tjt85
tjt85
About
- Username
- tjt85
- Joined
- Visits
- 7,941
- Last Active
Comments
-
Far and away, it's the Legion for me. I love that you can modify the theme with mix tape combos.
Demo's is up there, too. As are Trickster's and Clown's.
-
I think Clown and Wraith are much stronger than some people give them credit. And Myers too, if you count his busted add-ons.
But I don't think any of these Killers need to be high tier. They could use some buffs, though.
Pig needs to be able to move faster while crouching.
Trapper should have Trapper Bag and Lengthened Jaws as base kit, imho.
And for my Legion, I'd like base-kit 12 second Frenzy so I can free up an add-on slot for something that's not Mischief List. And Frank's Mix Tape could be made a base-kit part of their power too. For a purple add-on, it's pretty feeble and I never use it.
-
Unless they've changed something, it doesn't show locker auras. But I've not used it since the update.
Wait, are you saying it should show locker auras when you're outside a locker? I don't think it needs this ability, to be honest. I've never had too much trouble finding a locker and I personally wouldn't welcome the added aura visual clutter.
I'd much prefer BHVR rework the pools of blood aspect of the perk. Who cares if you don't make pools of blood while inside a locker if there are pools of blood leading up to it, anyway?
-
I recently started a new account on the Switch and within a handful of 3K and 4K games, I was already facing the kinds of teams that I would normally get on my 700+ hour PC account. Except this time I had no decent perks unlocked. Perks do a lot of heavy lifting in this game, whatever your MMR.
I dunno, maybe I got hit with a Smurf check. But I think you guys are underestimating how rough it can be for new Killer players when they first start playing and have even the smallest amount of success.
-
Solo Q isn't as bad as players make it out to be. But there are problems that BHVR will never be able to solve. Like Survivors literally throwing themselves at the Killer, for example.
Why don't my teammates have the bright idea to take the Killer away from the hook, so that someone else can go in for the save? Instead, they exchange hooks until they're all on death hook or slugged on the ground before the first gen has even popped. What can BHVR do about that? A better tutorial mode would be a start. More helpful hints on the loading screen, maybe?
Some players are just bad at this game and they will probably be in at least some of your Solo Q games.
-
@FFirebrandd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604331#Comment_3604331
Try a large hit. Surge/Jolt is a really good perk assuming you're on a M1 Killer. Meanwhile the next best regression perks available for free are Huntress Lullaby and Thana... which are pretty terrible and requires new players to prestige their Huntress/Nurse to use them on anyone else. AND using Thrill of the Hunt to protect Lullaby doesn't even really work anymore because they binned the notification part of it.
It's bad. It's real bad.
I prefer other gen perks for my M2 Killers, but Surge is honestly the only regression I've ever needed on my M1 Killers. Unless they nerf it, I can't see myself ever using anything else. I think it's a huge loss for new Killers to see it leave the pool of general perks. Especially since there are plenty of decent free gen doing perks available to all new Survivors (Prove, Streetwise, Deja Vu, Resilience).
Killers will find they will very quickly out grow the usefulness of Unnerving Presence and Huntress Lullaby. I know I was very quickly going up against well equipped Survivors not long after I started playing the game earlier this year. The perks available to new Killers now are not good.
-
@Nameless said:
I've got a better idea.
Make WoO basekit.
Finally solo queue survivors will have the same knowledge regarding resources on the map as SWF, without needing to equip a specific perk for it.
@Gabe_Soma said:
No, rather WoO needs to be basekit.
God no, please don't. I don't need that yellow crap killing all the immersion and spooky vibes in my favourite horror game.
Personally, I'd run WoO more if it was disabled outside of chase. Technically that would be a nerf, I guess (though I'm not saying BHVR should nerf it).
-
@Nun_So_Vile said:
I'm scratching my head trying to figure out which ST perks are better for beginners than literally any og surv perk you can get for free. The only one I can think of is IH, but that isn't a make-or-break perk imo.
Surge was the only free gen regression perk and is great on Wraith and Trapper. Fearmonger is pretty strong too, especially against other beginner players who favour the aura perks.
