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tjt85

tjt85

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tjt85
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  • I'm a little apprehensive about the deep wound changes, to be honest.

    I know mending is a commonly complained about game play mechanic, although it doesn't personally bother me all that much, a rework could end up nerfing Legion (my main) and Deathslinger (another Killer I enjoy playing) if they end up doing it the wrong way.

    I think if Legion are getting any significant buffs or nerfs, they would be mentioned in the Killer updates section. I think the 4 unmentioned Killers will be those that have deep wound related add-ons or powers. So Trapper, Legion and Deathslinger, maybe?

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824189#Comment_3824189

    Look, I don't see a reason for survivors to be exhausted in void as well, but this is not the reason for killers to not have powers there. Last year simply proved it was wrong, when against many killers (NarkoTri1er already mentioned them) you can simply ignore their powers by going there.

    Survivors as always prefer to ignore that void in this year also got several strong loops and god pallets, but even with this, who said void should be safe space or something? It's already literally another small map killer should pressure and work with, so I except survivors are exhausted I see nothing wrong with how it's working this year.

    Being exhausted in the void is not all bad. I've been able to use the portals to quickly travese the map and keep my Sprint Burst at the same time.

  • I do think one of the best things about 2 Vs 8 is that it did something a little bit different from the main game (which is why I'm a little apprehensive about them bringing hooks back to the mode). It was refreshing not to have to worry about meta perks or proxy camping and other sources of frustration. They dropped the ball a little bit by giving Huntress 10 hatchets, which made it too tempting for her to just slug everyone out of the game. But the mode is taking things in the right direction.

    It would be cool if the events could bypass some of the usual gameplay elements in favour of something else (or at least make it necessary to join in somehow) because as it stands, you can play Haunted by Daylight without ever interacting with the even at all. I've had the most fun when everybody has participated by going into the void to loop / teleport or collect Void Crystals and captured Haunts.

    I usually only play the time limited modes when they're on and I barely touch the regular game at all. I wish the community would have a more casual mindset when it comes to time limited modes, especially since the regular queue is still there for the more competitive players. Maybe the devs will have to do that by design instead of just hoping that's the way the player base will interact with these modes.

  • Come out of hiding to play a little tune on my Lute.

    Maybe they'll spare me? Probably not, but it's worth a try.

  • I like Sole Survivor for aura blocking, personally. Unfortunately, it needs other Survivors to start dying before it begins to work, so it won't counter Lethal. If I suspect a Killer has BBQ or something, I just get in a locker anytime they hook somebody.

    I hear confident loopers also recommend Object of Obsession (to see the Killer's aura anytime they read yours) but that perk is a death sentence to me whenever I get it in Chaos Shuffle so I wouldn't run it. I don't think there's a solid alternative to old Distortion, to be honest. I think taking another perk to read the Killer's aura is a better plan than hiding aura now (so you can be where the Killer isn't).

    Side note, I also love Lucky Star. It was good before but now it's even better. You can use it to see where a chase is happening, so it's good for reading the Killer's location as well.

  • I don't think I've seen a single Killer go into the void to get a haunt. That said, sometimes when I've spent time going into the void as Killer, I've already lost 3 gens and the game is nearly over. Too many players so far are sweating and playing "normally" for me to be able to gauge if the event is Killer or Survivor sided. Neither side can progress their objectives by going into the void, so I guess it's hardly a surprise most players are treating it like a time wasting side quest instead of, you know, a fun game play mechanic or a way to earn more BP.

    I have the odd fun game when the other Survivors are going into the void to get void crystals, but most players may as well be playing the regular mode for how little they've interacted with it.

  • Can we please stop trying to get every half way decent Survivor perk in the game nerfed for a moment? Please, I'm tired.

    I don't personally like WoO. Seeing all that yellow crap kills the horror vibe for me completely, but I don't begrudge anyone else who wants to run it. You can argue that players should learn the maps and tile spawns, I guess (could be neat if BHVR might add the option for Survivors to practice in the custom mode. But no rush I guess, the game's only been out for 8 years). But also, this is a video game. Not a homework assignment.

