zarr
zarr
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The main building on Disturbed Ward is certainly too strong for survivors (and although there is outplay potential for killers that many players are neglecting or oblivious to, attempts to outplay can be fairly risky because it is easy to lose a survivor in there), but it is a bit of a saving grace because the map spawns few filler pallets, leading to many deadzones with playable tiles being in isolation. I think the gameplay of survivors having to try to outplay the killer at isolated outskirt tiles such that they can make enough distance to not "die at sea and instead make it to the isle of safety that is the main building", as it were, is fairly interesting. And qualities like this that distinguish the gameplay on different maps are arguably just as important as their balancing.
But if some rebalancing is in order, the obvious adjustment is to spawn more fillers and nerf the main. Hell, you could remove the pallets from inside of main completely (perhaps replacing them with unsafe windows instead) and spawn 3 more fillers instead. Or give the map more of a Nostromo layout, with the main occupying one corner, i. e. not being central and therefore not as accessible and chainable.
Something that could help with the "filler" issue both in terms of there just being more stuff to play and some of the weaker filler pallets offering more outplay potential is to spawn some of the edge map window tiles around the map as well. This is something that would benefit various maps. A weak filler pallet chaining into a Z-wall window is still weak, but it's something, it still yields more creative/interactive play potential.
In general I find the map one of the more difficult ones to orientate oneself in, as much of it looks the same, with few identifiable landmarks, and even the main building being difficult to use as orientation at a glance. This however too plays into the map's uniqueness and isn't something I would necessarily want changed, not least because that sense of being a bit lost and confused is rather apt for a map revolving around an insane asylum. Although I suppose it could perhaps be neat to make the moon much larger on this map, serving as a point of orientation while further distinguishing the map visually.
Ward can spawn some problematic 3-gen setups, especially with the gens in and right around main, as well as with those located deep in the two "pockets" of the map. But I suppose this will be less of a map balancing issue in the future, with whatever it is you're cooking up to combat incessant 3-genning.
Some of the collisions not only on main but on various filler tiles can be frustrating, particularly for killer abilities. Could clean those up (even if even this could be argued as part of the unique "insane asylum" experience, ha).
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The anti-facecamp mechanic doesn't change much of anything about the game balance surrounding camping. I'm not sure whether it was intended to, but it functionally only serves as a "game experience" quality-of-life adjustment, preventing killers from standing right up against the hook for prolonged periods of time, hitting the survivor on hook and the like. It's seemingly merely meant to combat "bad-mannered" behaviour, it is not good at doing much against the benefits of camping. The killer can still camp from a safe distance that allows them to contest unhook attempts, and if such an attempt happens, they can also start camping right up next to the hook again as the timer essentially stops with other survivors there.
Personally, I think the removal of hook grabs has generally "solved" the balance issue of camping. Of course there are exceptions, certain hooks (basements, hills and second floors for instance) are difficult or outright impossible to contest, certain killer abilities can also render rescue attempts futile, certain perks and add-ons can make it much more difficult. And it also doesn't mean that camping isn't viable anymore now, either. Survivors still regularly have to trade for unhooks, they can still mess up around the hook, they can be injured to begin with making unhooks risky or impossible, the killer can still camp and patrol the proximity of the hook to pressure survivors around and zone them from the hook. Camping in a 3v1 is still a rather reliable way to a win. Particularly solo survivors without any communication or coordination can still struggle against camping.
While camping is an integral component to DbD's balancing and gameplay experience (for better and worse) that I don't think should be removed altogether as such an element, one change that would go a fairly long way to make the anti-facecamp mechanic be a much more worthwhile implementation is to show the self-unhook progress bar of the respective hooked survivor to all other survivors. This would not only prevent instances like this where you don't know whether you are too close to the hook and whether the hooked survivor has any chance of getting their self-unhook to begin with, it would also serve as a "basekit Kindred lite", informing survivors of some of the potential goings-on around the hook.
Another change that could be nice is to make it so that the timer slowdown for nearby survivors scales with just how nearby they are, not slowing down to a crawl no matter where within the radius someone is. And survivors in the dying state should be disregarded for the purposes of the mechanic, I'm not sure why they also slow down the timer.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611307#Comment_3611307
Scamper is still potent, you will just more regularly have to scamper and only then slice & dice. Although it depends too, there's still tiles where you can convert a chained slice & dice.
that is not potent. that is so basic that almost any player could learn it in their first 10 games of chucky.
I'm sorry, as cool as it is, the stuff he did in those older clips is BS (although none of it involved actually scampering). 180° flicking makes everything potentially unsafe.
that exact gameplay is what made him chucky possible nurse-tier strong. His only downside to why he wasn't better than her was cooldown. He can still get hits everywhere but his gameplay is more predictable and he gets hits slower because of angle nerf reducing his time efficiency that results in a loss of potency as a killer. What do you mean that none of it involved scampering? Your entire twitter post was showcasing him using Slice & Dice then scambering during Slice & Dice then changing the angle of his dash into 180 flick. Just watch Haddonfield clip on that video. that hit is no longer possible due to that change in that manner.
Potency is not to say it is difficult to do, just that it isn't useless as you had suggested. And again, there are still plenty of ways in which good Chuckies can make slice & dice work that an average player wouldn't, after scampering or otherwise.
All of what Numi does in those clips is still possible as far as I am aware, including the "scancel" - he doesn't actually scamper through the pallet, he uses the scamper prompt to turn around. It is only the 180° flick at the end that isn't possible anymore, so he and players like him will have to figure out other lines of converting hits with these techniques.
I think Chucky is still strong enough, although the change is still fresh, it remains to be seen what people figure out.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611022#Comment_3611022
i did. he says himself that chucky is boring now and he cannot do scamper slice & dice hits. the removal of the flick makes scampering pallets in Slice & Dice borderline useless. You can't turn enough to angle the hit. Your better off sliding off obstacles around loops. As i said, it removed his skill-cielling meaning that the average chucky vs the best chucky is the same. A novice chucky would not do those risky Slice & Dices because they wouldn't see them as possible hits. A more experienced Chucky would see an opportunity to go for those crazy hits because you gain time efficiency in chase. boring change.
Saying that it lowered his ceiling to the point where an average Chucky is now just as good in chase as one of the best Chuckies is nonsense. Numinous can still do plenty of things an average Chucky would never even conceive of. And I'm sorry, as cool as it is, the stuff he did in those older clips is BS (although none of it involved actually scampering). 180° flicking makes everything potentially unsafe.
Scamper is still potent, you will just more regularly have to scamper and only then slice & dice. Although it depends too, there's still tiles where you can convert a chained slice & dice.
Would I have preferred for them to nerf Chucky in some way that doesn't lower the mechanical prowess ceiling? Sure, but I do think some adjustments were in order because Chucky is already a fairly strong killer even in the hands of someone that can't do any of the things Numi is doing, and 180° flicks weren't even something the average player couldn't do.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610548#Comment_3610548
the loss of his flick makes you go for basic hits and removes possibility to use advanced scamper techniques where you vault the pallet in the ability and hit the survivor post-vault as shown in twitter video. reducing skill expression is not fun for killer. he is a lot worse now because you have to go for basic scamper hits and align the dash rather then use ability and immediately dash for the hit. I know that doesn't sound like a big deal but your extending chases by like 10-15 seconds with that change because Chucky is purposely delaying his power activation due in his inability to hit people at those angles.
Chucky already has low skill-floor where most people can pick him up but now there is little difference between average Chucky and best Chucky that optimizes chase time. I specifically played him for these crazy hits so I am not big fan of his changes.