Better Together is great for letting other newbies find the gen you're working on (especially important on those confusing indoor maps). Fixated is great for teaching you about the scratch marks mechanic. Babysitter is a decent anti-tunneling perk. And the healing perks are invaluable because getting a heal from your teammates off hook is unlikely.
My current Survivor build is 100% free perks and I have 800+ hours in the game, so no it's not a terrible loss. But it does significantly reduce the number of decent perks for new players to start out with (especially for new Killers).
I think BHVR should just make Spark of Madness or Curtain Call part of the base game for everyone. Would make getting started a bit easier for new players, imho. And think of all the extra Feng skins they would sell.
-
I don't think skill really matters all that much when discussing this subject. All things being equal, I think a SWF will generally outperform a similar skilled Solo Q team most of the time. If the matchmaking is working, then a Killer with the same skill level as both groups should have a harder time against the SWF. Partly because of the comms advantage, but also because they're more likely to take winning the match more seriously and can bring complimentary perks to the trial.
The Achilles heel of a SWF is their altruism towards each other. I've been able to win plenty of free downs, hooks and end games against SWFs who just couldn't resist trying to save their buddy. Of course, I've been denied plenty of Kills due to altruism as well, so it all evens out I guess.
Weirdly, I don't think I've been up against a very strong SWF since those first few months when I first started playing. My games have generally been on the easier side since those earlier days and I don't think it's entirely to do with improving at the game.
As far as balance is concerned, the game should be balanced mostly around Solo Q. BHVR seem to agree, because I doubt they would have bothered to create any stealth Killers and perks if that hadn't been the case. SWFs do present challenges and make balancing more difficult to achieve though (the healing nerf hurts Solo but is manageable for SWFs, for example).
Side note, how long have BHVR known about that Legion bug and they've still not been able to fix it? Is it just a part of the game now?
-
Lovely stuff.
I'll be swapping out Lightborn for Hex: Two Can Play.
*Chef's Kiss*
-
I think maybe my Killer games are a bit easier. That said, I did go on a losing spree, so I'd expect my games to be easier for a little while until I climb my way back up again.
My Survivor games feel more challenging I guess, but I'm still escaping a decent amount so who really knows? I wouldn't honestly say there's a huge difference.
-
I do think it could use a little buff.
But to be honest, I like that it forces me to take Botany as well because without it, it's got to be one of the worst Survivor perks in the game. Botany is such a great team perk and I wish more Survivors would run it. Botany + Self-Care are my two core perks for all my Survivor builds.
If you want to turbo charge Self-Care, you can build a very good healing focused all purpose build around Self-care + Botany + Desperate Measures + Resilience.
-
Most of the time the BP incentive is stuck on Survivor for me. I suspect lots of the more experienced Survivors are a little tired of facing Chucky every game and have stopped playing for a bit. Long periods of BP incentives on one side seem to negatively affect the MMR system quite considerably.
That said, from my experience the time of day has more of an impact on the quality of games and strength of my opponents / teammates than the MMR system ever does. I can only assume my Survivor MMR is so low, I could theoretically end up in any lobby without throwing the numbers crunched by the system too far out of bounds. So I get utterly useless teams in the middle of the day (Killer is bad, teammates are worse) but later I join the SWFs after about 6 PM (Killer is variable, teammates actually touch gens).
My Killer games have been more balanced, but even then mismatches are not uncommon.
-
I just watch the HUD. I assume anyone not on a gen (or on the least progressed gen), death hook, in chase or injured has the sense to go for the save. But if I'm not too far away I'll probably go anyway, just to get a quick heal in and some co-op points.
If it seems like no-one is going for the save, then I try to get there before they go to second. This happens more than it should. I honestly don't know what my teammates are up to in some trials... Some of them do absolutely nothing. And I really do mean nothing, because they're not even raiding chests or cleansing totems.
-
@MarbleThrone said:
Each issue comes with its own charm, and this charm shows the A cover of each comic.
https://us.v-cdn.net/6030815/uploads/8RSC8DTMZVWV/dbdcomiccharms-png.png
As to their expiry date: I don't know if they do expire, but it seems unlikely. Someone might not be able to buy the comics now but decide to get them a year later at this or that store.
Thanks very much. Appreciate the help!
-
Ghost Face - So sick of seeing this guy in every other game. I swear he's the low MMR Wesker. I hate his super janky reveal mechanic and a good one will sneak up and down you before you can ever get to a loop. Most annoying Killer in the game, imho.