    Anyone who thinks WoO needs a nerf should be shouting equally loudly for a nerf to every Killer aura perk. If one side should be allowed to turn their brain off while playing the game, then the other should be allowed to as well.

  • Part of the problem I think is that BHVR have told players that there's MMR in the game, but to a good number of players, (subjectively speaking) it often doesn't feel that way. That causes frustration because there's an expectation that you'll be going up against opponents that are at your level and that's often not the case.

    I personally think there is MMR, but it's only fairly strict for players at the extremes: completely new players and very, very highly experienced / skilled players. Watch two god tier Survivor main streamers queue as a duo and you'll see they will face off against the strongest Killers in the game playing for a world record fastest 4K at 5 gens. The same goes for the lobbies of any strong Killer main streamer. These guys make the game look more like hard work than fun.

    But I think everybody else is in the same giant pool of players. From 100 hours all the way up to players with 5000+ hours and a deep knowledge of the game. Even a very skilled Survivor main like JRM could be in the same pool as the rest of us, especially if they play a lot of Solo Q on stream. That's just the way of Solo Q. The Killer always knows what their plan is, but the other 4 Survivors in the trial have know idea what their teammates are thinking. It's an inherent and intended weakness to the team aspect of the game that SWFs get to bypass.

    So I think it's best not to think too much about MMR. Doing so only seems to harm my enjoyment of the game, tbh.

  • I would prefer for there to be only one queue for the big yearly events like Halloween and the Anniversary. They're both celebrations that should be bringing the whole community together.

    I appreciate that BHVR have tried to take the sweat out of the events and limited time modes by dividing the queues, but it seems like a lot of the player base have other ideas about that. I guess they just can't win.

  • My games were less sweaty today with more players interacting with the event, but there were a few that still weren't really bothering.

    Like, you guys know you don't have to play the event? I don't see the point of splitting the queues if the regular queue still exists, yet so many players still hop into the event queue to play the game exactly the way that they always do. I don't get it.

  • I'm quite partial to Fire Up. I like multi purpose perks and it's the closest perk on the Killer side to Resilience / Vigil (two of my favourite Survivor perks).

    Plus, it's fun to use in a Legion vault build. I just wish the numbers were buffed a little.

  • @Laluzi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821545#Comment_3821545

    I'm on PC and I find the smoke plenty disorienting. I would imagine the effectiveness varies depending on whether the killer has headphones to sound track you, how well they have the map memorized and can play it blind, and where you used the smoke bomb. In some places, the bomb won't do you any good because the killer can just go around it, or can only possibly go straight. I find it's most effective to use at enclosed corners or other paths with jinks.

    Not gonna lie, I actually hate the smoke bombs. I run Lightborn in all my games because I don't find not being able to see anything all that fun. Don't use headphones either, so it's a lose lose for me.

    I really hope this doesn't get made into a perk.

  • I'm not enjoying the event at all to be honest. Nothing to do with the event itself, it's just that splitting the queues is a terrible idea and I wish BHVR would stop doing it.

    I can't get into a Survivor game and the Survivors that I get in my Killer games are way above my pay grade. Perhaps things will get better, but there's zero fun to be had for me whatever side I choose.

  • I don't want to burst anyone's bubble, but I got this bug again earlier today after the update.

    1 frame of animation, no guitar and no dice, just a cooldown.

  • I always felt they should have buffed either his speed or his blades, but in the end they buffed both and that was a mistake in my opinion. If he reverts to 4.4 speed, I think he should still keep some of his blade buffs though (beyond the QOL stuff). My experience with him previous to the rework was that you might get Main Event maybe once or twice a trial and never when you wanted it. It felt kinda useless sometimes, so I wouldn't want to go back to that. Just so long as Trickster doesn't get it so often that it feels oppressive it will be an improvement. Prior to the rework, I was just a casual Trickster enjoyer, so I'm sure the opinion of Trickster mains will be a lot more informative and valuable than mine.

    In any case, if rolling back some of the changes makes him feel fairer to face, I'll definitely be playing as him again. So I'm tentatively optimistic about some of these changes, since he's fun to play as and I love the character for his lore, sound design and aesthetics.