Watch numinous sometime (https://www.twitch.tv/Nvminous), the guy those clips are from. There's certainly quite a large difference still between him and your average Chucky. As far as I'm aware, everything he has used still works, such as dashing along walls and changing dash direction at vaults and pallets, it's only that you can't 180° flick with the actual attack portion of slice & dice.
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I think limiting Chucky's ability to flick is fine because he can move more freely than many other killers during the attack, especially if he uses walls to slide along. He also doesn't even have to use the slice & dice - with him being tiny, the Undetectable part of hidey-ho is already fairly threatening. Not to mention the scamper. And the third-person perspective also makes flicks particularly problematic on him because he doesn't actually have to gamble all too often, as he can simply see whether the survivor is turning/hiding behind a corner tightly or flaring out, as opposed to other killers. All the more so if he's using the (pretty busted) Rat Poison add-on, of course.
It is sad to see his ceiling in terms of mechanical prowess become more limited, however. That crazy things like this: https://twitter.com/numino0us/status/1733556653578965145 likely won't be possible any longer is a bit disappointing. I do want them to retain flicks on Oni, Wesker and Blight, although for Oni I feel like it could be locked behind an add-on, and Blight obviously needs some other adjustments. Billy's flick is entirely intended and not something they would touch even if they were to consider removing flicks.
In general I would not be all too worried. For one thing, these flicks have been in the game for years and years, so it isn't like any panicked "they are destroying killer mechanics!" attitude is justified. For another, even if they were planning to remove them, BHVR moves slow, you would likely still have years of (ab)using flicks between these killers. And then, even if they were to ultimately touch them, that is far from a guarantee that they won't still work. I mean, BHVR did specifically set out to hard-cap Oni's flick at 90° as far back as right after his release. And yet, it remains possible to this day, if your CPI is high enough (or if you flick your camera up beforehand). BHVR has also consistently shown - for better and worse - that they won't let the limited means of control that gamepads afford people limit their killer designs. I had had the same fear, that BHVR would dumb the game down a lot to make it controller-friendly, particularly once cross-play came, but they've released a killer like Blight thereafter, for just one example that makes it obvious that my fears went unrealized. If there is anything BHVR should do, it's making some of these techs more attainable on controllers, or yet, implementing keyboard and mouse support for consoles.
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While I agree that Alien's kit is underwhelming, you have to reign in your expectations when it comes to DbD. Most of the abilities are simple and derivative of one another. Many of them are some sort of dash or ranged hit. They gave freaking Nemesis a whip. Expect simple, limited ability kits because BHVR is not able to program anything more sophisticated, at least not with the 3-months chapter cycle. Something like a wall-climbing ability is so far out of the realm of possibilities it's comical (much as I wish it wasn't ... although I suppose Singularity's biopods actually do kind of set a technical precedent or fundament upon which such a climbing ability could function).
I disagree with the idea that Xeno is fun to play against. A competent Xeno will basically never get pulled out of power by a turret. With the resistance add-on, not even by two turrets. That isn't fun, it's frustrating that turrets don't do anything but briefly slow Xeno down. Particularly because the tail attack is oppressive and all but guarantees hits at most of any tile.
Playing as Xeno isn't as satisfying as it could be because slapping turrets is a chore and the tail attack is not very intuitive at all. Better visual feedback as to what actually happens with the attack would be nice, for one thing. But Xeno is still a very lethal killer, get good at using the tail attack and you will wipe up most groups you get. You can also get ambush hits on surivors when you come out of tunnels, plus with the 24m terror radius in crawling stance and custom terror radius audio, you can definitely get the jump on people, particularly if you use Monitor & Abuse. The map traversal and tracking potential also isn't bad.
My wish for a rebalancing approach to the killer would be to buff turrets and Xeno at the same time. Make the crawling stance even more menacing (such as by increasing the range of the tail attack, or being able to destroy pallets and walls with it) and/or make the bipedal stance less unmenacing (such as by increasing its movement speed), but also make turrets more impactful and harder to play around (such as by making it so you can't destroy them with your tail, and the fire actively slows you down, multiple turrets should stack again, nerf the resistance add-on). An Alien gameplay loop more revolving around placing and playing around turrets and retreating into tunnels to recharge ability after having been forced to destroy a turret seems much more unique and fitting.
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Survivors don't respect it at all.
Mostly true, from what I've found. I generally go out of my way not to camp or tunnel, and while I tend to get "gg"s and "ggwp"s and hits at the gate, teabagging or other BMing and various complaints still aren't at all uncommon, and the only actual "thank you"s I get are for giving hatch, which I do frequently.
As survivor, if I notice a good killer going out of their way to not camp or tunnel (i. e. they know how to most efficiently and consistently win and are good enough to do so but actively choose to play a more challenging and engaging match), I will tell them "ty for fairplay", or something along those lines.
While it can definitely be a bit eye-roll-inducing to see survivors gloat or complain about a match that you actively chose not to end prematurely by tunnelling at 5 gens, I have grown past caring about it much. I choose not to camp or tunnel because it is more fun for myself, I want to be engaged in actual, fair-and-square chaseplay and not stand around a hook or leave chases only to down someone again shortly after they have been unhooked. I do this for my own enjoyment, kills in and of themselves are inherently meaningless. Plus, insofar that I also do it for the survivors' enjoyment of the match, I know that they will have had a much more enjoyable experience than they would have had had I camped and tunnelled, so even if they may not appreciate it (be it due to not understanding that I went out of my way to play "nice" or otherwise), I will still have given them a better time. I don't need a "thank you" for that. A real hero of a killer, I know.
If you can't handle survivors teabagging and the like, and find it frustrating to see survivors gloat or complain, not understanding that you handed them a much more engaging match than you could have, of course, it is your prerogative to camp and tunnel with a vengeance. Or make a "naughty list" of sorts, and camp and tunnel whenever you meet one of those players again.
Tunneling is only consistent way to win this game as a killer.
Lots to disagree with in this section. First of all, given the matchmaking in this game, it is entirely possible for any good killer player to win the vast majority of their matches without tunnelling (and camping, slugging), and pretty handedly at that. There is an endless amount of evidence for this, ranging from literal experiments in which players have set out to play killer without the use of these strategies (and without the use of a killer ability...) and still decisively winning more than 90% of their matches, to just countless streamers that rarely have anyone escape despite not regularly tunnelling hard.
While the Blight streak you are referring to still has a whole lot to do with Blight as well, ridiculous killer win streaks only go to show that matchmaking is a mess and tunnelling a severe balance issue (although not every streak is about hard-tunnelling, at all: if you actually look at the streaks you will find that it is actually fairly rare for the first 3 hook stages to be on the same survivor). Streaks like that are completely inconceivable in any even only remotely balanced competitive multiplayer game. Not even the best StarCraft players in the world (that are hundreds if not thousands of times better at SC than the best DbD players are at DbD) can post streaks like that in regular matchmaking. Hell, 70-80% winrates are already nigh unheard-of in that game, yet in DbD any even only just semi-competent killer can get them. Once you reach a certain threshold of skill and experience and game understanding on the killer side, DbD's matchmaking will consistently fail to be able to give you competitive opponents. And this is particularly true if you camp and tunnel, let alone if you also use a strong killer and loadout. And part of the reason for this is that in order for survivors to be able to compete with a killer like that, they actually all need to be comparably as skilled, experienced and knowledgable, try as hard and use as strong loadouts. Any weak link or lack of being comparably armed and ready can spell a loss. The only matches where it will regularly even get close to challenging are SWFs, because they more regularly fulfil the competitive premise set out here. I would go even further and say that the game skews fairly notably toward being killer-sided if the survivors have no voice communications and loadout coordination. It depends on the map, killer and loadouts in play of course, but in general I hold this to be true. It is painfully obviously true in public matches where you have wild mismatches in levels of skill, experience, knowledge, trying to win, loadouts and the like between random survivors of a group. Any competent killer can capitalize on these disparities and win pretty handedly pretty consistently.
