Avatar

thrawn3054

thrawn3054

About

Username
thrawn3054
Joined
Visits
9,983
Last Active

Comments

  • @HPhoenix said:

    Iri tombstone is fine.


    Tombstone Piece should be "Can now kill a survivors whom is on death hook" like current Mori offerings.

    But that's just me.

    Nobody would ever use it if that's all it did.

  • Piece probably needs a rework but Judith's is fine imo.

  • @ChuckingWong said:

    Been using one almost every game yea.

    across two p100s
    Kaela and Ada

    https://us.v-cdn.net/6030815/uploads/672BZQL458OP/image.png

    https://us.v-cdn.net/6030815/uploads/P5WH9HBGELYD/image.png


    Cant really run out of them. Had them long before this even though just something I stockpiled for awhile and went "am I going to use these at any point?"

    Jesus Christ that's an insane number of syringes.

  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965651#Comment_3965651

    I dont mean to be rude but the MMR system is obviously flawed since the more high up in mmr as in higher win rate as a killer you do aka 3kills+ the higher mmr = higher chances to verse swfs.

    Since survivor mmr rises the more escape rate they have and hence when you play with friends its obviously much easier.

    Im at the point where almost every second match is a highly cordinated team that plays so weird and fully nullify my stealth as myers even when nobody is in sight and i run full stealth undetectable..

    Its almost as if they are using vc to call out my position when i rotate and kick gens.

    I havent even cross the point from point A to B gen and they pop the gen i just been too and i made sure to check with my mirror around.

    I call it bs since then there are games where they dont get past 3 gens and are on death hook.

    And that means there is no way in hell that these are not 4 stacks, they enter lobby together at the same time, 3 medkits usually 1 toolbox or flashlight.

    The key sign is the lobby fills up at the same time not one by one how the matches that i normally get which are usually 2 fill at once then 2 randoms or all randoms

    I'm not saying having 4 mans getting paired with higher mmr killers is a bad idea. I actually think it's an interesting balancing idea that should be tried. I'm simply saying that the dreaded 4 man swf isn't that common. Last time they released stats they were less than 10% of total games if I recall correctly. Over 50% are solo-queue with about 25% being in duos.

  • @coldflame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965655#Comment_3965655

    they want newer perks to have flashy and exciting effects to keep the game fresh but to avvoid power creeping old perks they need to be made conditional so theyre balanced out

    the chest rummage requirements specifically put a hard cap on how many of these strong perks a surv team can employ successfully

    I understand why they do it. Tbf to BHVR it's not easy coming up with six new perks every three months. It just means we end up with alot of terrible perks.

  • @sizzlingmario4 said:

    I agree about item addons being too bloated and they could probably be trimmed down (mostly just by removing duplicates and probably needing to adjust the items a bit with that in mind), but I think killer addons should remain at 20 the way they are. Most killer powers (especially newer ones) are far more complex than items and have a lot more things that an addon could meaningfully customize or alter. That's not to say that all addons in the game are good (especially some older killers really need addon passes), but the potential for 20 good addons for a killer power is there imo. Whereas with items there's really only so many things that an addon can do because you just don't have as much to work with.

    Having said that, I wish that some older killers did not have so many duplicate addons that do the same thing but just with a number change. They actually mostly stopped doing this after Artist and killers released since then have generally had much better addon variety. There's definitely no reason for Wraith to have 3 Windstorm addons for example.

    I have to disagree with removing duplicates that scale with rarity. Using Wraith as an example you won't always be able to run purple Windstorm. However having yellow and green Windstorm basically guarantees you can always have a Windstorm if you want. I personally think that's the best thing you can do for most killers. Give them a few addons that are generally helpful to their ability with scaling power across the rarities. Then fill in the rest with addons that have interesting effects.

  • Lol so many of the modern perks (on both sides) have such bizarre conditions attached.

  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/451390/how-do-you-have-fun

    Problem is in the existing MMR system people just turn the blind eye to it because they are afraid BHVR will ruin it even more.

    Anyways i pointed already out that 4 stack premades should only go up againts higher mmr killers only like top 0.1% - 1% players

    Then leave the avg mmr to above avg mmr killers to verse mainly solo q survivors.

    The issue is comms and i cant stress enough how much difference real time comms give advantage over killer.