  • I'm a big fan of this combo. So many times it's come in clutch for me. It's great for those games when your teammates don't heal you and if they do then happy days, Botany is still a great perk to bring along to help the team.You can use it to finish off your heals if the Killer interrupts your teammate healing you. You can use it to heal up in end game and make a run for the gate. Plus, the Killer can't bring Franklin's to counter it like that big red medkit you brought that they can spot a mile away when you're busy hiding in a bush.

    I thought maybe Sable's perk might replace it but in the end I got fed up spending time looking for the basement. If I could buff Strength In Shadows, it would be to show the aura of the basement whenever you're injured.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817592#Comment_3817592

    TBH I just played a few matches and totally forgot about it. It's not like there's any indication it's available. And I even read the patch notes and had discussions about the base-kit mori.

    @Autharia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818310#Comment_3818310

    There is one if you stand over the last survivor it has it as an option out of 2 pick up or kill.

    Yeah, it's very subtle. Especially since we're so used to seeing the Mori icon pop up. Maybe BHVR can add a mini Mori icon to make the finisher mori more obvious to players.

    When I first started playing DBD, I didn't realise you had to mend after being hit by Legion because the prompt only appears if you stop running. So I'd run to a gen, start doing it and then suddenly bleed out. True story. You can imagine, Legion seemed very OP to me! BHVR could do a lot of things to improve communication to players imho.

  • I'm not too sad about certain Killers not making it into 2 Vs 8, although licensing issues frequently seem very silly and stupid to me.

    I'm more sad about the possibility that I won't be able to zip around the map with another Legion member like a pair of extra stabby Sonic The Hedgehogs. Come on BHVR! Two Legions can't possibly be more annoying to Survivors than a Nurse & Blight combo.

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818148#Comment_3818148

    As an aside this I just want to say this is an enjoyable conversation.

    I agree. It's is nice to have a pleasant back-and-forth conversation on the forums :)

     I think I remember hearing that challenges were going to be overhauled so that there is central bank of challenges that simultaneously fill as you complete the miscellaneous tasks. I love that, it’s like how some battle royale game challenges work.

    Ooh, I hope that's true. I like doing the Tome challenges.

    I know it would garner a lot of opposition but how do you feel about “death rewards”? On the surface it may seem like people will die on purpose just for these “death tokens” but if we just shelf that problem for a bit in my opinion it would go a very long way in reducing the sting of death on the Survivor side. It could even be a like death punch card. Just something to make players feel like they are making more progress than BP or Devotion level.

    I think this has a lot of possibilities, as long as it's handled with care. Like I said, people feel that there's no difference in dying early vs dying later, so why stick it out if you feel your death is assured. If people make it to the late game and die, it can hurt a lot more than dying early: you put in all that effort and don't get the big reward. Dying early is no big deal compared to the absolute frustration of dying later. As people get further into the match, they take fewer risks, they participate less, because participation is what gets them killed. And again, it's escape that matters.

    There are many instances where death stings when it shouldn't, and those are the instances that deserve some sort of reward so the player feels like their sacrifice was worth it. For example:

    • You open the exit gate but don't escape
    • You go to save someone in the end game but fail (yes, it's a fail, but players should be encouraged to try and right now they're really not)
    • You go to save someone in the end game and succeed but die in the process
    • You do a lot of gens or keep the killer in chase for much of the match, and then you're hooked in the end game and your team leaves you to die
    • There are still gens left, it's down to 2v1, and you die saving your teammate

    Those are deaths the player should feel good about and yet the game treats them no differently than if they'd died two minutes into the match. Risks in video games are the fun part, but this game punishes taking risks so much that many survivors play it as safe as humanly possible. Dying in the video game doesn't kill us in real life, but the way many players act you'd never know it.

    Even just adding rift level 200 feels better than before even though it is just BP. It feels good to see a counter or “high score” go up.