Tournaments are not at all all about "who can tunnel the fastest", then we would expect the best 1v1 players to consistently win in the 4v1 setting as well, but that is far from true. It is a huge misconception in general that tournament DbD doesn't have macrogame depth, as if on the macroside everything would just be "rush gens, die edge map; tunnel survivor, camp hook". There is a world more that goes into proper strategic decision-making and though chase skills are obviously big part of it, the best killers don't win by winning their chases the fastest, the best survivors not by having the longest chases. Apart from this, there are more misconceptions, or rather misconstruements in here. First of all, killers in tournaments have severe loadout restrictions themselves. Believe me, Nurse and Blight would not need to tunnel to win against anyone, if they were allowed stuff like Compound 33, Adrenaline Vial, Alchemist Ring, Ultimate Weapon, Pain Res and DMS and Weasel, Corrupt and Deadlock. Mind you, they may still camp and tunnel out the first survivor, simply because it is often optimal and reliable, but not because it is absolutely needed. You also say they need this to have a "chance" of winning, neglecting that the best players on these killers actually consistently 4k even in tournaments. They don't have a "chance" of winning, they win most of the time. And the survivors they are going against are not just the best survivors, they are the best survivor teams. Meaning they are on voice comms with trained call-outs, coordinate their loadouts and strategies, play and practice together in highly competitive contexts all the time. This is a far cry from basically anything anyone will ever meet in public matches.
Yes, tunnelling is often optimal and one of the most consistent ways to a 4k, but not only is this not always true (particularly once anti-tunnel perks come into play), it is far from always necessary. In public matches (i. e. the matches 99% of players play 99% of the time), it is almost never necessary. Tunnelling regularly just makes the game boring for good killers because too often it is too easy to win. Will you more often have people escape than you otherwise would if you choose not to tunnel out someone? Sure, but if you are good enough you will still be winning the vast majority of your matches, escapes still being rare. Personally I even go out of my way not to camp or tunnel, and I still easily average above 2 kills. I mean, it seems awfully entitled to me for anyone to expect to have streaks of winning hundreds or let alone thousands of matches. Even regardless of the fact that most of the players are nowhere near good enough to justify such an expectation. So why not be happy with winning 80% of the time or whatever, rather than tunnelling expecting to win all the time?
To note: If you are struggling to kill people, you should absolutely try tunnelling. It will help you be more competitive and it will also teach you better how the concept of "pressure" works in this game's context, because you will often find yourself in 3v1 scenarios then and you will realize that at that point, building pressure is so easy that you don't have to tunnel to win out from there. Which can be a hint to come to the realization that if you were to become good enough to build more pressure in 4v1 scenarios, you'd also be able to win without tunnelling someone out as soon as possible.
The "as soon as possible" clarifier is also something to note: You can still get someone out of the match before hooking everyone 2 times, it just doesn't have to be before hooking anyone else. You can "tunnel" two people at the same time, alternating between them. Or you can get someone to death hook early and only fall back to getting them out of the match should you at a later point realize you are not likely to otherwise win. Or you can just chase and hook whoever you find and down but as the match progresses preferrentially seek out and go for those that already have been hooked. All of this will still make for an overall more engaging match, more regularly.
I also agree that in order to remedy the balance and game experience issue of tunnelling, rebalancing is required that both nerfs tunnelling and buffs other playstyles. Things that reward alternating chases and hooks between survivors should be rewarded. For just one example you also brought up, Grim Embrace could be reworked and buffed, to make it so it blocks generators for a longer time the less hook stages you have total before getting a hook stage on everyone (or just make it so it blocks generators for 30 seconds for every generator remaining, such that a killer is incentivized to hook everyone once as soon as possible). Barbecue could show you the aura of any survivor without hook stages and give you a token for every fresh hook, gaining Haste for every token, but losing a token whenever you hook someone for the second time. Stuff like that. Same for buffs to means of combatting tunnelling, such as Decisive Strike activating up to two times, and/or lasting 4 or 5 seconds. And yes, some of them should even be basekit. Unhook Endurance should be unhook invincibility instead, so as to not allow the killer to put the unhooked survivor into Deep Wound instantly. Various killers could do with specific basekit buffs, and global changes such as increased base generator regression rate, basekit Corrupt (or blocking all gens until a chase starts), the ability to fake kicking a pallet, a much-increased wall breaking speed, and countless other things that could improve general killer play.
Oh, and of course, if BHVR were to make the matchmaking more strict, further increasing the "soft" cap and increasing queue times a bit more to look for better matches more often, that would also already change the balance and game experience issue of tunnelling for the better, it wouldn't be sticking out as as much of a sore thumb of the game's design. They have already adjusted the matchmaking to be a bit more strict recently, hopefully they'll go further with this in the future.
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Blight - The obvious thing Blight needs done are add-on adjustments. Compound 33, Adrenaline Vial and Alchemist Ring are so busted it's mindbogglingly crazy they're still here years later. Stacked speed add-ons are a tad overtuned. Basekit Blight could need one of the following adjustments: 4.4m/s movement speed; can't break pallets with his rush hits (reworked Compound 33 could enable this again); stunning Blight drains his rush tokens.
Nurse - The only thing Nurse would really need done is a lunge reach reduction for blink attacks. The exact percentage of the reduction would have to be figured out, but 33% seems reasonable (given that good Nurse players still perform with the 50% lunge reduction of White Nit Comb). Perhaps the reduction could also differ on the first and second blink, with the second having a larger reduction. Apart from that, stunning Nurse should also be possible during fatigue, and it should drain her blink tokens.
Spirit - Further add-on adjustments are in order. The existence of Dried Cherry Blossom is laughable, the add-on takes all of the - already severely limited - means of counterplay out of phasing interactions. Mother-Daughter Ring is overtuned. Also: Stunning Spirit should drain her power bar. More controversial perhaps: Hits out of phase should be treated as a special attack.
Pyramid Head - Cages need rebalancing because they are a tool to camp and tunnel with impunity. Fortunately BHVR has finally increased the relocation trigger range on cages to actually account for Pyramid's ranged attack, but there are still various issues. Cages don't reset Exhaustion, all the tools survivors have to combat camping and tunnelling don't work on cages (DS/OTR/Deliverance/BT/Kindred/Reassurance/etc.), there is no uncage protection like there is for hooks. The very least they should do is implement i-frames for uncaging just like there are for unhooking, such that Pyramid can't just instadown people again right as they get uncaged. Better yet, make it so the cage instantly relocates if Pyramid enters within the specified range, not only after 3.5 seconds, which still allows him to camp for prolonged periods by going in and out of range. Pyramid also should not get a notification as to where someone was uncaged. To compensate, buff his trails. You shouldn't be able to avoid trails by crouching. Trails should never disappear unless the maximum amount of trails has been set. Trails should apply various status effects to survivors, modifiable with add-ons (Pyramid needs an add-on pass anyway, most of his add-ons are nigh useless).
Skull Merchant - She still excels at 3-genning. I won't suggest a larger rework which would be necessary to actually make this killer interesting to play as and against, but what absolutely has to happen is robbing her of the propensity for area control. One slight and completely sensible change that would only mostly affect her 3-gen prowess is making it so that she can't recall hacked drones.