Clown - Never won a chase against this Killer. Just have no clue how to counter his power. He's also the most grotesque Killer in the game and he turns my stomach. I do like his chase music, though.
Pinhead - Someone else can go solve his evil Rubik's cube to stop his obnoxious chain hunts. Because I'll be too busy avoiding this tedious guy for the rest of the trial.
-
@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600015#Comment_3600015
Would that be fair to the Killer, though? Some perks like Coup or Spirit Fury rely on the element of surprise to be fully effective. Just because the SWF portion of the player base uses outside comms to gain a competitive advantage, I'm not sure Solo Q should be buffed to replicate that. SWFs unbalance the game enough already.
I'd rather see SWFs receive some nerfs and have BHVR balance the game more for Solo Q and Killer. I only play Solo Q and Killer, by the way. So I may be biased.
But A random perk mode would need some feature to remind players what their own perks do, I agree with that. I definitely have perks in my collection that I have pretty much never, ever used.
Nerfing SWFs might be impractical (aside from setting some perk limitations) but I think my point still stands. Co-ordinated SWF teams on comms, though fairly rare, are still bad for the game and should not be used as a yardstick for making balance changes. I honestly think it would be a mistake to buff Solo to replicate too many of the advantages that they can bring to the table. There are already enough perks and info on the HUD for Survivors to be making better decisions, anyway. I don't know about you, but I've seen enough in my Solo Q games to know that too many Survivors are not even using the info tools they already have to make better plays.
I think they'd need to radically rework too many perks and Killer powers to justify buffing Solo up to a SWF on comms level.
-
I'd like to see Trickster finally get a map. One set in a neon lit night life area of Seoul.
I'm also hoping we'll see a Gremlins Chapter one day and it would be cool to see Kingston Falls be added to the game.
-
Perhaps they're still collecting the data to see if they think it's worth it, so maybe we'll hear feedback from them soon.
I don't know how much more data they need to collect, to be honest. It's such a common occurrence I can't see how it wouldn't be affecting the matchmaking at least a little bit.
-
I think trying to achieve balance in a game like DBD is mostly impossible, frankly. It seems to me that whenever BHVR makes changes to nerf an emergent meta, players will always gravitate towards the next busted combo of perks and add-on that will give them an advantage over their opponents. Healing was nerfed, so Killers gravitated towards Sloppy Butcher and other anti healing perks, for example. So Survivors used perks that meant they could play more efficiently injured. That cycle will probably always be a part of DBD.
I think maybe the focus should be more on fun. Some powers / perks / combos are fun to use, but I guess they have to consider if this power, perk or combo is also fun to face for the opponent. And if not, is it so oppressive and unpleasant that it drives people away from the game. That's probably the kind of balance I think they are trying to achieve.
That said, being an Asymm, the balance of power should probably be slightly tipped in the Killer's favour. It's 1 Vs 4 after all and as a Survivor, you should feel like you signed up to be the underdog and that the odds are against you. But it shouldn't feel so utterly hopeless, either. Getting two out the gate should feel achievable in most games, if not very probable.
-
@Nos37 said:
What if the perk icons were still visible while paused (while viewing Match Details tab), and you could hover over them to read their description/effects?
They could even show your entire team's perks.
They could go a step further and bridge the disparity between SWF and Solo Q by also showing confirmed/witnessed killer perks. (If swf players on comms can say "the killer has Enduring," why should that info only be shared amongst swf players? If a survivor stuns the killer and they have Enduring, show it as their perk on the Match Details screen for all Solo Q survivors.)
Would that be fair to the Killer, though? Some perks like Coup or Spirit Fury rely on the element of surprise to be fully effective. Just because the SWF portion of the player base uses outside comms to gain a competitive advantage, I'm not sure Solo Q should be buffed to replicate that. SWFs unbalance the game enough already.
I'd rather see SWFs receive some nerfs and have BHVR balance the game more for Solo Q and Killer. I only play Solo Q and Killer, by the way. So I may be biased.
But A random perk mode would need some feature to remind players what their own perks do, I agree with that. I definitely have perks in my collection that I have pretty much never, ever used.