    I agree with this. I don't need BP at all and yet I feel rewarded in a match where I earn a lot of BP and I feel like I wasted time in a match where I earn very little. This is totally counterintuitive because I actually hate spending BP, I try to avoid prestiging my favorite characters, and yet my brain is still tricked into feeling rewarded when I earn BP. It's so silly.

    During the last Chaos Shuffle, I got two of my teammates off the hook in the end game and they were able to safely make it to the exit gate. Maybe the Killer just respected my sacrifice I don't know, but it felt good to get them out all the same.

    I did this because I knew there's no MMR loss or gain in the time limited modes. Would I have played this way in the regular mode? Probably not. And I don't go back into the map to try to get the rest of the team to safety unless a lot of us still have hooks to spare.

    At the moment, DBD is split between two play styles: aggressive, altruistic team players and the more selfish, lone wolf scaredy cat types. Ideally, the game should be able to support both play styles. I think it would be pretty dull if it didn't (I think I fall between both styles at times, depending on the situation).

    But overall, I think the game would be healthier if MMR gains and losses were more team based. Maybe it could be a system like this:

    A 2K should be a draw with no loss or gain for either side.

    A 3K or 4K for the Killer - Killer gains points, all Survivors lose points. If hatch is found by a Survivor, there will still be a BP reward (and you still get the feel good factor of escaping).

    A 3E or 4E for the Survivors - All Survivors in the trial gain points. Survivors that die also gain points, but slightly less points than the others. I know this doesn't fully solve the issue when a Survivor is tunnelled all game, but still manages to keep the Killer occupied so the others can complete the gens and escape, but it's better than a total loss.

    Losses and gains are adjusted for any big discrepancies in MMR scores (though I assume this is already the case). If I'm predicted to wipe the floor with a Survivor team and that's exactly happens, they should lose pretty much no MMR points at all.

    For all we know, this could be the system that's already in place. I don't think anyone outside of BHVR really knows how it works.

  • It's not even about the rewards, although a little extra BP would help newer players. I'm simply not motivated by the BP anymore. I have most of the perks, items and addons that I need or want and I only really spend BP when I reach the ridiculously low BP cap.

    Maybe it's to do with my personality, but it's not much fun to lose 8 out of 10 trials (some at 5 gen where the Survivors never had a chance because the MMR system is so poor). There's little point in increasing the escape rewards when so few Survivors can escape anyway. I only expect my own personal escape rate to fall even lower with every Killer they buff each patch.

    Killer queues are a relatively long wait in my region (5 mins) yet the Survivor queues are instant. I think it's just not a popular role at the moment.

  • I much, much preferred the previous version (both as Killer and Survivor). I win a lot more trials with him now because even if you miss with the Slice and Dice, it doesn't feel like a big deal since you get it back so quickly. I don't use any slowdown or regression and I'm still able to do fairly well with him. That said, some Killers I just play for fun and I don't care about outcome of the trial and Chucky, like Myers, is one of those. What I really want from a licensed Killer is for them to feel true to the character. Everything else is secondary to me.

    He was very well designed and his powers were well balanced but now he's all about the Slice and Dice. He has lost a lot of what made him appealing. I still think they could have found a way to nerf his scamper ability yet still preserve that aspect of his kit.

  • I do enjoy a close game for both sides. One sided trials are rarely fun.

    As Survivor, it's those last second escapes through hatch or gate that get the blood pumping the most. Or if I actually looped well, (which happens once in a blue moon) or I managed to get my silly little Dwight Locker build to work, that's a good game too. So long as the Killer isn't using all the strats difficult for Solo Q to counter, sweating to take advantage of every little mistake and blowing up the one gen with any progress three times with pain res, we are chilling. Lots of Killers come expecting to sweat and it's total over kill against a lot of Survivor teams.

    As Killer, it depends on who I'm playing as. If I get at least one 5th hit down in a Legion match, that's a good game. If I can do some fun curves or chainsaw down someone while drifting around the map, or be a sneaky sneak as Myers and pull people off gens, those are good games too. The fun comes more from winning the mind games or using my powers in a fun way than it does from Killing everyone.