Twins - Buff Charlotte, nerf Victor. The latter has no counterplay, the former has no play.
These are the most egregious cases of killers that need balancing in my opinion. I won't go into killers here that I think could do with buffs, because that would make for quite wordy a submission (slight buffs: Wraith, Billy, Leatherface, Clown, Oni, Slinger, Trickster, Nemesis, Pinhead, Sadako, Dredge, Pig; moderate buffs: Trapper, Myers, Doctor, Freddy, Legion, Ghostface, Demo).
I think particularly the stun adjustment for the big three (Blight, Nurse, Spirit) is kind of a no-brainer in terms of game balancing. Stunning these killers is difficult and risky and often still gets you hit regardless. Rewarding stuns by making it so these killers then have to wait for their powerful abilities to recharge (starting after the stun animation has played out) is completely reasonable. It would also alleviate the issue that Decisive Strike does next to nothing against them, as well as collaterally buff Head On, one of the lesser Exhaustion perks.
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It's an unhealthy design because the literal only thing it is reliably good at is making it easier to tunnel someone off the hook. You down the unhooker, leading to the unhooked survivor being slowed down to a crawl, allowing you to wait out the 10 seconds of unhook protection and down them. There is no way this was its intended use case, and yet it's completely consistent.
They should remove the perk's ability to slow down recently-unhooked survivors, and instead buff it for all other uses (i. e. those it was actually designed in mind with) by extending its range to the killer's terror radius.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604972#Comment_3604972
If you are on comms and third seal gets value, thats an incredibly gigantic skill issue.
Apart from it still blocking all aura perks and items, most SWFs really are not very coordinated at all. They don't know clock callouts or how to precisely describe where they are, and since the downed survivor can't see auras either, they can't steer their teammates in the right directions. They will certainly find their friend eventually, but the additional time on hook or the floor can still be very impactful, not least if you are actively pressuring them while they are frantically running and crawling and scrambling around trying to figure out how to describe the random Lery's room they're downed or hooked in.
Not a perk I would bring if I knew I were to regularly go against 4-player voice comm SWFs, of course, but since it's still fairly alright against the awfully rare squad like that, that doesn't deter me from using it.
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Third Seal is pretty underrated. I used to use and fear Devour Hope on Nurse and was glad almost nobody used it on her, and now that Devour isn't really viable on her anymore, Seal Nurse is the next scariest thing that I'm also glad nobody is using. If you aren't on voice comms, any killer that can dish out hits fast and slug is pretty terrifying with Seal as finding people will be nigh impossible. And even on voice comms it isn't all that easy to navigate. Hooks can be difficult to find as well, particularly on indoor maps. It also counters aura perks and items of any kind, most notably things such as Windows Of Opportunity and Kindred.
I have used Third Seal a lot on Legion and Oni in the past, often alongside Infectious Fright. I like the gameplay loop of never having to pick survivors up, with little to no downtime, constant chases, no camping or tunnelling. Of course, Seal as any Hex isn't all too reliable, you want to use Undying and perhaps other Hexes alongside it if you actually build your gameplan around it. But I do think it can also be neat enough even without doing so, just benefitting from it for as long as it is up, changing plans once it isn't anymore.
For anyone that wants to give it a shot, it's really strong on Nurse and Alch Ring Blight, but if you aren't comfortable with those killers, Legion is the most reliable Seal abuser. Use Never-Sleep Pills and Mural Sketch and try to slash every survivor asap, so that everyone will be afflicted by Blindness and you can start slugging right off the bat. Ultimate Weapon is better than Infectious Fright these days, as it will not only allow you to find the next victim after downing a survivor, but also enable you to reliably chain your first hits. And it causes Blindness, which is beneficial should Seal get cleansed. It even helps you protect Seal, both because it enables you to find survivors on and around it, and because the scream will interrupt survivors trying to cleanse it. Undying is mandatory. The remaining perk slot can be used for various things. Usual suspects would be a gen perk such as Corrupt or Surge (or Pentimento/Ruin), or a chase perk like Bamboozle or Brutal Strength (or Blood Favour/Crowd Control). I have also often used Kock Out, for something to fall back on, although in that case I would rather not use Seal to begin with and rely solely on Knock Out.
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There is too much to account for to generally say what a balanced match is, even the mere starting conditions can wildly change the balance expectation of the game, i. e. perks, items, add-ons, offerings, maps, killers. I think given this, for a general statement it is much more appropriate to simply numerically evaluate the game, and say 2 kills and 2 escapes make for a balanced match, or 6 out of 12 hook stages. That doesn't mean a match with more or less stages or kills can't have been a decently balanced experience, especially depending again on the starting conditions, but still, in general these are good indicators. And they absolutely are what an MMR system has to go by, as they are the only objective, functional way to measure balance.
Personally I would maybe say that in a balanced match, by the time all gens are done, the killer should have 6 stages, with at most 1 survivor dead. The endgame can then go any which way, but the match will have felt fairly balanced. This would then maybe come out to an average expectation of 2.4 kills to 1.6 escapes (~60% kill rate), or an average of 8 stages.
To consider: In a balanced match, all gens are supposed to get done. That already is quite difficult to fathom for quite a few players, I think. Also, at least 3 survivors have to still be alive and kicking by the time the last gen pops, because killers can regularly all but guarantee at least 1 kill in the endgame, and survivors escaping is also intended in a balanced match. An endgame with just 2 people left alive is very unlikely not to end in both of them dying. Similarly, in a balanced match, some survivors are expected to die. One of those survivors can be you yourself. The match is not lost just because you did not escape, even if from your perspective it may be over. A shift in mentality can be beneficial, where you realize that your contributions to a round still allowed others to survive and succeed against the killer. Any time you occupied the killer in chase, any progress you've made or valuable plays, they are still worth just as much. After all, we play the game to do those things, we would not play the game if we could simply get an endgame screen that says "escaped" without any of that gameplay.
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Apart from being a terrible gameplay design that offers little room for skill expression or engaging/fun interactions on either side, the primary issue is that she still excels at 3-genning. People here pretend that has changed, but it just simply has not. Every Merchant I have faced since the rework has still been playing around a gen cluster from the get-go. The only difference being that where previously she could hold gens indefinitely and "win" by survivors eventually messing up, giving up or the match timer running out (hilarious that BHVR made it so survivors die at that point, by the way, encouraging "strategies" like this by suggesting the killer has won), now she wins by actually consistently downing and hooking survivors around those gens. Scan progress inevitably builds as survivors get chased off the gen cluster and have to contest gens and hooks in it, hacking drones does nothing because she can recall and reset them. Leading to a scenario where survivors will constantly be injured, Deep-Wounded, Broken, Hindered, while she will have Haste and Undetectable and tracking. It's a guaranteed win if the survivors are not on comms, and even then depending on the gen spread it can be nigh impossible to succeed against.
One tremendous improvement would be to make it so hacked drones cannot be recalled, as that way survivors could actually contest a gen cluster without inevitably dying to 10 status effects stacking. Merchant will still be obnoxious without excelling at 3-genning because she simply gets everything handed to her at the press of a button, but at least she would actually and actively have to chase people.
