tubalcane
tubalcane
About
- Username
- tubalcane
- Joined
- Visits
- 227
- Last Active
Comments
-
So bringing DS, improving your looping, improving your w-keying, using perks like dead hard, body blocks, jungle gyms, pallets and windows galore, firecrackers isn't enough?
-
To be honest it's too noisy - hard to hear survivors if you have any hearing issues as the killer. Though looks like they fixed it with the heartbeat thing for survivors because the squeaky wheels get the grease.
-
There should be an anti for all perks. Now do killer anti-perks.
-
@Alen_Starkly said:
Before the recent update to rift fragments per challenge (3 and 5 going to 5 and 8), my sister, who plays very casually has always just managed to finish every rift. It felt just right. However, with this new update, the rift seems too easily complete-able.
And with this 4x rift gain activation (with 40 days left in the rift btw), the rift is so easy to speedrun through. The pacing of the rift is ruined imo, and it very quickly leaves active players with very little left to do. Reaching that specific tier to complete the outfit you want is really satisfying. However, since you can finish the rift way too fast, you lose things to strive for .
What motivates my sister the most to play are the tome challenges mostly, but also rift progression. What motivates Otzdarva the most are challenges that he (usually) comes up with. That's what keeps the game fun for him.
I also love progressing through the rift, and achieving things. But if you make the things way too easy to achieve, people get BORED. I really encourage you to re-think your approach with the rift/tomes. Especially since people find it much more easily to use in-game challenges to keep themselves engaged/busy, than coming up with their own (like Otz).
Fortnite, for example, has 200 tiers, bonus rewards, etc. It keeps me engaged and wanting to play throughout the whole season. I love grinding and achieving things.
DBD in comparison offers too little of that. The motivation to play plummets often. People go to other games that do have things to achieve, or challenge them.
Thank you for reading :)
Why should we care what Otzdarva thinks lol
-
@YamamuraVideoRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661229#Comment_3661229
Ah yes, let's take a sensible argument, turn it into a strawman, and then sacrifice it to the entity. That will surely get you more blood points.
My suggestion is about as nonsensical as the anticamp mechanic is in general
-
@YamamuraVideoRentals said:
The anti-camp mechanic still doesn't really do anything. As long as the killer is able to hang around in close proximity and clearly see anyone who might be approaching for the save, they can still pretty much guarantee the tunnel or trade. It's especially bad with clown's slowdown, STBFL, and other instadown abilities.
What they might want to consider, instead of some self-unhook mechanic, is slowing down the sacrifice progress or pausing it altogether. That would at least KINDA get a bit more use for the hooked victim.
I mean if we're going this far, why not make a rule that once you're hooked the killer has to run from one side of the level to another and if they dont get there in that short amount of time, you get all your health states back. I mean, it's not easy enough already, why not make it even easier?
-
@sinkra said:
All it did was make campers more effective campersby making them patrol the surrounding area while still being in range to immediately hit anyone going for an unhook. The bar also fills up too slowly for it to be of use, I've never reached a full bar even when the killer is running back and forth in front of me. This is such an easy problem to fix. Simply make the radius larger and make the bar fill up faster when the killer is withing range.
Camping is a totally acceptable and reasonable strategy. They can't just take away everything that "makes you lose".
-
@OneAutumnLeaf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658750#Comment_3658750
You do realize theres times all you can do is let them bleed out right???
like the infinite self pick up/endurance builds
or ######### boil over builds where you quite literally cant ######### pick them up
Played a team tonight that all had boil over, all sabo'ed, and spread hooks further out with that offering. It was a pain, had to keep slugging them. Finally and very painfully got the 3k. Then I got abused in the lobby over the slugging.
Survivors basically saying "when I bring these certain perks, there is only one way for you to win, and if you use tunneling or slugging despite the huge advantage I have with my SWF, you are bad". So ridiculous.
-
@epi said:
There should be some sort of penalty for killers who refuse to pick up any survivors when EVERYONE is down. Just makes the game long for no reason.
There should be some sort of penalty for survivors who sit and waste time at the gate right by the door squatting up and down. Just makes the game long for no reason.
-
@Basti2k said:
Hello, I have a question
Why does a surv have to take an anti tunnel perk with it?
who the killer can tunnel even without a perk
What I don't understand is why a killer can tunnel without a perk and I have to play anti tunnel to prevent it from happening
It should also be made difficult for the killer to tunnel
because I also have to waste a perk space to avoid being tunneled
Feel free to suggest to me what you can do about it or have any suggestions
Watch how I can say the same thing about survivor strategies:
Why does a KILLER have to take an anti PALLET perk with it?
who the SURVIVOR can PALLET STUN even without a perk
What I don't understand is why a SURVIVOR can PALLET STUN without a perk and I have to play anti PALLET PERK to prevent it from happening
It should also be made difficult for the SURVIVOR to PALLET STUN AND PALLETS SHOULD DEGRADE IN EFFICACY OVER TIME
because I also have to waste a perk space to avoid being STUNNED
Feel free to suggest to me what you can do about it or have any suggestions
-
@slipttees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649754#Comment_3649754
Say this for killer using Agitation and Iron Grasp!