  • This was a while ago now but I remember one time on Ormond (I was Dwight and the Killer was Spirit) I was the last Survivor left alive and the gates had been powered. She downs me by the gate but because all the hooks near the gate have been destroyed, I kept wriggling out of her grasp.

    She could have just left me on the floor to bleed out but nope, she just HAS to get me on a hook. So I keep wriggling out, using Lithe to vault a window to gain enough distance to make a teeny tiny bit of progress on the gate each time. I think I might have repeated this 5 or 6 times before… Success! I finally get the gate opened! She downs me inside the gate and once again, I try to wriggle off her shoulders. I'm nearly out, except I make a fatal error and don't quite reach a vault to Lithe away to victory and she finally pops me on a hook.

    I'm sure the experience was very frustrating for her, but I found the whole situation hilarious.

  • I've always been a controller player regardless of the platform, but I certainly struggle to play Killer on Switch quite as well as I do on PC. Mostly due to the higher ping (same wifi, so why do I get 20ms extra when I'm playing on Switch?) and other performance issues. Survivor is more difficult on the Switch too. The next time I see popular streamers attempt a Hardcore challenge, I'd like to see them try it on Switch. That's the real DBD on hard mode.

    Trapper is usually my go to Killer if I do happen to play on Switch. He's not so bad. Besides, nobody is doing any looping if their foot is caught in a trap (unless they double up to help each other out of traps, then it'll be GG pretty quickly).

    In any case, adding keyboard and mouse won't do much to help if the platform can't even support a solid 30 fps. I'd prefer BHVR focused on implementing that instead.

  • I've been surprised by how few Killers actually do the finisher mori. If the other Survivor has a long time on the struggle phase left then I get it, it would be boring to wait. But even when the second to last Survivor is already is dead, they still don't do it.

    I guess some Killers didn't read the patch notes.

  • I'm not going to pretend I know anything about loops or looping because I really don't. It's not an aspect of the game that I personally enjoy.

    But I do think a lot of those smaller loops are useless to the average to bad Solo Q Survivor. I don't know what I'm meant to do at these loops to delay a hit except hope to get an unlikely stun on the Killer (with my ping, very unlikely indeed). So even if the map spawns with more of these filler pallets, they're not very useable to me.

    This is just my impression, but I feel like the game is moving in a direction where everyone is expected to be great looper with incredible reactions and solid map knowledge and there's no way I'm ever winning that race. Are they balancing the game for the likes of the top streamers and competitive players now?

  • Dwight was my first main when I started. Mostly because he's the gen guy and I felt like gluing myself to a gen was the best way for me to help the team. Plus, he seems like he's really not having a good time and let's be honest, accurately portrays how most of us would be if we ever found ourselves in the fog.

    Meg is my "main" main. I think the sound she makes when she falls from height (as well as her injured noises) are cute. And I kinda like her permanently grumpy expression. Also, I like to use at least one perk from a Survivor's teachable perks when I play as them and Sprint Burst is obviously one of the best.

    Steve is my male Survivor main. (Aside from Robin), he's my favourite Stranger Things character and his goofy scream makes everything feel better. BHVR have got to get Robin in the game someday (even if she's just a Steve Legendary). Matching Scoops Ahoy uniforms ftw!

    Ripley / Rain / Ash. I just love the Alien and Evil Dead franchises.

  • I don't know if these are hot takes, but…

    The DC time out should be 15-30 minutes max. Reason being it's better to get a bot in the game than to have someone give up on hook because they've already hit a 6 hour DC time out and can't step away from the game the way they probably should.

    Meg deserves human rights and you should be nicer to her (I'm a Meg main).

    Stealth is a totally valid Survivor play style and some of you guys could stand to learn how to creep around a little better. Not everyone wants to play a Tom & Jerry / Scooby Doo chase simulator.

    BHVR has the weirdest philosophy when it comes to nerfing perks sometimes. Instead of just doing the simple thing like making a perk weaker but keeping the same effect, they like to change its utility completely. Personally, I can't see anyone who used to run Made For This or Distortion ever wanting to touch those perks again.