-
I've even seen bots get crows before. Only the Entity knows what they were doing all match... And Entity help you if they have Self-Care, because they will use it right in your face.
I sort of hope BHVR don't improve the bots too much and they stay bit janky. Because I'd miss funny moments like this.
-
For me, it's better to play on than Midwich because at least it's brightly lit and there are easy ways to get between the two floors, so I don't get so lost. I think certain Killers can do quite well on it. Especially those Killers with powers that help them to find Survivors and deal with pallets. There's no hiding from a Nurse with aura reading, a Doctor with his shocks or a Legion in frenzy on this map. I also think it has a tendency to spawn some very strong 3 gens that can be easily patrolled and defended. I think it's slightly more Killer sided, overall.
If I'm going to play an indoor map as Killer, I'd rather have this one over any of the others (considering game play alone). And I quite like Lery's for Survivor. I think that one is a bigger challenge for most Killers to play on.
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599200#Comment_3599200
It is a regional way of saying “no matter”, as in it doesn’t matter, correct?
Yeah kind of. It's from the North of England (where David's from). It means to bother, complain or make a fuss.
Like, if someone was pestering you for whatever reason maybe you'd tell them to stop mithering you.
-
The only thing I think I like about this perk is the way Americans (and some British people who should know better) keep mispronouncing it.
It's pronounced "no Myther" by the way.
As in "eye" or "my".
If you can loop, I think it might be good for goading a Killer into chasing you for 5 gens. But that's about it.
-
I guess this challenge is bugged then? I tried the same perk combo myself (Stake out + Technician. I can't hit a great skill check to save my life) and even though it said I'd succeeded in the match, it didn't register as completed in the tome.
Oh well. I'm not throwing games like that just for one challenge.
-
@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597572#Comment_3597572
Xeno is not strong killer. He is also bugged at moment.
Chucky is also not a strong killer. People who figured out his dash can be looped / dodged and pay a bit more attention to him when he is in stealth mode have no trouble playing against him. He is also slow which makes traveling around and chasing much more difficult than some people think.
Chase perk buffs are insignificant when gen defense perks get gutted in return. Unless you are playing against clueless people, you will still be losing a gen or two per hook. Nothing has changed much here, maybe got worse for some killers.
Sadako is in position where she has to slug and use either both green or iridescent addon in order to compete with survivors. Should she equip something else, she becomes worse than old Sadako. Nice buff there.
Trapper buff. I won't comment this one - it's too funny to talk about this so-called buff.
Trickster actually got his power where it should had been. The showtime often was either not used or would take place once or twice during entire game. He was also too slow so looping him wasn't much of the problem. Now he is in more manageable and enjoyable spot.
Demo being back is not a buff or nerf. Demo himself could get a buff to his portals as it takes too much time to set them up in current meta and often he is played as M1 killer unless he manages to set a good triangle for defense very early.
MFT got what it deserved. Being picked by 4 survivors out 4 in 9 games out of 10. Took them long enough though.
SoloQ stomp is about skill, luck and coordination. You get decent players - you will often escape. You get trolls or monkeys and don't go selfish - you end up sacrificed. This is more MMR related issue.
Killers aren't really doing fine ( except classic Nurse and Blight players who play these killers only with top addons ). Most of the time it's still 1 hook 2 or 3 gens unless dead lock is in the game and 2nd hook often ends with 1 or 2 gens left remaining. Killers still have to consider hard tunneling or proxy camping if they want to compete against decent survivors. In extreme cases it's slug only mode where killers can't even afford to go for hooks anymore. I suggest playing as killer a bit more and trying yourself against more organized players ( sfw squads ) which will arrive to you at some point, then you will see how easily can killers be outperformed despite doing no mistake.
I know I don't have the hours in this game that many on the forum have, but I've still had my fair share of 2 hook matches against very strong Survivor teams and it's definitely felt like there was nothing I could have done to win. So yeah, I know from first hand experience, some Killers are not all that competitive at the higher levels. That doesn't mean Killer is in a bad spot or that it's impossible to win with the low tier Killers. I personally don't have the sweaty mentality that you'd need to compete at that level and I'm honestly fine with that. I mean, that's what MMR is in the game for, right? To get players to a level where they most feel comfortable competing.