I don't ever use those so I don't know :).
-
@slipttees said:
Place a hole outside the basement to be used to enter it thus avoiding the killer's body blocking the stairs. So the staircase being a little wider would help!
Thanks
Don't need to do that. SImple solution, don't run the killer toward the basement and don't do gens near the basement. Done!
We need to stop nerfing stuff because it's "hard" but has natural counters.
-
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641192#Comment_3641192
Hey there, I saw I fumbled the sentence, Sorry about that. My question was why you think "camping and tunneling is totally acceptable" You have certainly made me aware that you think that IS the case, but that isn't a view everybody has so we certainly need to get into roots of why the game should be that way. Like me, I don't think camping and tunneling needs to be the status quo and be all and end all of this game. Why should I think that Camping and Tunneling should be protected as it is now? Do you see the question now?
And about the posts, you need to scroll back, the moderators edits the posts if you are too uncivil.
This forum is a work environment, people who are trying to work have to read these so they have to be cool.
You are right about the editing by the moderators, I didnt see that. No notice - so they can completely change my words? That's ridiculous.
Ok enjoy your game and good luck.
-
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639688#Comment_3639688
You tried to downplay another user's opinion without using any relevant argument and suggest their answer was not socially acceptable, so much so that a moderator came in to edit your post. That is downright terrible and you should be ashamed for trying to downplay your actions a week ago.
Speaking of not having a relevant argument, your response does not address anything I have said, you just repeat yourself instead of going into details I asked you about. Repeating yourself isn't an argument. What would be a relevant argument would be to address why you think running the game wild west style in regards to camping and tunneling would be good since camping and tunneling is a major concern that loses us players.
Like I get that your response probably is that you dont care if some people quit the game, but that just goes to show how terrible that argument is and how bHVR should care about the experience of their players rather than ignore it. Luckily bHVR is wiser than the arguments you give me here by making systems to alleviate those problem games to be less.
I dont think there will be a productive discussion with someone who only cares about their own side when the other is hurting and losing players, especially when you dont engage with the arguments I give to you. I believe as bHVR we must look past that.
What did I not address about your post? Where did an admin edit my post?
Camping and tunneling are totally acceptable. Just like looping and body blocking are totally acceptable. Instead of messing with more benefits for survivors, survivors just need to utilize existing mechanics.
Your post has been addressed, twice now.
-
@Emeal said:
Its not a benefit if the Killer doesn't play like a Face-Camper. You don't need to suggest that I leave the game over this idea, I am perfectly fine as a veteran Killer. However there are ways a Killer can play that absolutely ruin the tempo of the game for Survivors, quite a few people I know quit because of how rough the experience can be, specifically with how the Killer is allowed to just stand around the hook. Thankfully bHVR has started to address this with the Anti-Face-Camp System.
Furthermore, bHVR has an open mind and they are able to evaluate an idea perfectly fine and work to find a solution.
They don't need your warning from the sidelines.
Tunneling and Camping are totally acceptable and it's time for survivors to stop making up fake bad ways to play to justify making this game easier them. There are tons of ways to counter this and it's time to just take a deep breath and stop saying this.
Ironically this logic could be used to remove the Anti-Face-Camp System too, but I don't think that is the way bHVR is rolling anymore. They implemented an Anti-Face-Camp System so there certainly is some plays that can be addressed. I know I would be able to play perfectly normal even WITH these new additions to the Camp Meter.
Also, its not your place to tell @baloona to stop saying things If they believe them, we all have a voice on this forum and you should not use yours to demotivate others from using theirs. Their position isn't embarrassing, in fact its pretty common and its perfectly valid to have an opinion on the rough parts of this game.
Its up to bHVR to see if they should change things to make the experience better.
I'm not censoring anyone, so don't get upset. But imagine if I came on here and said something like "loops are too hard, we need to make loops easier with an anti-looping base perk." I can say something like this, but it's kind of silly, which I think is 100% the same for Tunneling and Camping complaints. So you can say it, but it's like saying "I hate tunneling and camping because it makes me lose." That's the point. Save the argument for something productive.
For camping, just do gens. When I first started playing I would camp and I'd lose because people would just do gens.
For tunneling, there are perks you can bring. The anti-camp helps with tunneling. BT as base perk helps with tunneling. Practice your looping skills - when I tunnel plenty of good survivors loop me and I fail. We don't need more easy mode when tunneling has lots of counters.
-
@Vorahk08 said:
We talk a lot about MMR and its problems, and I'd like to hear from everyone what particular problems MMR has that make you want it out of the game or reminisce about pre-MMR days.