    I preferred facing the old Chucky compared to "nerfed" Chucky without his scamper.

    Blinding the Killer should have a cooldown. Please, no more chain blinds. They're just annoying.

    I hear people say Wesker is the most "balanced" Killer in the game. I think he's just as busted as every other high mobility Killer in the game.

    Not every Killer needs to be equally strong. It's OK for there to be "weaker" Killers and "stronger" Killers. They don't all need to hit that 60% kill rate.

  • Aww man, I knew something felt "off" about him when I played a few Billy games earlier. I didn't know they nerfed the boots addons this patch, I thought they'd only upped the rarity of them.

    I'm by no means an expert and he still feels very, very strong to me. But up until now I've been playing him without any slowdown perks at all and doing OK anyway. I might have to start playing with some in my loadout if I start to notice a big difference in my ability to get quick enough downs. He was strong enough to beat most of the teams I faced without any before. I guess that's the eternal DBD arms race in a nutshell. BHVR nerfed this, so now I've gotta bring that, etc…

  • To be honest, I do wish the cool gothic skins for Meg and Claudette were on the free track (those trousers for Meg would look great with the Iron Maiden T-shirt). As far as I can tell, I think those have nothing to do with Castlevania, so they could have been made free. I think the premium track has enough really nice skins, that there would still be enough reason to buy it without them.

    I think most of the free skins are OK, but the Dwight one is a crime against fashion and I don't know why they made Vittorio look like some kind of Hipster Grandpa.

    That said, I haven't unlocked the rift pass for a few tomes and the premium track cosmetics in this one are really tempting me this time around.

  • It's the day before a new tome and the last day of Chaos Shuffle for a while. I think those two events have summoned the sweats back to DBD.

    I've had some rough Killer games this evening. Hard work for not many hooks and very few kills. I'd maybe delay your comeback for a week or so.

  • Design wise, probably Pinhead. Whoever designed this Killer really leaned into the suffering aspect of the character. They must really hate fun.

    In terms of never wanting to see them again because you've played 800 trials against them already, that would easily be Ghost Face. Although having faced endless Huntresses in 2 Vs 8, she's getting up there these days too (but I enjoy playing the odd Huntress Killer game myself, so she at least has that going for her).

    I'd also add reworked Trickster to the list of Killers I can't stand these days. He was never ever fun, but now he utterly disgusts me. His power felt somewhat manageable before, now I feel like I can't do anything at all against him (yeah, yeah, Skill issue etc. I freely admit I'm not very good at the game and the only way I'm surviving most trials is if the Killer leaves me alone. Whatever. He can still get in the bin).

  • I'm gonna miss squishing Survivors like bugs. Oh well. I guess it's fine if they want to bring flashy saves back into the mode but I personally didn't miss them.

    If I'm having to queue up for 15 minutes just to play a Killer game where I'm not getting hooks unless the Survivors go down next to a wall, then I'm out.

  • I only made it to 105… It's true that the extra BP isn't much of an incentive to play on, but tbh I'm happy with the amount of DBD I currently play. Entity knows I don't need another reason to play even more of this game than I already do.

  • I'd like this too. I've honestly played out a few trials without even knowing what some of my perks do.

    It's funny to see some of my teammates not move for like a full minute and I know exactly why, it's because they're reading up on the perks they got given.

  • I'm loving these cosmetics (especially Yun Jin's). They've really knocked it out of the park for this year's spooky season.

    in x Comment by tjt85
  • @IIITweedleIII said:

    As a Robbie the Rabbit Legion main. Legion is fine where Legion is now. Folks that attempt the multi-Frenzy hits are the issue. You're using Legion wrong.

    But chaining hits in frenzy is what makes Legion fun (at least for me). I love chaining hits to pick up speed and go vaulting after Survivors.

    I'd caution BHVR not to give Legion a stronger 1 vs 1 power though, because Survivors would probably hate them even more for it (pre-nerf Chucky was essentially a 1 Vs 1 Legion). Although I do agree that they are mostly fine, some small buffs here and there wouldn't hurt.