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Background Player is perfectly fine and in fact just about as good as it needs to be in order for it to be worthwhile in solo queue scenarios. Trying to go for flashlight/flashbang/pallet/sabo saves is a huge time investment that often comes with no payoff. Hell, with randoms even if you do end up rescuing them they might just die a mere 10 seconds later again. The perk is however problematic if you have multiple people on voice comms coordinating its use, where they intentionally die under a pallet every time and you can't pick up nor chase rescuers away because they can get back to you in time from a large distance. This as @edgarpoop has also alluded to is an issue the game balancing suffers from because BHVR at times doesn't account for the possibility of 4 people all using certain perks (and items/add-ons/offerings) in a coordinated way.
The solution to this issue is simple and something that would benefit the game overall: Restrict SWF loadouts such that any perk (and item/add-on/offering) can only be present at most 1 time between the members of the SWF group. BHVR had already implemented this idea for the Community Cups, they are aware that it would leave the game in a much more healthy place (while also encouraging a larger perk diversity, diversifying gameplay in turn, as well as freeing up perk design space due to not having to account for the scenarios of multiple people abusing a perk in coordinated ways).
Oh, and for something somewhat related: Enduring should also work on pallet saves, halving the 5-second stun.
For The People + Buckle Up was bound to be the next thing people jump to to complain about. It is not nearly as problematic as people think it is. The usual situation is this: You have an injured survivor you are chasing, you down them, a healthy survivor that has been following closely comes in and picks them up with FTP. You throw your hands up and get frustrated because there is nothing you can do against this, and now they have 10 seconds of Endurance that you have to wait out. ...But what if instead of using 2 perk slots to make this play, the healthy survivor would have simply taken a hit for the injured survivor? The end result would be the same: instead of having the injured survivor down, you have another survivor injured. It would be even worse actually, because that survivor gets a hit sprint and you go through hit cooldown, whereas with FTP both the survivors are still right there. The survivor using FTP would also be broken. And if they can't find a window to vault or pallet to drop in those 10 seconds of Endurance, they just get downed again (if they vault a pallet (or medium-vault a window), they get grabbed). And while there are some means of trying to play around people tanking hits, you may well end up wasting a lot more time trying to do so only to eventually have to hit the healthy survivor anyway.
Of course, there are instadown abilities/add-ons/perks, against which the FTP + Buckle Up combo can be more impactful, but in those cases the survivors also risk more. I do think that the combo is complete BS in the endgame however. A solution could be to make Buckle Up not work in the endgame. Although I would also not be opposed to BHVR simply removing the synergy between these two perks just like they did for FTP and MFT, keeping the perks themselves as they are.
In either case, one should definitely be using STBFL on M1 killers. It solves so many issues for them it's an essential pick of almost integral importance. Helps against people tanking hits, which can otherwise be debilitating for M1s; bestows a snowball potential M1s otherwise direly lack; makes the killer scarier around hooks, which M1s otherwise aren't; helps in chase, an area M1s can need any help they can get; is especially nice in the endgame, where otherwise an M1 hit could allow a survivor to make it to the gate from almost anywhere; and of course, it can combat the FTP + BU combo, because it is very difficult for the FTP player to pick up the downed survivor before getting hit, due to the short hit cooldown - they basically have to already be right on top of them the moment they go down, meaning they have to have gotten much closer beforehand, putting themselves at risk of getting hit.
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You're both using ReShade, I reckon?
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I'd disagree. For The People can be used perfectly well in various situations to good value. After unhooking to combat someone being tunnelled, to quickly pick up a slug, even in chase if you get the survivor to die behind a pallet or window. We're Gonna Live Forever and Soul Guard also exist.
I don't think the Buckle Up + FTP combo is as busted as people make it out to be, not seldomly it will just be more or less the same as taking a hit for the survivor, but it definitely has situations where it is busted. And it doesn't really have counterplay. Save The Best For Last helps, at least.
I think both Buckle Up and FTP will be perfectly fine if they just remove their synergy with each other. If there could be buffs, it's perhaps reducing the Broken timer on FTP.
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@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597951#Comment_3597951
Good luck trying to grab them when they are inside the locker, when they can just instantly go out again (even slow) to repeat.
Imo that's just abusing a flawed / incomplete implementation. Same as CJ tech, forcing the killer to pickup although they want to kick a pallet.
I perfectly know how to counter this, but it's plain stupid that you have to be wary about such crude situations in the first place.
If you spam space, there is no way they jump out in time. You can even bind it to your mousewheel (I do that, although not to counter locker plays).
But even if you couldn't get them before they come out again, you can simply hit them as they come out. Take a step back and you will not end up interrupt-grabbing them. There is reliable and consistent counterplay to this, you just have to be a bit present and composed.
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@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597894#Comment_3597894
That's got nothing to do with "dumbing down" the game. One locker grab has blind protection, the other not. That's just stupid.
One is an actual locker grab, the other is an animation interruption grab. There is 100% reliable and effective counterplay against it. Wait for the survivor to enter the locker to grab them then. Or just take a step back and swing at them, so as to not end up in the interrupt animation. Interactions like this that require some presence of mind and experience are good for the game, they reward improvement, make the game more interesting. And once you know about this particular interaction and have the control to play around it, you will actually benefit from survivors trying it against you, because often they will not only do so when they would have gone down regardless, but just because someone else is there asking them to do it, or for fun. And the person that came and waited for the save also just wasted all that time.
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He definitely contradicts himself a bit here. First saying he does not ultimately care about winning and will just keep playing the way he does regardless of now sometimes perhaps not 12-hook 4k-ing with ease, but later going on to argue that he might well end up camping and tunnelling more in order to win. That he wants weaker opponents because it allows him to play in a relaxed, fun way (for himself anyway), neglecting again that he could still play the same way, if he were to just not care so much about having the tally screen show skulls on 3+ survivors.
Multiple things:
I promise the MMR adjustment (which by now seems all but confirmed, though it might not be here to stay (in fact it already seems changed again for Chucky's release)) won't change things all that much. Even if he were to not change his playstyle, strategies, levels of concentrating, skills and so on at all, he would still be winning some 80-90% of his matches. The matchmaking simply is still not nearly strict enough, and average players stand little chance against anyone even just semi-competent. And at his level of experience, there just are really few players out there to match him with at all. How many groups of 4 survivors each with 10k hours do you think there are queueing at any time in his region?
If it only was "slightly better" as alluded to in the title, sure. You could still bring up the same valid points about "what if a killer chooses not to play nice?" and so on in that case, but there could at least be some valid arguments in defense of a matchmaking that pairs survivors with slightly better killers. The issue is that in the average match of someone like Scott, there is a world of difference in skill. And not because Scott is the most amazing player, but because the average player he goes against is... amazingly bad. I have stopped watching most of every killer streamer that only plays pubs because it is mindlessly boring watching them beat up on what are essentially bot-level players compared to them. And harsh as it sounds, it's true. The type of fundamental mistakes they make on a consistent basis, how oblivious they are to anything that could constitute smart and win-oriented decision-making is really hard to even put into words. When Scott talks about solo survivor being a frustrating experience that makes him want to pull his hair out, he is referring to precisely this fact, that fellow survivor players make so many mistakes and inexplicably bad plays and decisions that you just lose your mind. As long as the matchmaking will keep pairing these kinds of players against killers that almost never have anyone escape, there can't even be an argument about whether it is good or not. It's not even a game.
I'm honestly a bit bewildered that players like Scott are not bored out of their mind playing against the lemmings they are, winning with ease going through the same motions most of every time. I guess it can be a sort of meditative experience, but to me and most people I play with, thinking about games, reflecting on one's own gameplay, challenging oneself and others, practicing, improving, those are the fun and ultimately rewarding aspects of playing. As he said, good players almost never lose in this matchmaking, which is particularly true on the killer side (because on the survivor side it requires 4 good players coming together, so basically you play SWF with 3 other good players or you will almost never experience this). Good players win 90+% of their matches with relative ease, so much so that if they want to, they can go on winstreaks of hundreds of matches in a row. If not thousands.
