wesker_shades
wesker_shades
About
- Username
- wesker_shades
- Joined
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I got one for you.
- Sable Ward is not as bad as you might think
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083561#Comment_4083561
The chaos was a huge part of the fun imo. We've kinda efficiented out so much of the joy.
"Optimizing the fun out of the game"
There is a saying -
That title screen.. Take me back please!
I miss the days when it was nice and tidy, easy to read, and I remember that you could swap between killer/survivor lobby without needing to back out to the main menu. -
You know what the real issue is though. MMR, and the entire matchmaking algorithm as a whole.
Back in the day, around the time when I started playing DBD, there were a ranking system in place, and you were usually matched with players around your rank (+/- 2 levels). This made for much more balanced matches overall.These days, it is completely random. Some games, you are matched with people who has well over 5000 hours, and other matches you are matched with Little Timmy, who just installed the game, and the matchmaking expects you to hard-carry against a hard-tunneling Blight with quad slowdowns and double speed add-ons.
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Best way to learn loops is definitely to engage in 1v1's.
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MMR/SBMM was the biggest mistake ever made. And I stand by that
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I'm still firmly in the camp that ghoul needs a longer fatigue when canceling the power
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@zonkednb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083095#Comment_4083095
Clever solutions is actually kind of fascinating as a concept, shifting progress from one gen to another. I can see it being used to counter a killer that has set themselves up early game with a brutal 3 gen. Would be interested in trying that out for real.
Guess I'm buying the wesker_shades chapter bundle.It's a really good idea for an anti-3-gen perk. And since 3-genning is essentially a lost cause for the survivor team, well you get where I got the idea from.
Balance in all things
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No matter which game you put bots into, they will always be.. well… bots.
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- Clever Solutions - thinking outside of the box a lot.
When repairing a gen, press the ability button to freeze the progress for 80/70/60 seconds, during which time if you move to a different generator, that generator will be locked until the time runs out, and all the frozen progress from the first generator is transferred to the new generator. The original generator will be reset to zero. - Technologic Tinkering.
While working on generators, you gain one token per 33% of total progress you make (capped at 1/2/3 tokens). Once a token is gained, you can use the ability button to spend the tokens to get a one-time use trap item that you can use to trap a generator for the remainder of the trial. Whenever a regression event gets triggered on this generator, the killer will then suffer from Blindness and 10% Hindered for 10/20/30 seconds, and also get stunned for 1/2/3 seconds. - Ultimate Gamer Brain.
While in chase for more than 20 seconds, press the active ability button to become fully invisible, elusive and completely quiet for 4/5/6 seconds. This perk has a cooldown of 300 seconds.
This is your "get out of jail for free card". Use it wisely
- Clever Solutions - thinking outside of the box a lot.
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For starters, let's just try introducing blindness, so that aura reads doesn't work while charging blinks
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Billy mains for sure.
I use to say that he has the highest skill ceiling in the game, as you can easily tell a good billy from a bad one, and he is a well-balanced killer today, with solid counterplay.
Billy mains also had to go through a long time of the Overheatpocalype, that lasted a solid 3 years, with their killer being almost rendered useless.Hats of to all of the OG Billy mains
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My total was a 56.58% escape rate, over 76 matches
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@Wezqu said:
and its the Jason Universe version as its titled just Jason as they have no rights to the Friday the 13th tittle.
Yeah, that's what I thought as well. It's just Jason, and nothing mentioned F13 anywhere
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Jason is confirmed folks!
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Unknown has been spotted
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@BongoBoys said:
Behavior killed the hype and anticipation for the reveal literally even content creators don't care anymore Devs need to issue an apology for those massive blunder
Otz was about to blow a gasket around 1.5 hours into it
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I stayed up way past my bedtime for this?
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@Shinkiro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080549#Comment_4080549
Except its not a "problem", don't present opinion as fact. And the devs are very much to blame for any condition of the game in which players feel they are heavily encouraged or forced to do certain things because other ways are objectively worse or detrimental.
No im not actively doing it in my matches, because im not playing against potatoes most of the time and i'll likely get punished for it. At best I can risk a brief tactical slug. Slugging stops being "easy and convenient" as you so put it when survivors are capable of playing around it. Unlike hooking, slugging carries the risk factor of you losing all your pressure from it and you have no game progression for the time spent. This obviously isn't that effective unless survivors are bad at dealing with it.
Your survivor rulebook garbage means nothing FYI. There wouldn't be mechanics for it if it wasnt intended.
