.

  • If you make pallets reusable high ranked survivors will destroy M1 killers even more than they already do. No, thanks.

  • Send yourself to The Game with Brutal, Enduring, Spirit Fury and StBfL. EZ.

  • @jordanjustice said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511404#Comment_3511404

    I agree with what you are saying, except saying its a "victory". I don't think "winning" or "losing" actually exists in DBD. If I escape as a survivor, I don't consider it a win... if we get all 4 out, I don't consider it a win. Its semantics, but I believe once people realize that this isn't a game that can be actually "won", the sweaty players might back off a bit. Maybe there is winning and losing in a killer vs SWF... but even then, the SWF could have the mindset to just screw around. In soloQ, its rare that every survivor is trying to help all of their teammates and themselves escape. There are too many different agendas in these matches to officially declare wins and losses. It just "is what it is". Yuh did good, or yuh didn't.

    I see your argument. I don't care about 4king myself, but I know a lot of people define that as a "win."

    Truthfully I feel like I win as long as I have fun. Some rounds truthfully just aren't fun.

  • I think Spirit should be moved up a little, as I've found her relatively easy to do very well with, but otherwise I think this is good list.

  • @I_am_Negan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511403#Comment_3511403

    Yeah, Detroit is awesome.

    The Red Dead games didn't really catch my eye I don't know why.

    Hey, that's fair. I'm a Certified Cowboy Enjoyer myself, but not everybody's gotta be 🤠

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511385#Comment_3511385

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511413#Comment_3511413

    The swamp maps come to mind. Granted, they have their own set of problems and are some of the least favorite maps in the killer community for a reason, but all that overgrowth also hides traps pretty well. I had a pretty good game with Trapper-kun on the Pale Rose map and I was pleasantly surprise how fun he could be, if (IF) he could use his power properly and do some big brain things.

    The big red forest maps, while big and unpleasant, are also rather thick with foilage and undergrowth, so they can work reasonably well, too. But yeah, Trapper-kun was played so dirty by the removal of thick grass, its hard to believe they would do something like this to their mascot and powsterchild and then proclaim "we are pretty happy with where Trapper stands right now". Wow, thats some serious neglect.

    Swamp is still good, at least Grim Pantry. Just had a great game on that one.

    Red Forest has thick grass in spots, but (as far as I could see) none thick enough to block traps that matter. They've removed it around loops and things.

    Don't even get me started on what the devs said. I can't imagine being in charge of this game and seeing a killer so inherently weak and just going, "damn, that sucks. Anyway!"

  • That's the issue with Endurance: it makes being injured meaningless. Being injured used to be high risk (and semi-high reward, I guess, if you used Resilience) but now it's almost better than being healthy because you can do gens 9% faster and proc Adrenaline.

  • I agree, even when I'm playing killer LOL

    What is the point of trying to "win" (let's face it, a 3k with hatch is still a victory) if you're walking around for 10 minutes checking every corner of the map?

  • @I_am_Negan said:

    Are you looking for games to play?

    I go back and forth

    my games

    The last of us part 1, 2

    Horizon Zero Dawn, Horizon Forbidden West

    Resident Evil Zero, 1, remakes 2 and 3. Waiting for the price to drop on 4.

    Fortnite Save the world time to time the BR

    I got Detroit become human and shadow of the tomb raider when PS store had the free games I'm still working on my platinum trophies for them.

    GTA from time to time. The same as F13

    I still have a good selection of my ps4 games too. That I haven't played in many moons.

    Days Gone

    Until dawn

    Uncharted Nathan Drake collection

    Marvel's Spider-Man the second one is on my list too.

    Rise of the tomb raider

    Man, Detroit is such a fantastic game. Also recommend Red Dead Redemption 2 if you have a lot of time to sink in to one game. That story is a masterpiece, and I do not use that M word lightly.

  • Skull Merchant kill rate drops to 0.0% (nobody wants to face them)

  • @DBD78 said:

    I have no problem with it. People dislike all words today you can't call things this or that. How about relaxing a bit? Or if relaxing is not a term you like..chill? Unwind?

    Destress, even

  • I don't hate the term because it's accurate... when you are facing an actual bully squad.

    The term has become what "gaslighting" became on Tumblr: people use it where it doesn't apply, which reduces its actual meaning.

  • Bruh... she's a certified pub-stomper now. What do you mean nerf

  • @BarnesFlam said:

    Yes, remove the Haste effect, keep the endurance upon healing.

    This wouldn't do anything to fix the fact that M1 killers suffer from it the most.

  • @not_Queef said:

    Yes it should be reworked.

    Permanent haste effects shouldn't be in the game. Nuke it from orbit and take Hope with it as well.

    Hope is okay. It's a fixed amount of time and only works at the very end.

    Maybe, now that EGC is a thing, they could reduce it to one minute instead of two, but I don't think it's really necessary.

  • Bro wants CoD gun fight in DbD

  • @EvilSerje said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510914#Comment_3510914

    For trapper its more beneficial, as a "rule of thumb", to place traps when no one sees you, also in unexpected places. Everyone expect trap in a doorfram or under pallet, but never on popular path between two POIs, for example.

    As for mindgames, you could stuff up many aura perks that activates during chase ("I'm all ears" for example), and just see how survivors behave inside certain loops, how they react on your movement and your red stain. Last two are very important, with that knowledge you can bait them into doing certain things, and you will know when to vault window, when to hide stain, when to show it deliberately, etc.

    That's all great and all, but you literally cannot hide traps anymore. There are no maps anymore (as far as I can tell) where the grass is thick enough that a survivor with low settings can't see your traps.

  • Man, even Monto stopped playing. I would be surprised if there are more than a handful of old-schoolers stil

  • @I_am_Negan said:

    why are YOU here?

    I stalk the forums waiting for QOL or some sort of health update that will bring me back to the fog.

    I don't play games that don't entertain me, I don't find fun playing.

    https://us.v-cdn.net/6030815/uploads/Z0HD1XTXA3Z4/image.png

    So true, king or queen.

  • Survivors literally have invincibility while vaulting right now. There are numerous clips of it. I can't take the time to find one rn because I'm at work, but Reddit has at least three different examples.

    Maybe they don't need outright reverted but something is clearly and obviously wrong with fast vaults atm

  • @SAF3TYRA1LS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511029#Comment_3511029

    Haste not just in character speed, but in speed for everything else too, brutal strength, fire up, agitation, superior, etc.

    In one of my replies I mentioned that I used agi and starstruck and the survivors conveniently sped up the second I got too close to them. None of them were using breakout. I hate to accuse anybody of cheating but it seemed kinda sus

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