But any Killer has the option to play sweaty, camp and tunnel (as much as I might not enjoy it), equip their best add-ons (which they'll likely never run out of) and bring 4 of the strongest slow down perks. If they learn to use their Killer power effectively, they will still beat or at least draw against the majority of teams that they go up against.
Not every Killer in this game needs to be Nurse or Blight. There are Survivors out there that would never, ever escape a trial if the likes of Legion and Trapper were buffed way too much by the Devs. There are lots of Killers that I think need a buff, but Chucky and Alien would not be on that list.
I think BHVR is probably trying to balance the game for the mid and lower MMRs, because that's where the majority of the player base likely is. They can't just focus on the competitive players, as much as some would like them to. I know some play DBD like it's an e-sport, but I honestly don't think this game was ever designed with an ultra competitive mentality in mind.
-
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597572#Comment_3597572
I were Trapper main, I dont like how he is now...Alot of traps, but no valuable places to set, spending too much time to set less value traps. He used to have 5 traps but each were powerful because the dark,fog,grass...
Don't get me wrong. He's still Trapper. I'm just glad his traps don't spawn at the edges of maps any more and he can get around the map a little quicker.
I still think he could use some buffs. Personally, I'd make trapper bag base kit and make disarming traps a bit more risky for Survivors (maybe a 20% chance of injury for disarming).
-
2 strong licensed Killers in a row with decent perks and at least one very strong perk.
Buffs to lots of chase perks (BHVR seem to be moving the game away from gen / hook defense and more towards encouraging chases. No bad thing imho).
Buffs to Sadako (maybe a little too buffed? I rarely lose with her now).
Buffs to Trapper. He's more enjoyable to play.
Buffs to Trickster (maybe not so successful, this one. I wasn't sure he needed buffing to be honest).
Demo back in the game.
MfT nerfed into the ground.
Teams still getting stomped all over in 80% of my SoloQ games.
Yeah, I'd say Killer is doing just fine.
-
He's a fun Killer. I think I'd be enjoying him a lot more if the Killers playing him right now weren't sweating / tunnelling and doing all the usual unnecessary Killer things that sap the joy from the game.
I have no idea how to loop him though, since it's so difficult to keep track of him or know exactly where he is. Not that I can loop any Killer well, but I think he's especially tricky.
I've not had the chance to play him for myself yet, even though I bought him on release day. I don't want to load into a game only to find Survivors instantly DCing or giving up the same way they did in my first Xeno games. That just feels bad. I might play against the bots for now and wait a week for a real game when the hype dies down a bit. Over familiarity breeds contempt and all that...
I will say I find it kinda funny that he's 2 foot tall and yet probably the only Killer that can see a damn thing in those frustrating Swamp maps.
-
If I'm second to last to die, I'll stick around to see if the final person got hatch / gate or if the Killer let them go. Makes the effort feel worthwhile if somebody manages to escape. Most of the time the Killer goes for the 4K, though.
But if I'm tunnelled out early, then I don't bother to stay unless there's a good looper to watch (and in my games, there almost always isn't).
I also might stay to see if the last Survivor who hid after being on death hook and didn't touch a gen for the rest of the match gets what they deserve.
-
Not met a lot of chill Chuckys yet, has to be said. Treat us Survivors to a gen or two. It's nearly Christmas.
Thankfully I've dropped out of the MMR where I have to face the same new Killer 30 times in a row, so it's not been all that bad.
-
I think part of the problem is map design. Take RPD for example. That map sometimes has 5 gens spawn really close together in or off the main hall, and two that often spawn at the top and bottom of the stairs. When I'm playing Killer on this map, I pretty much almost never need to leave this area.
So how would they fix 3 gen on a map that small? The gens have to go somewhere.
I also wonder how many Killer wins come from exploiting a 3 gen situation? Holding one from the very start is a fairly rare Killer strat from my experience (aside from Skull Merchant), but most can and will take advantage if they're given one. So I think certain Killers will struggle to maintain a 50-60% Kill rate if they make it so that Survivors can never screw up and 3 gen themselves.
We'll see what they come up with but like with the AFC, I don't think it will be too radical.
-
That is very generous! Thank you!
-
@JudithMorel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595094#Comment_3595094
sadako is one of the most miserable killers to play against now, she definitely needs changed.