I wasn't referring to the broad term of slugging, since I use tactical slugging in my killer matches as well, especially if I know there are survivors around the downed one, carrying flashlights, or are close enough for a pallet save.
What I was referring to was the players who go out of their ways, running Infectious builds with the sole intention to 4-man slug -
@Shinkiro said:
It's really, really not. But the devs are certainly encouraging it with the way things are and have been going. Apart from one game last night the last time i had a 4 man slug game was last anniversary when a ghostface slugged us in midwich.
If you dont want to be slugged then bring anti-slug perks and adapt how you play when its being done. We've been through this before, basekit anti-slug is a god awful thing for the game and it's not needed at all. If all four survivors managed to get themselves slugged without it being a very close game then that's a team issue as you aren't playing to counter it.
Then, why are you defending this playstyle, or blaming it on the devs? It is 100% a PLAYER-created problem.
Are you actively doing it in your matches, because it is easy and convenient? Which is the same kind of mentality certain killer mains had about hard tunneling when that was brought up.It's not the survivors' fault that the killer player decides to omit the intended way of playing.
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@HommeBizarre said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080410#Comment_4080410
He was 4.6M/S for years and nobody complain about it
Now he is 4.4 and I'm complaining
I heard a lot of complaints when he was 4.6, since he wasn't punished nearly as hard as he should for omitting his power, as he had a much easier time, just M1'ing around loops, instead of trying to play around them with the power.
But then again, his main event was way too easy to proc back then as well.
I'd say it would be better to bring back the PTB version of Cut Thru U, since it did reward you for using your power efficiently, i.e. gaining movespeed from maintaining the combo tiers. -
@pidgeonholed said:
https://forums.bhvr.com/dead-by-daylight/discussion/467432/wow-the-new-pallet-density-is-something
5 downvotes and for what? For telling the truth?
I think it is more due to people "beating a dead horse" at this point.
It has been complained about ever since they started messing with the pallets in patch 9.2.0 -
@Skittlesthehusky would 100% approve of this post 😎
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080287#Comment_4080287
Funnily enough Dead Sands was one of the most common maps I had when boosted Maps were around. Granted, only Dead Sands and I dont think it was even boosted, but when it was not one of the boosted maps, it was Dead Sands I ended on. (IMO one of the worst maps they ever made, I dont understand how they got from an awesome map like Ormond Lake Mine to something like Dead Sands…)
But in general, the map variety currently is great. I have seen maps which I have not seen in months before.
My most common map was Nostromo, and it wasn't even close to the runner-ups
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080349#Comment_4080349
+ slugging is usually done by Killers who can handle all those things mentioned. I dont see M1-Killers or in general Killers from B-Tier and below slugging a lot, even if those should be the ones who need the pressure way more.
Slugging is done by high A-Tier or S-Tier Killers. Those who dont care about the sorry excuses Killer Mains bring why slugging would be necessary every game at 5 Gens.
True, unless they have insta-downs, or a way to capitalize on downing someone quickly.
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@rutterspax said:
We need to look at why slugging is currently predominant.
Let's see uhm.. right. Dead Hard, Resurgence, Shoulder the Burden, Decisive Strike, Deliverance, Off the Record, hook timer increased from 60 secs to 70 seconds, basekit Endurance and Haste after unhook which they also increased the timer, anti-camp, flashbangs, flashlight saves, time to take to pick up and move to a hook, Saboteur/toolbox, injured survivor running to upright pallet to get downed there for a pallet save, bodyblocking hook, Breakdown, We'll Make It, Babysitter, etc.
I wonder why killers slug.
And people still regurgitate this nonsense.
- Dead Hard is easy to bait out.
- Resurgence is somewhat countered by Gift of Pain (or Weeping Wounds).
- StB isn't used often.
- Just don't tunnel when DS is in play, go for the unhooker instead. The unhooked will most likely waste 60 seconds doing nothing.
- Deliverance is niche as hell. You rarely get value out of it.
- Flashbangs are unreliable, unless you are literally standing out in the open.
- Flashlights are super easy to play around.
- Pick up time and moving to the hook can be worked around with certain perks.
- Run Blood Favor if you have trouble with pallets.
- Just hit the bodyblockers, damn.
- Breakdown is RARE as heck.
- We'll Make it.. Rare to see as well.