  • I think playing Survivor is pretty demoralising right now. According to those stats websites, I play 60% Survivor, 40% Killer and understand the frustrations for both sides. But Survivor feels a lot less fun at the moment and here are the reasons I think are contributing:

    • Killers get buffs, but Survivor stays in the same place.

    If I couldn't deal with Huntress when she had 5 hatchets, how am I meant to deal now that she has 7? Trickster at 4.4 meant you at least had a chance to loop him or maybe make it to the next loop. Now he's 4.6 he'll probably get a hit on you at the loop and then mow you down in the open with main event. I could go on, but I won't. I can't help but feel like this obsession with EVERY Killer in the game having a 60% kill rate is negatively affecting whether or not the Killer is actually fun to play against. If most players who main a Killer can reach 60%, that Killer is probably fine. That's what BHVR should be looking at when deciding on buffs or nerfs. Not occasional Huntress players like me who can't hit a Survivor with a hatchet when they're right in front of me.

    • No really good Survivor perks since MFT

    I know MFT was a controversial perk, but it didn't deserve to be nerfed into oblivion to become a perk you might run in an anti tunnel build. Since then, we've only had Champion of Light and Finesse. These perks can be strong, but require skill with a flashlight / flashbang or the ability to last in chase without being hit for 30 seconds. I have neither of these things, so bringing these perks is like bringing no perk at all. BHVR seem reluctant to introduce strong Survivor perks without significant downsides or a high skill ceiling. Perks are a Survivor's power. They need to be a little stronger to be worthwhile bringing to trial.

    • The MMR pool is too big and nobody actually knows how it works

    I strongly suspect there are only two MMR pools and the only thing the system really does is separate totally new players from the rest of us. Thanks to the ladder system, the pool to draw from is so wide you might have 100 hour players in the same trial as a highly experienced 5000 hour player. Sometimes I have ten times the hours of my oponents. Because the pool is so wide, I cannot rank down after losing trial after trial because there is no bracket below me to rank down into. Am I getting appropriate opponents? I haven't survived for 10 games, so why am I still going up against this P100 Wesker? Nobody knows. The system is opaque and whimsical, choosing my opponents at random. It is a source of endless frustration and bemusement to me.

    • I'm tired, boss (and so is everyone else in Solo Q)

    I'm coming up to 1000 hours in the game but my sense of progress has flat-lined. I haven't felt improvement in my Survivor abilities for months. As time goes by, I have less and less patience available to put up with unfun anti Solo Q strategies like slugging, camping and tunnelling. I'm so fed up with being found first and finding myself on death hook in the first 5 minutes of a trial. So fed up with all the usual Solo Q frustrations. These days, if I get two bad Survivor games in a row I switch to playing Killer or I turn the game off.

    • Map reworks tend to favour Killer

    Smaller maps obviously favour Killers. And calling the "loops" on some of these reworked maps a loop is stretching the definition to breaking point.

  • BHVR seem to think Legion is in a good spot right now, but I do think they need a little etxra help against more experienced Survivors who know their counter play. Trouble is, it's hard to think of ways to buff them that won't make them too strong against newer players.

    I'd personally like their base Frenzy duration to be 12 seconds instead of 10. With this buff, they could more easily chain hits against Survivors that know to spread out, whilst not really affecting the less experienced Survivors that bunch up together anyway. This would reduce their reliance on Mischief List to chain hits and give players more freedom to run different add-ons. That said, I live in fear of a rework, given what happened to The Trickster, Sadako's first rework and the abandoned Twins rework.

    Of course, I can't speak for every Legion main, but I think most of us probably only want a few small buffs to help us when versing stronger opponents. Because they have better mobility compared to other basic attack Killers, the most recent Legion buffs have come from shrinking more of the maps, which has the unwelcome effect of also helping Nurse, Billy and Blight. DBD is a difficult game to balance and even small changes can make a big difference.