"Optimal", "sweaty", "tryhard" DbD doesn't actually suck. There is a competitive scene for this game with a lot of leagues and tournaments and 1v1 competitions, and believe me, basically nobody of the many people active in that scene is in it for the money. Because there really isn't a whole lot of money going around. They are in it because playing with and against good players and trying hard is actually incredibly fun and rewarding. You reach levels of micro and macro skill, mental and mechanical prowess that you never would if you were to just stick to playing public matches. Public matches getting to be a bit more competitive in terms of more often pairing players of comparable levels of skill, experience and "sweatiness" really isn't the doom scenario people can make it out to be. It is completely normal to not have 70% or even 80+% winrates in... most of any competitive multiplayer game, even those that hundreds of thousands if not millions of people play. DbD will survive people not winning with ease all the time but having to try harder if they want to win and still at times not succeeding.
The game definitely isn't balanced for the idea of winning with 12 hooks. Camping, tunnelling and slugging simply exist and have to be factored into its balance. And only few of the killers can even conceive of playing for 12 hooks against equal opponents. Blight, Nurse and Spirit obviously being the only ones that can feasibly do it with any consistency. Would the game be better if it were balanced around hooks, without camping, tunnelling and slugging being as effective as they are now? Potentially, but these things do add strategical depth to the game that does enrich it. Not only strategically, but they up the stakes, create risky and snowbally scenarios that really get the blood pumping. The game would be worse off without them I assume. As much as I love chases, without strategies like that matches would follow very similar, repetitive gameplay loops, without some of the craziest and most fun (and frustrating, sure) scenarios that can unfold and have a huge impact on or even outright decide matches in brief, intense bouts of interactions.
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While I agree that instances like this can be annoying, this is one of the very few ways for Trapper to have mechanical skill expression. If they were to dumb it down so much that you can just place the trap somewhere close to a pallet and it works simply by being there, that would dumb the game down. Precise trap placement rewards practice and experience.
For pallets it's really rather easy though: place the trap halfway inside the pallet. That leaves no room to go through, but also doesn't allow a survivor to drop the pallet and vault over the trap (that's why you never want to trap fully under a pallet).
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Forums: Alien got nerfed hard and is bugged and unplayable and weak and turrets should not exist.
Good players: Alien is busted if you compare the ease of playing to power level, there is no counterplay to the tail in chase, on loops it's like a 4.6m/s Huntress without the wind-up or cooldown times, more difficult to keep track of and to get pallet stuns on, without turrets you basically just die in 30s tops and even turrets most of the time only briefly slow Xeno down in their pursuit as they will only rarely get pulled out by turrets if they aren't stupid, you need to place two to have a chance of pulling them out (unless they have the add-on, then often not even two will do the job). 4k at 3-4 gens standing consistently.
I don't think Alien is overpowered, against competent, coordinated, communicating 4-player SWFs it is still not wrecking house, it has to go through various time-consuming motions even if it can basically guarantee hits on most loops and it doesn't have any outright busted add-ons. But in your average match, Alien is one of the most potent killers to easily demolish with. Oppressive chase, map traversal and tracking, stealth, timesink of turrets that can be fairly easily avoided.
I think turrets need to do more, and stunning Alien with a pallet could also take it out of ability for some time. There should naturally be compensative buffs to Alien for this however.
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If you're good enough at killer, you can kill every survivor in most of every match even if you refrain from tunnelling altogether. This has been proven (while also refraining from using a killer ability...). With matchmaking as it is, getting an actual challenge is a once-in-a-hundred-matches(-if-that) occurrence for good players. Goes for good 4-player SWFs as well. Well, maybe one in fifty matches now, with the seemingly somewhat more strictened MMR.
But tunnelling at any amount of gens is fair game, and regularly the optimal play if you want to kill as many survivors as possible as consistently as possible. For anybody that is struggling to get kills and cares more about getting kills than chasing and engaging every survivor and whatnot, tunnelling ASAP is something that can only be recommended.
It is definitely a balance problem for solo queue/duo queue scenarios, but good players that are in a group will or at least should welcome the challenge of a killer playing optimally and hard. Getting tunnelled is also very engaging for the person getting tunnelled, if they actually want to play the game (i. e. get chased). Of course, some killers are so oppressive in chase that tunnelling is particularly problematic and allows these killers to consistently 4k even against the strongest of teams, and win thousands of matches in a row. Those killers need adjustments.
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@CaulDrohn said:
A bit off-topic, but there's also a "tech" regarding lockers and blinds. Locker blinds were removed some patches ago, so when you take someone out of a locker, you cannot be blinded anymore. But that only applies when they are fully inside the locker. When they are just entering it and you as a killer interrupt that by a grab, you CAN be blinded!
So the tech is, when the killer is about to down you, find a locker and go into it SLOWLY, so the killer grabs you, and a team mates can flashlight save you. So locker blinds are still possible, to a degree. What an oversight from the devs, imo.
Not really an oversight. It's perfectly counterable. As is the "tech" lined out by the OP. No reason to dumb the game down to an extent where players can do no wrong.
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If something connects on the killer's screen it will count as a hit, even if it's due to their own bad connection. An exception to this are hits through pallet pulls and Dead Hard, where the server will do some checks.
The only thing you can do is use Resilience, which will help a bit on window and pallet vaults.
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BHVR takes a long time to do much of anything, but what I assume is complicating things here is that the person who originally worked on Blight gameplay coding almost alone left the studio, and even he said that getting Blight to work properly (or as properly as he does work) was quite the arduous undertaking to begin with. I think BHVR just doesn't want to open the can of worms that is going into Blight gameplay mechanics.
I don't think hug tech is ultimately what pushes Blight into problematic territory. It requires skill to use well and there is still counterplay. I find it cool and would want for it to be maintained. It's other aspects of his kit that are really problematic. Most of all of course his add-ons; Vial, Ring, Compound 33 and double speed most of all. Changing these is easy, it's beyond me why BHVR hasn't. Making it so that Vial doesn't increase token recharge and rush speed, that Ring only gives back all rush tokens on a down rather than any hit, that Compound decreases token recharge speed and slightly decreasing the numbers on Crow and Rat doesn't require any real dealing with Blight gameplay code and should be something that can be done in a day.
The only basekit adjustment I would like to see for Blight is that pallets should be more meaningful. This could be achieved either by making it so that Blight can't break pallets with rush attacks, or that stunning Blight drains all his rush tokens.
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It is just way too gimmicky due to its activation conditions. Never worth using unless you are going for fun builds where you try to get value out of bad perks.
They could just make it a Hex, and for as long as it is standing, any gen being completed that you have kicked at any prior point grants you the 30-second Undetectable and Haste effects. Maybe they could even make it so that it only lights up once it activates for the first time (i. e. once a gen you have kicked is completed), such that you are at least getting one guaranteed activation out of it.
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I would agree that the perk isn't all too problematic on most killers, and I more than welcome the introduction of tracking perks that make chases happen and encourage players to venture out and seek chases. I despise stealthing survivors and if I go out of my way to not camp or tunnel, I should consistently get into new chases for that. But apart from it being problematic on the killers that are too strong in chase and against which stealth is essential to have an anyhow balanced match, I do see a few more issues with the perk too.