But she was miserable to play as before the changes, too. I had misgivings but I think she came out of the rework a much stronger Killer. Maybe too strong? I don't think I've survived a Sadako since she was buffed.
There must be a happy medium but I don't know what that would look like.
I'm pleased to see the bloodweb improvements (leveling up a new character on console is agony) and a possible nerf to Sloppy (I hate this perk). I'm hoping Pig gets a buff to her crouch movement speed.
-
It's still pretty niche, but I think it could find a place in some fun end game builds now. I think that's really what it was designed for in the first place.
I did think maybe it could be a bit too strong on certain maps. But then again, that really only applies to a very small number of maps. And that's true of other perks too (like Balanced Landing, for example).
-
It needed nerfing for sure. Though I would have nerfed / reworked it differently (to be deactivated after X amount of seconds, like Lucky Break and completely deactivated in the end game).
The new version doesn't have any appeal to me outside of an anti-tunnelling build and if I feel the need to run one of those, I'm probably not enjoying myself and should take a break from the game for a little while anyway.
I'll be running it until the 28th to get my last bit of fun out of it.
-
it's probably because you play as a duo. The system either has to find another duo with a similar skill level, or take two players from Solo Q as close as it can to everyone else's skill level to make for as fair a match up as possible. If it can't, then it will pretty much grab anybody to shorten queue times. This will especially be the case at peak SWF hours.
Can be quite a long wait in Solo Q to get into a match at these times. I can tell sometimes it's put me in with a trio or duo that are probably more experienced than I am (multiple P100s).
Plus, the system has to find new players somebody to play with (and what are the chances 5 newbies are all queuing at the same time outside of an event or sale?).
-
This has happened to me before as well. The instant they see you go into a locker it's like it flips a switch in their heads and they start raging for no reason. I've had players spam lockers next to me to get the Killer's attention and then run off. My fellow Survivors, please educate yourself about locker perks.
The same thing sometimes happens if I get spotted using Self-Care. I had one Thalita follow me around for the rest of the game spamming loud notifications. We were the last two left and were never going to get the final gens done anyway, but she still followed me around clicking her flashlight into the sky like a bat signal and blowing up every gen I was working on.
Some Survivors are just trolls and there's nothing you can do about that.
-
I too have spent the weekend getting annihilated in most of my Legion games. When Survivors know exactly how to counter your power, playing Legion is such a miserable experience. They all get on separate gens, hold W real early the moment they see you coming to outrun Frenzy. Then you're left utterly powerless and you've pulled yourself way out of position. It feels extra punishing to miss a hit in the chain whenever you do get something going with your power in games like this.
Watched a TTV's VOD of my game play and the guy spent 90% of the time moon walking and seemed to think I was so bad I was just doing a Legion daily (I didn't bother chasing them much because I don't chase the clicky clicky flashlight Survivors. It's what they want). I just find myself outclassed most of the time, though I'm not playing at my best to be honest. My confidence has kinda taken a knock.
The only real wins I managed to score were against a couple of wannabe bully squads throwing the game for the memes (because I've got Lightborn and they want to go next, I guess). If the system serves me up Survivors I can easily beat, then I feel evil killing them. I sense their resignation and I don't have the heart to take the easy wins right now, because I'm out there getting chewed up and spat out just the same way they are.
I wonder how quickly the MMR system reacts to a string of losses. A week? A month? No doubt it will need time to adjust and we will all find our new level.
I doubt very much I've ever met the new soft cap anyway, so all of this could be nothing but the usual weekend sweat. I'll see how my games are going in the week, then I'll know if match making really is that much harder for me now.
-
I don't feel like it's that much of an advantage for me personally. I don't have any hearing impairments (at least I don't think so). But even so, I use the visual indicator to let me know roughly how close by the Killer is. I don't use headphones to play, so it's sometimes too hard for me to hear the terror radius music getting louder as the Killer approaches with all the other loud ambient noises in the game.
The temporary Spine Chill buff also let you know if you were heading in the Killer's direction, but now that's been removed I never use this perk any more. The visual indicator that replaced it isn't as precise, so I don't see it as much of a problem.