    Some people say the game is designed in killer favor some say its not anymore.

    What i will say is currently gen slowdown perks dont really help much unless you play really badly sweaty tryhard and make no mistakes and cut chases shorter than 20s or else you get punished by gen popping.

    You basically have to min max as a killer when versing the so called "bully" squads i just call them 4 stack comm teams.

    Currently BHVR does not have anything implemented to give killer same external advantage that survivors can use IF they of course have friends that is.

    Now the thing is, some people will show up and bring up stats from 6 years ago to 2 years or 1 year ago but those stats are still outdated.

    The thing is some people say its placebo that the games feel harder some people say skill issue, i just say that its way more common now to play DBD as a survivor with your friends than it is to play solo q.

    Anyways to go back to the whole point of how to fix it and it is to basically for BHVR to hardcode a system to not allow 4 stacks to verse anything below high mmr just because of they most likely probably using vc to give call outs as soon as a killer in this case you dips to rotate.

    Nothing you can do about it as a killer no matter if running ghoul or blight or nurse or springtrap.

    They will call it out as soon as killer drops the chase because they realized its too much time for a single survivor.

    The games will be way more fairer if stacked survivors go againts high mmr killers with 2k - 10k hours.

    Rather than current system which if you do well for few games as you singularity or such that will bump your mmr by a huge amount according to what dev said on this forums before

    3k+ count and 2k are a draw.

    As long as u get 3k back to back your mmr jumps drastically which makes it more likely your games being 60% each match filled by a 4 stack comm team.

    You do realize four man swfs are actually a pretty small percentage of games right?

  • It's an unpopular opinion but I think they should just remove the DC penalty. Better to have a bot that will at least try than a player who will do nothing productive and may even sabotage the game.

  • Myers, Ghostface, Wraith, and Pig because I like my stealth killers. Oni and Spirit, because I also enjoy zooming.

  • It's multiplicative not additive. Unless they changed that at some point.

  • @ASurvkillivorer said:

    So Botany got changed.

    Does the 50% speed increase even count when using a medkit?

    Do Self Care and Botany stack? So 85% healing?

    Asking because im talking to someone who is saying stuff I think isn't true.

    Yes the increase counts with a medkit. You basically heal at the same rate as someone else healing you.

    When using Self-Care and Botany together the plus 50% from Botany is 50% of the Self-Care healing speed. So you gain plus 50% to the 35% of Self-Care. Meaning with the combo you heal at 52.5% of normal speed. Or about 30.5 seconds assuming you don't hit any great skill checks.

  • Survivors don't get stunned so it's kinda hard to make a comparison. They can be double tapped injured though.

  • I can see an argument for giving a small blind immunity while hooking a survivor. I disagree with removing chain blinding though. I see no problem with chain blinds after a flashlight save. You can still hear the injured survivor and follow them if you want.

  • The best way to understand a killer is to play them. Making a custom match with bots is the easiest way to do that. Imo BHVR should add a separate custom match lobby from the current one. In that lobby you have access to every original killer and any licensed killer that you've purchased. That way you can practice and learn a killers power without the need to buy them.

  • It's an absolute trash perk. I imagine they'll probably change it to only be usable while in chase but it'll probably be forgotten within two weeks of release.

  • @lettuchia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963411#Comment_3963411

    Buffing weak killers up to B tier serves no purpose besides allowing them to do better vs inexperienced survivors, you just want to pubstomp. And buffing them any higher just gives killer players results they don't deserve. It's a bad idea no matter how you put it. If you want playing a character to "feel good," grow up and play a character that takes skill or play a single player game

    I'm not sure why you're so opposed to the idea that every killer should be made to be decent but obviously we're getting no where.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964740#Comment_3964740

    No, they weren't, but it comes from a place of distrust for BHVR. Because not many asked for skull merchant to be gutted until a hazy rework some day but it's how BHVR decided to address it. Therefore the only control we have is to give different feedback by making comments like the one you replied to.

    This feels especially true considering the balance changes made to Clown and Knight on PTB, outrageous decisions by BHVR is how many would consider it.

    I understand the concern. However I think a reply like that one doesn't really add anything to the conversation. We don't know if they think Ghoul is fine, needs minor tweaks, or needs massive changes. In short they didn't offer any useful feedback for BHVR.