I, personally have only ever played with MMR in the game. At base level, it kind of ruins the feeling of victory as killer. If I completely wipe a team or have a good streak, there's always that shadow of "this is probably going to make my next few games miserable." It's kind of a mood killer (no pun intended). It feels like being punished for winning.
I win so inconsistently as solo-que survivor that MMR seems like a non-issue when I play survivor.
Another one of my big issues with it is actually the way back-filling works, especially as killer. It seems like, as soon as a killer leaves, the game just grabs the next available person, regardless of any skill level, defeating the point of having MMR at all. My worst games are often ones where I've gone into a lobby of 4 people ready to go, and they end up being either a bully squad or some pro-level SWF that I don't really know how to counter. Every time I come back after a break, I need to relearn that back-filling into a full lobby as killer is a red flag. I understand that those people need killers to play against too, but I feel like the system could find someone else more qualified.
As solo survivor, back-filling is a complete lottery. You could get a team mate who's a god that's been playing since day 1. You could also get a potato.
What about MMR bugs you the most?
I'd love to be able to see their level vs. mine. If this would hamper matchmaking then at least show me after the match.
-
@Chaosrider said:
@Raconteurminator @pigslittlepet But its fine to have free hooks or trading into slug and tunnel? Killer double standards as always.
Bhvr never even tried to fix anything related to killer strategies. They just made band aid fixes for minor issues, ignoring the underlying issue eegarding core gameplay. And those had little to no effect on the core issue. Bt didnt fix tunneling. Anti face camp didnt fix camping. Anti 3 gens doesnt fix 3 gens. You see how this works.
Maybe we should have a rule where once you hook a survivor, you immediately run to the opposite side of the board. Is that easy enough for you?
dozens of pallets, endless windows, always an escape out even if you just w-key and panic. It just can't get any easier my friend.
-
@baloona said:
It's extremely funny how killers are still saying that camping (and tunneling) are ways how to play the game even though devs are trying to get it out of the game, but sadly enough they havent really solved the problem entirely. I agree that the devs should do something about the proxy-ranged-face-campers, but i'm afraid that a solution will be hard.
As i get these kind of killers a lot, my main is just to run deliverance, and usually one of my friends are running reassurance. Basically just wasting killers time and doing gens more faster with a toolbox or prove thyself.
Tunneling and Camping are totally acceptable and it's time for survivors to stop making up fake bad ways to play to justify making this game easier them. There are tons of ways to counter this and it's time to just take a deep breath and stop saying this.
-
@Seraphor said:
"Proxy-Ranged-Face-Campers"
That's a new one to add to the list along with:
"Camping gens"
And
"Tunneling all survivors at once"
Quoted the wrong person, sorry. But I agree. BHVR is doing way too much to counter bad survivor play instead of keeping the game tough and letting the survivor get better.
-
@skylerbound said:
The hard tunnelling has gotten so bad, at least in my soloQ games. To define it, I mean only going for 1 player at 5 gens remaining. It’s a strategy that works… especially against soloQ, it incentivises itself as a 3v1 greatly stacks the odds in the killers favour.
My suggestion would be simple, a BP penalty that removes all BP occurred while pursuing that singular survivor, dependant on a few things. If the first 3 hooks are the same person, if the gens completed are less than 3. Some could argue players could then 99 gens to punish the killer but that would take coordination that wouldn’t be common enough if I’m honest.
what would be some of your suggestions to disincentive hard tunneling?
So you want yet another restriction on killers, when the ridiculous number of pallets, windows, bodyblocking, bagging at the gate is worse than ever? You have like 40 pallets on a board and windows, thats your defense again tunneling.
-
@RadiantSurvivor said:
Hi, I will be brief:
apart for the notorious problem of anti-camp not working if:
- a survivor is within range in another floor
- killer has no terror radius
there is a new worse one, happening more frequently in the last days.
Killer slugs a survivor under the hook and can facecamp.
Could be a failed hook save, can be the killer bringing poruposefully a survivor under the hook (both happened to me) but at that moment the game is over for 2 survivors.
It appears that an inert and harmless survivor counts as a survivor that can walk and save - for the anticamp.
Below screenshot of one case:
https://us.v-cdn.net/6030815/uploads/E0VE5P0YIVEH/1.jpg
https://us.v-cdn.net/6030815/uploads/US2V9H7YY8PG/2.jpg
https://us.v-cdn.net/6030815/uploads/GG94JVLXN29K/3.jpg
As you can see the anticamp meter didn't move a bit while I died on hook.
When I said the above in the DbD Discord channel I was basically bullied and insulted by the toxic community of this game (there is no moderator on discord?), so I am expecting the same here.
Nevertheless I believe there should be some awareness of the above in case the developers feel like doing something about it.
Thank you,
Why didn't the survivor crawl away? You need the game to made any more easier for survivors than it already is?