I didn't even know sound in the game was directional. You can't tell if you're sat in front of a TV. I mean, you could argue that using headphones is also an "unfair" advantage if your opponents isn't too, but lots of players still do.
-
This is definitely a bit of a pet peeve of mine (though I do it all the time in my Survivor games too).
@WilliamSN said:
The simplest solution would be to force a skillcheck the moment you interact with a regressing gen similar to overcharge, but instead of a "difficult" its just a normal skillcheck.
Its ridiculous for a killer to need to put 2 seconds into a kick to start regression, just for that regression to be stopped with a 0.1s m1 tap mid chase.
I think the same way. Would make it a bit of a risk to tap the gen at least. Maybe even introduce a fun bit of extra tension to the game play.
-
Aww, I was looking forward to zooming about the map in the end game with Batteries Included. A healthy change but tbh, it does reduce my desire to run this perk.
-
I would love for BHVR to add a flashlight tutorial with a Killer bot or something. I use a controller too but even if I didn't, at this point it would just get me killed. There's no way for me to safely learn without ruining it for the rest of the lobby.
I'm too afraid to even bring one now. I wouldn't want teammates thinking I can do anything with it and I know how Killers feel about them, so I'd be painting a big target on my back too.
-
How about getting it Kill switched for Legion players after the rework?
I'm only kidding, I never hated MFT all that much. Maybe because I'm not at a high enough Killer MMR to see this perk on the regular.
But I bet there are Legion mains out there having nightmares thinking about lobbies full of reworked MFT, For the People, Buckle Up, Dead Hard, Off The Record and 4X Adrenaline. That would really be hell to face.
-
I think it's especially cruel to hide the aura of hooked Survivors. I try to pay attention to where any Survivor is hooked, but those notification bubbles are not always 100% reliable. I've been in plenty of Survivor games that end early because one or more Survivors died on hook due to blindness.
I think it's one of those status effects that Killers know is a misery to play against, so they'll bring perks and add-ons that apply it just to so they can ruin your game. There shouldn't be any perks that apply blindness indefinitely imho.
-
These days I normally let the last Survivor go. Either as a mark of respect for a well fought match where everyone tried their best (because someone ought to get out) or a consolation prize for a very rough match up.
The exception being if there are two left and I only find one Survivor still on the gens, then I go looking for the other. If I can't find them and I have to sacrifice the other player, I will try my best to make sure the last Survivor who hid doesn't escape.
No mercy for players that hide and wait for hatch.
I also let Survivors go if it's early in an event, if they make a peace offering early game (dropping their items) or they just want to meme around. Then I'll probably turn friendly. Depends on my mood, though.
-
I tend to put them right in the middle of the pallet, though others have said this isn't what you should do because they can easily drop a pallet over it.
That said, if it's right in the middle they definitely can't use the pallet so you're still denying use of the loop. If they do drop a pallet over it, then you know there's a survivor over there and you can go investigate / break the pallet and retrieve your trap.
If you're still facing beginner players, that should be a good enough use of your traps to win you lots of chases. I catch lots of Survivors in the dumbest traps possible (yes, even ones in the middle of pallets). If you're not, play another Killer. Trapper is easily one of the least viable Killers if the Survivors actually know what they're doing. Top level Trappers probably just go for basement plays.
-
I just wish I knew why so many other players seem to love the maps that I hate.
Dead Dog is cool, no issues with that. I like the spooky vibes of Midwich and Hawkins, but as maps to play on for both sides they're easily among my least favourites.
You can send me to the Game with Legion equipped with Surge/Jolt any day of the week, but it doesn't vibe with my Survivor play style at all. It's so bright and there's no way to easily sneak about the map. The Killer is never very far away. I'm sure the only reason players like this map is because it has at least 100 pallets on it.
So yeah, I am not a fan of boosted maps.
-
@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590224#Comment_3590224
Scott does mean players who hide in corners etc, even hens went against a survivor who it was their FIRST EVER GAME literally. Even at my much lower 2.5k hours I can see who are baby survivors and who are not.
When we use the term "baby" we mean players who crouch the moment they hear a TR etc.
Fair enough. I guess I don't watch enough streamer content to have ever seen a top player Vs some real baby Survivors. I just assumed that only happened to players like me, with my MMR score presumably being much closer to the very new players.