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964774#Comment_3964774

    why should i waste time walking up to slugged survivor when i can send victor away for another hit/slug and eventually use him to just chain 4 slugs?

    if my options in playing twins are "hit&run + slug with victor to minimize extended downtime" or "waste even more massive amounts of time trying to get hooks normally" i dont have options.

    Doesn't mean their power revolves around slugging simply because you feel it's the easiest way to play.

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964768#Comment_3964768

    a power that intentionally makes it difficult to hook people right away and encourages you to keep chaining downs does not revolve around slugging? what?

    So you can't get a down with Victor, and then hook the survivor? Or follow up that down with another injure before hooking? There are options to playing Twins. Few Twins players use them though. Tbf given how buggy they can be it is somewhat understandable. If constantly send Victor across the map then sure slugging will naturally seem to be the only viable option.

  • Their power doesn't revolve around slugging. That's just how alot of Twins players like to play.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964758#Comment_3964758

    Play a good mix usually bouncing between Legion, Artist, Plague those would probably be the big 3 for me at least.


    Recently, el pigo a bit more. 🐽

    Trying different things with speed/undetectable for the less movement inclined killers. Wanan get out of the bamboozle/superior combo and try something different. Trying at least. So far so good? I think? Winning but its close on some of these matches for sure


    Playing misery incarnate … I mean survivor is …. help

    See I think that's an interesting mix and what I was expecting tbh. It lends weight to the idea that killer hasn't gotten harder. At least imo.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964458#Comment_3964458

    Because no matter what killer I posted. People will find some excuse for their bias.

    Post asked

    Why people claim Killer got suddenly hard to play?

    So its not really relevant anyways.



    Another one by the way.

    Didnt realize nurse had an O either.

    https://us.v-cdn.net/6030815/uploads/78DBZJ56ZQC7/image.png

    While true it would give a bit more perspective to things. If you're only playing Blight then obviously it won't feel harder. If you're only playing Trapper that would definitely suggest nothing has changed.

  • @Rudjohns said:

    The current state of the game is the most killer sided it has ever been

    And I would love to see examples of why I'm wrong. Tell me a different patch that was more killer sided than today

    Idk the three gen meta was pretty rough as a survivor.

  • @CrossTheSholf said:

    They shouldn't Skull Merchant Ghoul. End of story.

    I don't believe they were asking for that.

  • @AmpersandUnderscore said:

    Yeah the bp bonus should've been made base kit long ago. Same with WGLF and prove bonuses.

    They didn't want it to define perk choice to get more BP, but this solution still allows that.

    I would change it though to just disable the bonus progressing once one survivor dies. You can tunnel and basically get nothing, or spread hooks for better bp gain.

    There are too many loop holes to "don't hook someone twice in a row" that would defeat the point. For example, tunnel one person out in 3 hooks (0%), then spread hooks evenly during cleanup and you still get 75% and still get to hard tunnel. Just turning it off when someone dies would likely be 25% in that case.

    What I was suggesting is if the killer ever hooks a person twice in a row (with the exception of the circumstances I mentioned ) they get no bonus BP. They wouldn't get 25% per hooked survivor. They either follow the requirements and get 100% or nothing if they don't.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964110#Comment_3964110

    To be fair, my friend, I'm currently having a lot of fun with Skull Merchant, and she is among the weakest killers in the game.

    You absolutely can still enjoy playing weaker killers. Myers and Pig are still two of my favorites. However if a killer is so weak you just can't win no matter what you do it's going to kill the fun for most people.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964097#Comment_3964097

    You dont see the problem with this kind of reasoning? Whats to stop someone from doing this at 4 gens and no hooks?

    They dont want to play and "they are just done at that point, whats the harm?"

    Thats a terrible precedent to be setting. A killers emotional state dictating mechanics core gameplay loop and responsibilities?

    You're asking for a giveup button even though there is plenty real gameplay left. Giving up is a choice, but that doesnt mean we should start creating give up buttons based on what people feel emotionally, escaping responsibility to comiting a match.

    Thats what hookacides are. Want those back?
    Those players "felt it was over" and they used it and guess what? It was abused.


    End game is part of the match, until people have left the exit gates. That is not up for debate.