-
@RFSa09 said:
Before the exit gates are energized, every survivor who ´´bleeds to death´´ should receive an effect similar to a plot twist, he would stand up and receive a speed boost, having a last chance to reset if the killer decides not to hook any survivors
If you want an easier explanation:
When the 4 minutes of bleeding are over, you will be healed, if you get downed again you will die
this isn't as oppressive as ´´unbreakable basekit´´ or ´´survivors who are downed can heal each other´´ (those 2 are really horrible ideas)
Nah, should just a "bleed out, I quit" - if the killer wants to hunt for a 4k that's their prerogative. Already several perks you could save for that time to stand up. Already too many advantages for survivors - one popped up 3 times between last hit and endgame I had today, and you want more?
-
@Mandy said:
Encouraging people to play in a certain way is very difficult, we give perks to survivors to counter tunnelling - has that encouraged killers not to tunnel for example?
You can only do so much, you can give people the tools, it's up to them how they use them.
We even have perks for those that do not want to play as a team, Sole Survivor comes to mind.
Thank you for giving a completely reasonable answer here. People should play how they want. Sometimes it can be frustrating if a player is good at loops. Sometimes it's frustrating when the killer tunnels. There are lots of ways to skin it, just make it fair. Sometimes you will play with cowboys. Sometimes you will swf.
I play for my own fun. If you have fun too, that's great.
-
@itstofuuu99 said:
almost everytime someone gets killed by basement the killer will put them on the hook right at the back aka the ######### hook and camp the top of basement so nobody can get the save and if they do go for the save it’s always a trade.
might be a hot take but personally i think basement should be removed or reworked into something less killer sided. i’m tired of my solo q games going from a-ok to everyone going down trying to save because killers just proxy camp and take away any chance of getting a successful unhook.
and don’t even get me started on killers body blocking the unhooked survivors on the stairs to wait out endurance and down them again.
was also watching a very popular streamer just camp it with bubba outside of the anti-camp proximity waiting for someone to go for the unhook, and we all know how that ends.
i just don’t think it is necessary and believe it is old news. get rid. plz.
Stay away from the basement and you won't get hooked in it. Just like if you dont want a 3 gen, don't leave the last 3 gens closer to each other. Simple, doesn't need a special fix - means more strategic thinking by survivors. Survivors don't need a fix for every little thing they find "hard" in the game.
Dead By Daylight - Always a Pallet or a Window When You Need One!™
-
@Yoshirama said:
Like survivors perks haven't been nerfed enough
You mean adding all those pallets, all those windows, w-key warrioring across the screen because bloodlust doesn't stay locked on correctly, body blocks, etc etc etc. Hardly a nerf. Everytime the game gets hard for you guy you get more pallets and more windows.
-
@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/398414/6-hour-timeout-for-lagging-out
Building up to a six hour matchmaking lock means many many disconnects. I'm not saying DBD or their servers are the most stable things out there, but in your case you prolly should sort out your connection issues first.
Their system cannot or does not differentiate between connection drops and intentional DC's and applies the penalties the same regardless.
Why does this even matter anymore with bots replacing them? Let people disconnect all day. I don't get the point of disconnecting personally unless someone is doing something silly like hiding in lockers to mess with you or completely afking, but this penalty seems extreme.
Dead By Daylight - Always a Pallet or a Window When You Need One!™
-
@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567257#Comment_3567257
....you do realise that the killer getting the hit is the server considering the killer, right? Ping in this game favors killer; the killer with ping will get the hit, even if they maybe shouldn't have. The further a surv is away from where the killer thinks they downed them...the greater the chance they shouldn't have landet that hit in the first place.
Exception: if a surv has the red ping bar all match long. Then it's their own ping that screws them (though considering this: a killer with ping got an advantage because of it while a surv with ping is screwed).
Clearly it doesn't favor the ping because survivors get a magical little bump when they go down though.
If the ping is on the game side, i agree that BHVR should fix it like this silly automatic movement on fall, which should always end up right in front of the killer. If ping in an issue on player side, there are fixes for that - better equipment, better service, etc.
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567257#Comment_3567257
I'm not sure why the us vs them here.
This is simply a matter of every player has the ultimate authority of where their character is.
So the killer's computer tells the server where they are and they swung, and the server decided that's a hit. The survivor's computer tells the server where that survivor is.
Hit is registered by the server and both computers are told the survivor is now downed.
The survivor and killer computers both respond with 'ok, here's where we are now' and the server seems that info so everyone is back in sync if something happened with latency.
If the survivor's computer said they were in a different spot, it moves them because that computer is the authority for where that survivor is. The same happens to the killer, but if the killer is sitting at the computer, no adjustment is ever needed.
This is also much more likely because almost all games use the 'shooter's perspective' to determine the hit. So the killer's view determines the hit, but the survivor's computer determines the survivor's location. Any issues due to latency need to be resolved by the server, which results in teleporting the victim in this case.
You get the same issue with pallet stuns occasionally as well.
But the survivor always gets the advantage though.
-
@Akumakaji said:
Hello everyone, and yeah, I am serious.