The average player is fairly low skill. People are really rather bad at chases and the survivor is the one that has to lead the chase - if the survivor isn't good, all the killer really has to do is hold W, following them in a straight line. In lower skill matches (which means: an average match), this benefits the killer more because they don't have to be good and proactive at chasing and will still get fast, easy downs. General stealth to avoid always having someone in chase is integrally important in the average game, there's a reason so many players use Distortion. And Ultimate Weapon essentially makes this type of stealth a non-factor.
It has powercrept most of any tracking perk in the game. Unless you are playing a very specific killer like Huntress, there is no reason to ever use any other tracking perk. Of course some of them do have unique strengths, but pound-for-pound they are still not nearly as good. Ultimate Weapon is just completely reliable and enables you to find any survivor at basically any point and place. It is not tied to any conditions like other tracking perks, such as hooking a survivor, a survivor getting unhooked, kicking a gen, and so on. It can be your Pursuer, your Barbecue, your Nowhere To Hide, your Bitter Murmur, whenever you need it to.
It also makes camping, tunnelling and slugging easier and more effective, as you will reliably find survivors approaching a hook or slug, as well as survivors after they have been unhooked. It even complements 3-genning, by not having to go all the way up to generators to check whether people are on them, as well as snuffing out reset locations.
It interrupts interactions, which is not only particularly impactful alongside Dead Man's Switch, but also when it interrupts heals under Hemorrhage, or Hex totem cleanses, as well as a variety of other interactions where seconds can be the difference between escape or sacrifice.
That it afflicts Blindness on top of all this just pushes the perk so much more clearly into "overtuned" territory.
I don't think the various issues of the perk have to be addressed individually however, it would suffice if they were to just balance it via the active duration and cooldown timers.
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Alien is a strong killer due to the map mobility, tracking, potential of getting surprise hits out of tunnels, and just the oppressive chase ability. An experienced Alien player can handedly win most of their matches with relative ease. But I also don't believe Alien is overpowered, it doesn't really have any blatantly busted add-ons and it doesn't have notable snowball potential, having to go through the normal gameplay loop motions often.
But there is one issue that I think needs tweaking. Turrets don't do enough against a competent Alien. Even without the resistance add-on it will almost never happen that a singular turret takes a competent Alien player out of power. With the add-on, not even two turrets are consistently able to. Yes it slows Alien down in its pursuit, but it only does so very briefly, which is in no reasonable relation to the timesink that setting up turrets is, nor to the oppressiveness of the chase ability. I think turrets should be more meaningful (i. e. more consistently able to break Alien out of power), but in turn Alien should get some compensatory buff. Maybe for example by making it so that Alien is 4.8m/s when not in crawling stance, such that it isn't just an ability-less killer in those instances that doesn't pose too much of a threat. Or hell, they could even further buff its tail attack, increasing its range, allowing it to break pallets, or such, to make Alien even scarier in power, just obviously with the ability to more reliably break it out with the turrets. That way the gameplay loop would much more get to be about setting up turrets, playing around them, and Alien having to retreat into the tunnels to recharge its ability if it couldn't get the down prior to having been burned.
Two further aspects that could factor into this tweaking are for one thing that turrets don't do much of anything against Alien when it is not in crawling stance, and for another the idea that stunning Alien could briefly take it out of power too, for say 15 seconds. Getting stuns on Alien is incredibly difficult and risky, it should be rewarded by at least getting some breathing room after actually having managed to do so. And burning Alien when it is not in power should more significantly increase the time it takes for its power to recharge. Although again, any such tweaking would of course have to go alongside with compensatory buffs to Alien in other respects.
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Second Wind could do with buffs. You first having to have fully healed someone and it then healing you only after you get unhooked (so at most two times, if that) are already conditions that limit how much value you can possibly get from it, not seldomly not getting any whatsoever. On top of that, having an unhooker heal you isn't a huge time investment, it's nice not having to spend that time but it simply isn't at all worth spending a perk slot on when compared to other things you could be spending it on instead, particularly given again that you may not even have the perk active due to its condition. The only case where the perk really is impactful enough to be worth its slot is that of being tunnelled. The issue with this being that it's not unusual to be put into Deep Wound shortly after getting unhooked, after which all Second Wind will do is mend you, which doesn't do much of anything for you in the chase. I guess it can give you access to Dead Hard, but then you are much better off using Decisive Strike instead.
A buff could be to simply remove the condition of having to heal someone else first, maybe then increasing its time-to-heal to 30 seconds however. Another buff could be to have its effect on a "buffer", similar to Adrenaline. Meaning that if you get downed, it heals you up to injured again if you are still on the ground at the time of its activation; if you get picked up and it procs while being carried, it heals you to healthy from injured should you wiggle; if on a hook, it heals you after the unhook; and so on. This would guarantee (well, not completely) that you get value from the perk after having fulfilled its condition.
In either case it would still just be two times per match at most that it can activate, and only at very specific timings, so I don't think it would be problematic. Just good.
A collateral buff could be to make unhook Endurance unhook invincibility instead (but also removing collision for the unhooked survivor during that time), which I think is a beneficial change for the game anyway. That way the killer would not be able to put the survivor they're tunnelling into Deep Wound, with obvious benefits for Second Wind.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588967#Comment_3588967
The things that you are complaining about are things that are avoidable and within your control. The "forcing" is time consuming AF if no one is doing any chases and instead 3 genning. You sound like the type of person who rushes through several drone areas and get claw traps when SM isn't chasing you at all, then complain that you can't hit a skillcheck because you don't hear a ding for the next 45 seconds.
Im done talking about this since it's obvious there's no hope in you looking at what you can do to improve your gameplay at all besides complain.
The "forcing" isn't some activity you have to make time for, it's literally what patrolling a 3-gen setup entails. You will chase survivors off gens constantly.
The idea that Merchant is not a particularly potent 3-gen killer and let alone that a killer like Legion could do the same thing is frankly laughable. Just play against a 3-genning Merchant once and the difference is painfully obvious. I guarantee an even only mediocre player will win 90+ out of a hundred matches as 3-gen Merchant against any group that isn't a competent and coordinated SWF, with little to no effort or thinking required. Drone 3 gens, patrol them, get free hits and downs due to Undetectable, Hindered, Haste. Eruption, Surge, Weasel, Overcharge. The only matches they can lose are those where somehow no 3 gens spawned anywhere close to each other.
There is no point in us talking about it indeed. It's vanishingly rare that forum discussions lead to game changes anyway. Devs in all likeliness aren't even reading some 90% of posts to begin with. They have already said they are working on a global "solution" to the issue of 3-genning, it's just that as per usual, it will take many more months if not years to see the light of day, and what it will ultimately look like is another question still. There is bullshit in the game like Vial Blight, Tombstone Myers, Cherry Blossom Spirit yadayada, but Merchant is legitimately the only killer I have no interest whatsoever in playing against. But making hacked drones unrecallable would at least actually make her have to chase people and not just patrol gens until she inevitably gets kills handed to her.
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@Aceislife said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576259#Comment_3576259
I didn't see your comment back then. Not using all of the screen is not an option with an OLED. You will cause uneven pixel wear, and it gets noticeable. And DSR/DLDSR are not options for this game, since like I said, the only way to play this game properly on an ultrawide is stretched 16:9 resolution. The highest 16:9 resolution my monitor supports is 2560x1440, since the vertical resolution is 1440p. The forum hosts themselves claimed that this is a "technical issue, use Ask The Community instead". I don't think they know what they're talking about.
And I didn't see yours because the forum sometimes just randomly doesn't notify one of as much.