    The argument of "I dont want to try" or "I am emotionally spent" shouldn't and cant dictate a surrender option being implemented here.

    There's a huge difference between done at 4 gens and when EGC has started. That comparison feels pretty disingenuous. I still see nothing gained by forcing them to draw out the end of a match. At this point though it's probably best we agree to disagree as I don't think either of us will convince the other.

    @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964092#Comment_3964092

    He wont admit it but if killer has no preasure on survivors when exit gates are powered/opened then its over, by preasure on survivors I mean some endgame perk, slug, someone on the hook, chasing survivor who isnt near 99 gate or open one.

    You can still maybe create that pressure but it's a long shot. If the killer wants to take that shot by all means let them. If not I can't see a reason to forcibly rub salt into the wound.

  • I have to disagree the macro heavy killers are disliked because you need to think and plan ahead. Though I'm sure that's true to some extent. I think they're unpopular because they get their teeth kicked in pretty frequently. It's hard to enjoy a killer when you feel like you're the one getting killed.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964092#Comment_3964092

    Its not though, the game isnt over until survivors are out. Just because the exit gates are powered doesnt mean the game is over.

    I like this idea personally

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964007#Comment_3964007

    Think this would be fine. Probably the 2 minute idea though 1 min leaves a lot on the table for people traveling to the gate or resetting.

    Sure you can make a comeback but why force them to try if they're just done at that point? I'd require EGC to have started before the concede option was available. Once at that point I can't see any benefit to forcing the killer to continue. So long as the survivors get credited for the escape they aren't losing anything outside of the possibility of a sick play. Even then is it truly a sick play if the killer is just going through the motions because they have to? To me there's nothing to be gained by forcing these situations but there's plenty to be lost.

  • @ChuckingWong said:

    Further.

    Having the option to remove this part of gameplay through a skip "just because I dont like it, its unfavorable" has no limit.

    Pretty soon it will be "Well theres 1 gen to go I only have 3 hook states, I should beable to abandon, it's unwinnable"

    The game is still going, you can still make plays, you still have full control over your character.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964085#Comment_3964085

    It removes entire gameplay that revolves around endgame.


    Whats to stop them if you make a sick unhook at the end of the game, killer whifs or too many body blocks, just closing out the match but no punishment?

    They can still catch them depending on the killer as well so its STILL not over from there.

    But it would be the same as getting outplayed at a loop and DCing.

    You're asking to beable to leave in unfavorable conditions.

    This is not the same as being slugged, as you have full control over your character.

    Sure, but realistically the game is over at that point so I just don't see the harm. It's not even something I want I just can't see how it will really matter at that point.

  • Imo retire and remove them entirely. Then compensate players with BP for the removed offerings.

  • @francesinhalover said:

    Would BE awfull for surv. You cant even reach gate if someone else opened, it should BE after x mins if killer doesnt have people hooked. Imagine you do a unhook play and killer insta leaves

    If killer abandoning gave the escape credit and points why would that be bad for survivor? The only case I can see is if you're trying to do an achievement that needs you to actually walk through the exit gates/relys on the endgame being active.

  • @JusticeForFrankStone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964015#Comment_3964015

    I think that's a good thing, I shouldn't have to grind thousands of blood points just to get deja vu for the 30th time. Besides, if you do get every killer/survivor to p3, you should be able to just have every perk from the start, that's the whole point of the benefit.

    I can see that argument.

  • @JusticeForFrankStone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964002#Comment_3964002

    yeah, but even if they were just at tier 1 it still wouldn't solve the issue, just reduce it, so idk

    I kinda get not having tier three automatically unlocked. If you did a new character would have access to every perk after only 6 levels.

  • I've always thought it weird the general perks weren't automatically available at least at tier one.

  • I mean I can't see a reason why not to add it. As long as the survivors get their escape counted and their points.

  • @Aven_Fallen said:

    No, she doesnt. Her terrible Kit should not be made viable.

    She needs a complete Rework. In fact the Devs should have pulled her back to the drawing board immediatly after they released her. I cannot really imagine that they really designed it and that it went into QA and people were like "Yeah, this is great, our players will love this!".

    Let's be real. We all know she only got released because she was gooner bait.

  • @TimberGoingDown said:

    Agreed. What they've done to the Skull Merchant is extremely anti-consumer. People paid good money for her and her skins. Essentially deleting her from the game for years is not ok.