I know that it is an unpopular opinion, but splitting up on gens is way too efficient these days with all the ways the killers repertoire has been shrunk and dumbed down. We lost hook grabs, facecamping and face with survivor basekit BT. All in all this is okay, I support this kind of change, but at least for me, I am reaching my limits, tbh.
Over half of my games have MFT in them, so unless I am lucky, chases become an absolute slog and you often have to run mindlessly around the most trashy of trashloops and purposefully disrespect the pallet, because otherwise the darn thing will never get out of the way.
And all this time survivors are normally working on 3 gens at the same time. I get it, everyone wants to survive and splitting up IS the most efficient way of doing the gens, but ugh, its also putting so much pressure and strain on the killer. Not every killer can be all over the map and pressure survivors and its not uncommon to have a very good first chase and down the survivor quickly, but still getting rewarded with 2 or even 3 gens done in quick succession.
And after this, what are you gonna do? Once the game hits the 2 gens mark its usually in your best interest to get one survivor out of the game pronto. But this can lead to plays were I have to tunnel that one player I found at the very start of the game out in quick succession, just to get some breathing room, because that player can just slam gens like everyone else when spared.
I actually had such a situation where I hooked one player two times in succession and when they ran into me a third time, I actually spared them and just slugged them.
I was rewarded with gens getting slammed and got a couple hooks on all others, but by that the game had slipped past my control. Had I tunneld and killed that one survivor, I would at least have had a chance to play a fun game. Now it was all a very frustrating affaire. I edged out a single kill by very good endgame management, but was pretty hard reprimanded in the post game chat.
And this is not a singular occurance, not some "hur dur a killer lost one game and now runs to the forums crying". This is happening nearly every game, survivors are extremly efficient and put so much pressure on me by being allowed to split up without any repercussion.
So here is my actual demand: give splitting up some kind of debuff, something like anti-proof thyself. Call it "Fear of the Dark" or "Facing the Darkness alone" or whatever, but make doing gens alone not THIS effective, at least not the first three. The games were I actually had fun were the games where the survivors weren't this brutally efficient, where two bunched up on a gen and did it a bit faster, but just one gen at a time, and not 3 gens all over the map.
I know that I will get a lot of flak for just bringing such a crazy idea on the table, but lets discuss: what are your experiences? I wouldn't mind some actuall anti-tunnel basekit, if the survivors couldn't slam gens this hardm but right now games move so fast, there is barely a game left.
https://us.v-cdn.net/6030815/uploads/PBXEOCF32D0A/alien-hate-01.jpg
Not unpopular at all, lots of concerns and complaints about it - why is MFT not a temporary effect like the Alien's similar version? Im fine with it being a little longer than Alien's perk, but 15 seconds max. Running all the way across the board when it's so tedious to get bloodlust started (should start the moment you lay eyes on the survivor and start running toward them.)
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567244#Comment_3567244
This would likely cause some even wilder scenarios that border on a 'screw you' to the survivor.
Consider something like vaulting from the second floor of Midwitch into the central courtyard below. In this scenario, the survivor is hit while vaulting and downed, so on their screen they vault, get hit while already falling, then land on the first floor.
But because the killer landed a hit, they then teleport back upstairs and are at the killers feet. That would completely undo a few seconds of time for the survivor.
In reality, the survivor and killer are both telling the server where they are and the server tries to reconcile that info. In this scenario, the killer is upstairs and the survivor is downed on the first floor below, so the server makes the adjustment based on where each client computer thinks their own character is at the end of the hit.
This is really the only way to do it from a technical standpoint, at least with a game server. What you're asking is closer to what the was before dedicated servers, where the game was peer to peer with the killer hosting the match. In that case, only the killer played in 'real time' and survivors all had varying levels of latency. With servers, both the killer and the survivor play with some level of latency, but occasionally there are adjustments when the players get a bit out of sync.
Right, I get the problem of jumping - but you're thinking as a typical survivor. This is an advantage for the survivor through and through. Why is it a benefit for them but not the killer?
It's just as wild of a scenario for an easy knock down and pick down in the gate to lead to a win for the survivor when it shouldn't have. That extra 2-3 seconds of searching got a cocky survivor out the gate who should have been picked up and hooked. Why are we only considering the survivor in this case?
-
@Marc_123 said:
Ah this one.
I am pretty sure that this is no bug. This is an adjustment of the ping difference.
When you look in the forum they explained that the surv perspective and the killer perspective are slightly different due to the ping latency.
This results in the "unfair" hits sometimes when the killer hits a surv and on the survs side he was already away.
When you down a surv i think the server adjusts both players again and bacause of that the survs always moves a bit.
Appreciate you taking the time to explain this. Why wouldn't the fix just be readjust the survivor to the feet of the killer though?
-
@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530681#Comment_3530681
Wait there are still people who think the game is survivor sided.
Only survivors think it's not, which is why they continue to ask for nerfs.