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806850#Comment_3806850

    I feel you, but I would say be more aware of your surroundings and learn to avoid the light. It ca be hard, but with practice you can do it. Plus, it makes it so when you DO have Lightborn.. the survivors won't know, and they'll waste time trying when you are "oh, no let me look at the sky so you can't blind me" even though you don't need to. :)

    I never used lightborn at all when I first started playing, not for at least 6 month. Mostly because the advice was always not to use it because it's a "crutch" perk. But then I tried it out one day and my Killer games suddenly became a thousand times more chill, so now it's on all my Killers permanently.

    I do know how to play around flashlights somewhat and I don't mind losing the odd hook to a save, since that's usually on me for not checking the area. The trouble is, if you want to kick a pallet there's no way to avoid the light since you're locked in an animation (and they can often follow it up with another quick blind afterwards). It gets tiresome to deal with after a while.

  • They should randomise EVERYTHING. Perks, addons, items and offerings. It's so close to being perfect and it would be with just that one little change.

  • I like the mode, I just wish Survivors had to find their flash lights in the trial. Lightborn is my comfort perk and I'm fed up with being blinded at every pallet and losing multiple hooks to flashy saves. Makes me not want to play Killer, which is the only side I want to play these days. I've lost my enjoyment for the Survivor side of the game completely.

    All perks, addons and items should be randomised for the mode, imho.

  • eac2.png

    I'm having easy anti cheat woes on PC as well. Never had any problems before Castlevania. And it takes a long time to even boot up the game now.

    I'll be playing on Switch until this is sorted out, because I'm too afraid to try booting it up again incase I get perma locked out of my account.

  • Obviously, the grind and the difficulty are factors, but I'm proof that those things don't matter too much if players really enjoy the game (I joined with the Tools of Torment Chapter).

    I think the main limitation to DBD's popularity is that fact that it's a horror game. They have a niche appeal that doesn't extend much beyond, well, fans of other horror media. Of course, there are people who play DBD who don't care much for horror, but I'd be willing to bet they'd be in a tiny minority.

    I showed my sister this game once. She said it was horrible and couldn't understand why I played it so much.

  • I'm not crazy about this change at all, but if they want to change the Iri one to a BP offering I could probably live with that. But I hope they at least consider keeping the green mori as it currently is. I can only imagine they got negative feedback from a lot of Survivors regarding Moris. Because otherwise, I can't think of any other good reason for what seem like unnecesary changes to me.

  • Glad to hear it!

    I'm happy they're not changing this aspect of the perk, since the aura reading is the main reason why I like Lucky Star. The other effects were more of a bonus for me. Since it's getting a buff, it must have a very low pick rate, so hopefully that will make it a little more popular.

  • On the plus side, that Yui could've used her flashlight as, well, an actual flashlight (although the Killer would see it a mile away if they were looking).

    That was one of he few things I liked about the mode first time around: using a flashlight at an open exit gate as a kind of bat signal for the other Survivors. I can't do saves, so it's the only successful use I've ever found for the flashlights in this game.

  • Would it be possible to disable the Killer Instinct mechanic for this modifier? I think that would help make the experience feel a bit fairer for Survivors (but scrap the gen speed boost to compensate). Otherwise, I don't think there will be much appeal to the mode beyond playing as an info Killer or being in a SWF.

    I know players have complained about Legion the most, but other Killers can be a problem too because they have an info component to their powers (albeit to a lesser extent). Wesker, Demo, Vecna, The Twins, Xeno. Even Dracula, although he can only track blood in Wolf mode and it's maybe not as strong an effect.

    Of course, Legion would be incredibly weak in this mode if they did so, but it might be preferable to giving them the Freddy treatment. Maybe some Killers could even get new powers for the modifier, like giving Legion the ability to down an injured Survivor with their power. That said, it could be a lot of work to implement all these changes and I'm still not sure there would be a game mode worth playing in the end.

  • Lightweight is a great perk.

    But if its pick rate goes up, how long will it be before players start complaining about it?

  • Now that I've played a few games, it's still an utterly miserable experience for me whatever side I choose to play. The changes have done almost nothing to fix any of the problems with the mode the first time around because they are fundamental. Not being able to see anything at all does not make for a fun time.

    I just want to unlock the tome cosmetics as quickly as possible and get back to playing the standard mode.

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