- Babysitter. Also rare to see. -
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079956#Comment_4079956
meta is called that because it is an acronym which stands for "most effective tactic available" that is precisely why it is "meta" because it is in fact the best thing you could be doing.
But i would like to know, what do you do on these m1 killers, can you post some videos? You can use OBS to record a video of a match totally free and then upload it to youtube totally free as well. Would love to learn what you are doing differently than everyone else, we could all learn something.
Don't need to provide video proof for anything.
I am just going to put out that chase oriented builds works wonders. The faster you can close the distance, the better it is.
Action/vault speed is really good on M1's, as it can catch people off guard a lot.
No one expects to see a Trapper with Bamboozle, right? -
@TropesDaMan said:
Marble, i wasnt expecting to see you on here! im Tropes from the discord, u helped me out with Artist
Marble's been around for years. I used to lurk around here long before I made a username myself, and I have seen that name pop up in many discussions.
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@HoodedWildKard said:
I too hate this perk combo, it's very cheesey. Made a similar post (just without all caps) myself back when henry got released.
Unfortunately bhvr decided it was a fair interaction and added some text to the description of either the addon or turn back the clock, can't remember offhand, to make it clearer that that's how it works.
Can't say I'm a fan but heyho, apparently it's intended and balanced. At least I don't see it very often.
Not a fan of that combo either. Not the strongest, but it really feels like a cheesy way of getting free hits.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080120#Comment_4080120
Not sure if you saw it when I posted it but i made a thread about rebalancing nurse, not by reworking her power but by adding a built in counter to it like you see with xenomorph, wesker, nemesis etc. Be interested to hear your thoughts on it.
https://forums.bhvr.com/dead-by-daylight/discussion/466685/how-to-balance-nurse
But yh nurse definitely, she's a relic from when they didn't know how to balance the game right. All they've really done is lock her out of basic hit perks and buff her by removing the lightburn mechanic. (Idk why they felt the need to do that)
Other candidates would be skull merchant and maybe trapper. Both super weak now, and trapper is literally the game's posterboy, needs a bit of love.
Oh how I miss Lightburn being a thing.
I wish it was more built upon instead of being removed -
@TropesDaMan said:
what is the people of the forums least fav perk to play against on both killer and survivor?
i personally hate Blood Favor and DS
As survivor: Friends till the End / Turn Back the Clock. I dislike them both equally, since they pretty much counter my build.
As killer: Finesse. God how I hate seeing that perk. Sprint Burst being another candidate.
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Can always count on the Count to deliver us nice codes
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@TropesDaMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079933#Comment_4079933
its pretty balanced, not saying you dont need to do more to win on Killer, but some killer perks can dismantle some survivor perks, now i will admit a BNP is hard to play against, but thats why Gen Slowdown exists no? some survivor perks are stronger for sure but killer does have strong perks as well, Pain Res, DMS, Pop, and Deadlock exisf
Take Blast Mine for instance, or any perk that that require killers to do the break action (like Alert). These perks gets completely nullified by Turn Back the Clock.
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@MechWarrior3 said:
It would be really nice if the game told you how many Hatches remain when it comes time for that. Credits go to @cogsturning
I second this. This would be really good to know when playing 2v8
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I didn't want to say it, but it's weskin' time
@Unequalmitten86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079618#Comment_4079618
not only that when Wesker and Nemesis are together the antidote chests are not highlighted. It’s like free slowdown for those two.
I noticed this as well when playing 2v8 against both of them. Hopefully this gets fixed when the next iteration of 2v8 rolls around, because it gets quite annoying really fast.
Luckily the spray bottles themselves still shows the auras. -
@ThePromethean said:
100% agree. The pace is too fast, gens fly too fast, killers need to have speed to keep up. It leaves slower killer like Myers and trapper in the dust while people usually go blight or ghoul so we get a very stale repetitive game with the same killers over and over and we get tunneling to get someone out fast.
The reason it has come to this is partly due to people saying they hate doing gens so the the Devs won't slow them down and partly due to people saying they want "interaction" and always in the action. The result is we have fast paced matches where it's more like an action game than a horror game.
I would prefer it way more if the game was slowed down, had more tension and suspense, more stealth, all killers had the feeling of being lethal not just the top tiers while the lower tiers are mocked and literally ran circles around a pallet. If there was any alternative to DBD I would drop DBD in a shot but it's the only option available unfortunately.
Really now?
It's not impossible to do well as M1 killers if you just put your mind to it.
You just need to think outside the box, and not run the universal meta all the time.