-
Too bad some of us who quit because of the easy mode survivor had already quit, and now come back for the Alien - easily offsetting mediocre survivors who thought they were really good but really the game was made easier for them. Now that they have a challenge they'll quit in droves!
I just quit for a while. Some killers disappointed in the survivor ease are coming back to take your place with a competitive killer.
For the record i've just done three rounds with him and lost all 3 (only 2 kills each), so its not about easy wins. if they nerf the alien, they should also nerf MFT, Pallets, windows, and other easy mode actions to keep it fair.
Dead By Daylight - Always a Pallet or a Window When You Need One!™
-
@Biscuits said:
This killer is quite strong, I keep statistics and so far her kill rate is almost 90%.
There appears to be some protection frames when she exits a burrow, making turrets placed near the burrow useless. Prevent turrets from being able to be placed too close to burrows.
Turrets also feel quite week, a good killer can tail hit turrets well before they knock them out of their power. Increase the speed or distance for turrets.
Missed tail hits don't seem to be effecting the killer at all. They are able to hold people in one area and guarantee a hit. Increase the cool down or slowdown of her tail attack.
The red stain feels awkward in crawling stance. Idk what to suggest, it just doesn't feel right.
Basically:
- BHVR has capitulated to the whining of survivors for months.
- As a result they made the game easier by adding easy perks like MFT
- Your skills have atrophied badly because its been so easy
- Many killers took a break because of the easy mode and now have a competitive killer even for mediocre players
- You want them to nerf it
hmmm.
Dead By Daylight - Always a Pallet or a Window When You Need One!™
-
@FreddyVoorhees said:
Given that many are trying to get this perk nerfed so they can have their """Fun""" with killers , I'll contribute with a post against it.
One of the best toxicity counter perks in the game that actually improves the health of the community. Nothing better than forcing bully squads to play the game the way it is meant to be played by doing gens and avoid the toxic abuse they actually logged in for. We need more perks like this in the game to make DBD more fun.
And not to mention the best thing yet ! Pretending you do not have it for a while so they can keep running around trying to bother you with the clicky clickies , only for you to walk in , stare them in the face and give them a well deserved down. Those moments are just beautiful ! A surprise moment that most horror movies have !
New killers are often the targets by the bully squads. And with lightborn they can learn to dodge it safely AND learn how to face gen rushers once they realize you run it. Double benefit !
Running lightborn also gives your survivors a bit of an advantage as you run one less slowdown perk. So it actually requires more skill to win with it AND gets killers to follow meta less. And a more diverse gameplay from the boring meta of flashlight saves. Maybe they should sabo ? Or body block ? Or use reassurance ?
Sometimes you log in just to have some nice relaxing match. Who will bother to constantly look about who is around the corner waiting for a save before you pick up. With lightborn just pick up and hook ! No cares whatsoever.
Not to mention how survivors do those "LAST SECOND SWITCH TO FLASHLIGHT" trope ... that ends up doing nothing in the end. Pure bliss. Or even karma if you will.
Killer perk slot sacrificed to disable 1 out of 5 possible survivor tools ? Quite unfair. Killer perk slot is worth more than that. After being at the bottom of perk lists for so long ... lightborn actually needs a buff.
Why in God's name would they nerf this? It's a super niche perky - are people really complaining about it? BHVR really needs to do a better job of filtering out the squeaky wheels that dont deserve the grease.
-
@Halloulle said:
Eight minutes isn't a short time if survivors get to focus on gens (and one of the things keeping the most survivors away from gens is hooks; one is times out and one has to go get and reset them).
If they didn't use much resources I can think of only two things: they were prerunning (potentially with SB) or you had atrocious pathing so that they didn't need to use resources. Maybe even both.
But both of those are some big questionsmarks - did they focua gens? Die they prerun? How efficient did they path and how efficient did you path?
The info you provide doesn't really answer those questions. Maybe you have e.g. Shadowplay and happen to have recorded that match / can record a future match that is similar and share.
Again I started at one corner and chased them almost to the other before I could hit them. Then they could run back and do the same thing. I am all about dropping chase and I did and hate doing so after the first hit, but by the time i got across the board 2 gens were done and when I found hte next survivor another 2 popped
I'm also curious as to if I suck this bad why are they sticking me with 2-3 100 level players every few matches? I'm literally barely winning, makes no sense.
I mean, you make a good point about recording and I'm sure it would be helpful, but let's be honest people won't be helpful - it will be a bunch of monday morning quarterbacking about how I suck and should kill myself, blah blah blah.
Dead By Daylight - Always a Pallet or a Window When You Need One!™
-
@dbdthegame said:
Is 8 minutes supposed to be fast? Most of my games have gens done in 4-5 minutes even with gen regression perks.
It may have been shorter than 8 mins, I made the time generous. It was the fastest I've ever seen. Again, if I always stunk as I do at some games, I'd just give up. But something happened in the Made For This patch that really changed the game for mediocre killers.