    While you aren't wrong she needs a ground up rework not simple buffs.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963963#Comment_3963963

    Thats my point. Killers who tunnel are going out of their way to really end the match as fast as possible and it comes with the downside of less points.

    So if they are already doing that, then they arent concerned with BP at all. Giving an incentive for more bp is not going to change anything.

    It won't with the people who are doing it because they feel they must 4k at all costs. It might with the people who do it for easier games. Like I said I know it's not a perfect idea but clearly making tunneling harder hasn't worked.

  • @CrypticGirl said:

    Deadline. It just gives you more skill checks in random places when you're injured, and reduces the penalty for missing a skill check by 50%. But if you don't miss a skill check, then what does it even do?

    If you can consistently hit greats it'll speed up your gen repairs a decent chunk.

  • @ChuckingWong said:

    You already barely get any points and minimize your points for actually ending a match soon as killer. If you complete stomp fest you get almost 0 chase category points.

    Adding a point incentive would sadly not do anything : \

    This should encourage longer games though which means more BP for all.

  • I've seen as high as 2.5 times is that the cap?

  • Maybe your killer mmr is alot higher than your survivor one? That could be throwing it off. If not I can only assume it's bugged. My killer wait isn't awful. Usually only a couple of minutes while my survivor wait is typically 30 seconds.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963333#Comment_3963333

    Only if it fits their narrative. If you bring up his points in other topics they say that he is too survivor-sided, but now he says that Killer will become harder, now his opinion is golden. The usual stuff.

    And well… Killer becoming harder does not mean that it will be hard or even close to unplayable. And it was the easiest it has ever been, it is fine if it is not that anymore. (But they will probably not go through with some of the changes anyway, so people maybe can keep their Franklins Demise and then still dont use it anyway)

    Honestly I've never given his opinions much weight as he's always felt like an extremely biased person.

  • @lettuchia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963339#Comment_3963339

    "There's no reason we can't have killers that are reasonably easy to learn and be decently strong." This either means you want killers that are easy to be as good as those that aren't, which you seem to be denying, or that you want weak killers to be better but not better enough to be as strong as Nurse, so not better enough to have any chance vs competent survivors of the same skill level. So do you only want weaker killer buffs to give inexperienced or uncoordinated survivors a harder time, what's the point in that?

    Also no killer requires or ever has required what you're saying, don't be overdramatic

    We seem to be misunderstanding one another so I'll try to be more clear. I want every killer to feel good to play. For them to have a power level that makes them viable against most groups of average survivors. Where there's basically no killer below current B tier. As I pointed out with Oni, you can have strong killers that aren't mechanically difficulty or have an extremely complex power to use effectively. There's room for the difficult killers but they shouldn't be the only viable option.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963309#Comment_3963309

    Many people in this community think that how fun something is to play against is more important than how fun (or even functional) it is to play as. Im sure nyoomin around more often will be more fun to some people, but missing hits that would have been gained through proper zoning or obstacle denial is going to feel pretty unrewarding to play for many. And considering those are the types of things his original power was built on, if his yellow bottles weren't already in the game it would feel like a rework at this point. So there's probably going to be pretty mixed reception.

    I'm not saying Clown is particularly fun to play against. However I don't feel like the yellow bottle buffs will make him anymore enjoyable to face. Ideally a killer will be equally enjoyable for both sides. Unfortunately that's a rare thing to achieve so variety is the next best thing we can hope for.

  • @lettuchia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963286#Comment_3963286

    Why should you be able to achieve the same results as someone who's better than you?

    If they're better than you they'll achieve better results. Not every strong killer needs to have a massively complicated/mechanically complex power. People should be able to pickup and do well with a killer without needing to memorize a 300 page guide and drop hundreds of hours into that killer. I'm not saying there should be Nurse level of power on a killer with Wraith difficulty. There's a happy medium to be had.

  • @Nazzzak said:

    I havent set mine up yet, is the lowest time frame for stats 30 days? If so then that's probably how often it updates

    It tells you near the top when it was last updated. The recent matches updates immediately. The actual stats update roughly every 24 hours. I say roughly because sometimes it seems to take longer.

1 … 3 4 5 6 7 … 117