-
@DavidHypnos said:
Less than mediocre survivors? You straight up said they used very little pallets or windows and yet they got all 5 gens done with only 3 hooks? It doesn’t sound like they were less than mediocre… reflect on what you did wrong.
I reflect on the fact that:
-It should NEVER EVER NEVER EVER EVER NEVER take a full board to chase anyone once the chase music is on. Period. There is no skill here - this is NOT skillful looping. This is just easy mode.
-There should be bad choices for w-keying players. Just running for dear life? Shouldnt be a pallet or window at every turn. Sometimes there will dead ends and you will lose. FAR too few dead ends make it easy.
I guess I can be happy about the fact that I am playing the game far less (only commenting here when I play now) and much better killers will win, people like you will whine, they will make the game easier for you, you will t-bag like you are a bada$$ (here's a hint, you aren't), more killers will stop, etc etc until the game is unplayable. Hopefully the alien will bring back some fun but once you guys get crushed by him you'll be all over complaining, then you'll come here and call me out for complaining lol.
Dead By Daylight - Always a Pallet or a Window When You Need One!™
-
@JonOzzie16 said:
There's many counters to made for this.
Exposed perks / add-ons
Exhausting perks / add-ons
Hindered perks / add-ons
Stealth perks / add-ons
Know when to drop chase.
But stick to your slow down perks and complain when you can't catch survivors. The meta has changed. Time to adapt.
I do think made for this will be eventually nerfed. But you need to actually try to counter builds that you don't like going against.
Also, hope doesn't need to be nerfed. There are no issues with it. People are now only upset because it's being used with Made for this.
Why has the meta changed? It's not because you have a ton of skill Because now it's an ULTRAEASY meta for survivors, because BHVR is too scared to lose your business. No one asked for the change in meta except weak or mediocre survivors. Now it's just easy mode for them lol
Dead By Daylight - Always a Pallet or a Window When You Need One!™
-
@Orthane said:
So things like greeding a gen or healing. Getting tired of people greeding gens or heals in front of my face and being rewarded for it.
Why they should be allowed to just tap a gen to stop regression when the killer has to take a full time out to stop the gen is beyond me. Again, should be equal - if it take the killer a few seconds, it should take the survivor (of which there are FOUR) a few seconds as well.
Dead By Daylight - Always a Pallet or a Window When You Need One!™
-
@NoOneKnowsNova said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483452#Comment_3483452
The fact you're using that at the end of each sentences really makes me think you go into every match assuming you're going to lose or something. By that logic a good solo will also have all that, which on most maps isn't the case.
I use it at the end because its true. Gens are done in minutes now, windows and pallets everywhere. Left for two weeks to play some Eve, came back, no changes. Soon they'll be left with only top tier killers and they'll just keep nerfing the game to make it easier for skill-less survivors.
Dead By Daylight - Always a Pallet or a Window When You Need One!™
-
@NoOneKnowsNova said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483301#Comment_3483301
Except not every swf plays like this. Like I said to OP, lots of swf are playing for fun and will basically play like a solo queue squad cause they're having banter while playing rather than sweating.
But the problem is that this ability is still there. People exploit it and it's an unfair advantage.
Dead By Daylight - Always a Pallet or a Window When You Need One!™
-
@HaunterofShadows said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483301#Comment_3483301
This game "needs" no such thing. If the game "needed" something like swf having a disadvantage, the game wouldn't be around. Swf's have not gotten nerfed, and guess what? Dbd is still here. So clearly swf having a disadvantage is not needed
The truth is people want swf to be nerfed on the CHANCE they go against a comp squad
Just because people will deal with it and it's completely unfair, doesn't mean a change isn't needed. If it isn't needed, then dont do SWF and see how much worse you do. The fact that you can play as a non-SWF and win, then win even more by SWF means there needs to be a disadvantage to SWF because of the addition BS information they get. While people will put up with it, it detracts heavily from the competition, as do the ridiculous amounts of pallets and windows survivors get. I'd be embarrassed to t-bag after I win as an SWF, it's like thinking you're a great player when you've turned on God mode lol
Dead By Daylight - Always a Pallet or a Window When You Need One!™
-
@NoOneKnowsNova said:
There are very few ways the devs could kill this game with one change...nerfing SWF would be one of them.
You'd basically be telling people not to play with friends. Most SWFs aren't that bad anyways.
There needs to be a disadvantage, sorry. It's total bull&$#^ that you could potentially have 2 good players on the team that are able to exploit the infinite advantages to survivors (endless pallets, endless windows, miniscule speed advantage by killer, etc) and then radio to their friends:
"I have the killer by the maze, go do the gen over in the far corner. I'll let you know if he breaks chase."
"He broke chase, because of the giant board and the super slow running of the killer, you have about 30 second (OR HALF A GEN) before he gets to you, then w- key away and waste another 30 seconds."
Gen done.
If we won't remove the mic part of it, then each connected SWF should have a slowness penalty, either in running or gen. Or auto arrange the map to have fewer on the crazy amount of advantages available.
Dead By Daylight - Always a Pallet or a Window When You Need One!™
-
@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479243#Comment_3479243
I cant remember the names of the formulas and dont even know the englush names but its simple. Getting the escape chances os like calculating 4 "cointosses" or an event with 2 outcomes:
escape chance E + chance to be killed K = 1
E+K = 1 for 1 survivor.
(E+K)^4 = 1 for 4 survivors.
Solving this with the 4th 'binomische formel" ( german name, sue me)
EEEE + 4EEEK + 6EEKK + 4 EKKK + KKKK =1
These are the chances for the 5 different pissible outcomes of a trial.
- EEEE is the chance for 4 escapes
- 4EEEK is the chance for 3 escapes
- EEEE + 4EEEK is the chance for a "team win" by 3 or 4 escapes.
- 6EEKK is the chance for 2 escapes/2kills, often refered to as draw.
- 4EKKK is the chance for a 3k
- KKKK is the chance for a 4k.
- 4EKKK + KKKK is the chance for 3 or 4 kills, whats commonly refered to as Killer win.
Now we just gotta substitue E and K for the escape chance number we wanna look at. You can also substitue K for (1-E) if you wanna remove a variable.
Now its important to note that E is both the escape chance, but also the winchance if you judge the survivors individually.
with E = 0.5 , the killer win chance becomes 4×0.5^4 + 0.5^4 = 0.3125 which is 31.25% and in this case also the chance for a "team win". Now if we judge survivors as a team, this might look fair, bit the game isnt like that. Survivors are still judged individually and thus its skewed in favor of the individual survivor.
With E =0.4 , the killer winchance is 4×0.4×0.6^3 + 0.6^4 which is 0.4752 (47.52%)
EDIT:
obligatory reminder these are averages and a rather simplistic model of the outcomes of a trial, a d all survivors are given the same escape chance, similiar how the devs simplified their statistics "on average theres a 40% escape rate".
The biggest flaw (and its a big one) on using 4th binomial is that you are assuming that it's a toss up if someone wins. That you can "toss a coin" (as it were) a bunch and that distribution will always be the same. That doesnt take at all into the account that instances are RIDDLED with pallets and windows constantly starting and stopping action. That the survivors loop infinitely and bloodlust sucks and never turns on when it should. Killers are barely able to go a gnats ass distance faster, giving yet more preference to an already not too hard survivor game, etc. The survivor benefits are endless.
Dead By Daylight - Always a Pallet or a Window When You Need One!™
-
@GolbezGarlandGabrant said:
I've heard a few veteran streamers say that this whole movement of balance after 6.1 has sacrificed fun and DBD was at its most fun when both sides could bring OP things to the table. Also survivor have lacked the freedom to chill...it's either do gens or have zero hope of escaping.
But gens are done so fast now. Plus it takes forever for them to degenerate, so you can w-key the second you hear the killer 40 meters away and still keep all your progress.
Dead By Daylight: Always a Pallet or Window When You Need One!™
-
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479235#Comment_3479235
This doesn't explain how he got 47,52% chance for 3/4k if average escape rate is 40%.
I don't care about reasoning. I want to know how he got that number.
I have never liked balancing purely based on statistics. It just doesn't reflect reality if you ignore reasons behind it. It's nice tool, but definitely not primary aspect.
I agree here - the stats is a poor indicator - it's just a lazy way to try and keep players interested when they don't want to push themselves to play harder. The game should be fair - every action should be counterable (albeit there are times when you have to guess what the right perk might be).
Adding pallets and windows to change the percentage is absolutely lazy. If there is a made for this which increases speed by 3% after being hit, killers should have a skill where when they chase survivors already hit and gain 3%. That's fairness.
-
@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478873#Comment_3478873
40% escape chance is waaay fairer than 50%.
Math is funny. 40% escape chance results in a ~47.52% chance for the killer win condition (3k +4k chances) to occur.
At 50% its about 31%....
Where are your numbers coming from? You're also forgetting when you get to the final survivor end game that survivor has a much greater chance of escaping than being killed.
-
@Xord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478873#Comment_3478873
Slippery slope fallacy, often used by homophobes, for exemple, to say how homosexual marriage will lead to an end of the world scenario (spoilers, it didn't) (it's just an exemple btw, not saying anyone here is one).
"If behavior fixes this problem, it will create tons of other problems". We've had similiar reactions with every big changes. Nothing happenned in the end.
Also experience proved that behavior eventually listens to its community. It just tends to sometimes take 5-7 business years. A chunk of the playerbase will leave the game if tunneling isn't adressed. If you want to tunnel, fine, but you're gonna have to tunnel bots.
"Homophobes" Lol what are you on about???
I disagree - a ton of good and medium killers will leave if they continue to make the game easier and easier for survivors and losses mount for continuing to grease the squeaky, whiny wheels that are survivors.