If you have DbD in a window, the rest of your screen is still displaying things, so it shouldn't pose the same "uneven wear" issue that black bars might.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588554#Comment_3588554
Your entire argument requires the killer to chase you away from a gen multiple times, during which you not bother trying to avoid the beams at all before the stacks finally add up enough to do anything. How is this any worse than Plague 3 genning , who can break you just by puking on the gens... or Legion, who would be getting constant full team FF hits by the forced close range 3 genning requires?
Your argument about stealth+overlapping drone areas btw don't work. Stealthing requires having a drone in hand, meaning you can't use 1 of your 6 total drones to overlaping on 3 generators.
You regularly can't avoid beams when having to leave the gen because that would just let her hit you. Again, often you are lucky if you even notice her coming to your gen in time to leave at all. Stealth mode drones are also a thing. It is worse than, say, Plague because of 1. Undetectable, 2. Haste, 3. Hindered. You also have to mend out of Deep Wound every then and again, and are also Broken. And she has add-ons like Shotgun Speakers.
What "stealth+overlapping" argument? Overlapping drone zones exist and stealth drones/Undetectable exists. Has nothing to do with one another, they are just things that happen at various points in a match.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588372#Comment_3588372
Keep in mind the drone area isn't the same as before. You can move in the area, just not through the moving beams. Time it right and you can run up to the gen just fine. Can also crouch walk without triggering anything.
Against a Merchant patrolling a 3-gen, you can't time when you have to move away, and you certainly can't be standing still or crouching when you have to. Even being able to get away without a free hit at all is something you can consider yourself lucky to have achieved considering Undetectable and Haste. And approaching the gen unscanned at the very least costs time, every time, also making gen defense more effective for her. Plus she has 6 drones, the scan zones of which can also overlap; she can turn a huge area around a gen cluster into a "want to move? okay, enjoy being broken, deep-wounded and hindred, as well as giving me haste" zone.
There is no reason to allow her to recall hacked drones. If she actually plays a chase-based style where drones will inevitably end up around the map, 6 are plenty for them to never all be on cooldown. All recalling hacked drones does is enable oppressive area control because hacking drones does nothing, she just recalls and resets as she patrols, getting Undetectable for it and also constantly having drones in stealth mode where you would have to crouch all the way through the scan zone if you wanted to avoid getting scanned.
For the record: Unrecallable hacked drones is the very least they could do. The killer would still be one of the most ill-designed pieces of gameplay I have ever seen. There is no little to no skill involved in anything she does, she puts up drones and gets everything for it. It is mindboggling to me how anyone chooses to play her when there's so many more engaging killers to choose from. I'm proud never to have played her beyond the initial testing phases. I feel bad for having bought her (with Shards, to my defense), her lackluster or downright bad perks certainly don't justify owning her either. I suppose it's the fact that it's incredibly easy to effortlessly win against any group that isn't a coordinated SWF by playing for a 3-gen, "chases" not being a real thing with Undetectable, Hindered and Haste. In my experience the people playing her also do so precisely because they know she is obnoxious to face, enjoying that aspect. Even her mere visuals and sounds have become synonymous for many with a bad time.
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Absolutely. Survivors have to move to get to and away from gens, this is what BHVR didn't think about.
Easiest fix in the world (and therefore unlikely to ever be implemented): Make it so Merchant can't recall hacked drones.
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It should definitely be getting addressed, I just hope they won't nerf either perk in the process, because they are more than completely fine on their own, it is strictly their synergy that isn't. They simply have to do the same thing for Buckle Up that they did for Made For This, which is to make it not proc on FTP heals. That they haven't already done so is a bit mindboggling indeed, but then again, not really, there's plenty blatantly busted stuff in the game that's been there for years and years.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578995#Comment_3578995
Feel like tournament play is it's own monster. Realistically, who OTHER than tournament squads were using lightburn against Nurse? Anytime it would get mentioned as a way to counter Nurse, it would get instantly dismissed. As long as the average killrate as Nurse doesn't become as outlier, as opposed to TOURNAMENT killrates, I doubt we'll see any more changes anytime soon.
Sidenote though... Maybe just get rid of map offerings?
Lightburn not being all too relevant in average play is a fair point. It was definitely a significant counter in the hands of a player that knew how to use it, but it wouldn't be an actual balancing tool. Not least because it requires the use of certain items, of course. But still, it's just very unfortunate that these flashlight interactions have been removed. I don't get why devs would ever want to remove fun and engaging gameplay from their game. Especially here, where items are stale enough as it is and flashlights one of the few really fun and proactive items that encourage interaction. And it's not like these interactions had been problematic either, far from, as they required the use of certain, already less optimal items, skill, and risky plays.
We have seen changes to Nurse multiple times in the past despite her average kill rate always having been on the lower end. I'm sure the devs realize that she is problematic still, despite not being all that great in an average player's hands. But yes, I mean, they are also not addressing blatantly busted things such as Blight's add-ons, for years and years (instead at times even nerfing mid-tier killer add-ons...), so it's not like I am holding my breath (pun intended).
I think it's just a bit funny that my suggestion has for a long time been to reduce her lunge range, and BHVR out of nowhere brings an add-on that increases it instead. But yeah, with a lower lunge range, Nurse would require more skill, be less forgiving, allow for more counterplay, while still being an S-tier killer.
I for one wouldn't want map offerings to be removed, for the record. There are just too many interesting or fun or otherwise worthwhile strategies that involve the use of certain maps. And there already are counters to map offerings (other map offerings or the Sacrificial Ward). I agree of course that map offerings constitute a "balance issue", but a game does not live and die only by balance, other things are just as if not even more important, and people playing Jumpscare Myers or Ghostface on an indoor map is something I wouldn't want to lose, for just one example.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578971#Comment_3578971
What can you really do to nerf Nurse though that won't just completely break her? She's already BEEN nerfed several times. I feel alot of people forget just how much distance a survivor can get due to her cooldowns and fatigue. Making those much longer will put her in a spot where a survivor holding W can go faster than her.
Nurse is still OP, there is no doubt about it. She 4ks in tournaments consistently and in public play good Nurses can win hundreds and thousands of matches in a row without even using perks or add-ons altogether.
Reduce her lunge range out of blinks. The exact % would have to be figured out, but it would be the perfect nerf as it doesn't impact her general gameplay, it only makes it so her lunge doesn't act as as much of a "third blink", needing the player to be more accurate with their blinks and more swift with their reactions, allowing survivor jukes and dodges to actually work out sometimes. White Nit Comb exists, and good players have used it and still demolished plenty with it.
Pallets should also be more meaningful against her.
The lightburn nerfs could be reverted...
And for something else that relates to the topic at hand more closely: Nurse could be afflicted by Blindness mid-blink. This would still allow her to use auras to find survivors and acquire map knowledge, but it would prevent the issue of some of the aura perks basically giving her free hits. Although yeah, this one would feel a little ham-handed and further limit perk diversity for the killer.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578709#Comment_3578709
Since Blight release, I already see Blight has the most use of BBQ, 4sec with 230% speed is alot different than 115%, Spirit has 176% but she cant see aura.
Now perks like No where to hide has the range where killers are, high tier killers benefit even more. Blight & Wesker pretty much map wide. Lethal pursuit is also insane on Blight that he can injure a survivor and the aura reading is still stay for another hit.
I think aura perks should be changed that if they start chase, aura should disable, so Trapper/Myer certainly have the most use of the perks, while Blight & Wesker have less.
I would agree with @BlightedDolphin and say it's much more appropriate to just nerf those two killers rather than adjust perks to their unreasonable strength. They need nerfs regardless, and most of the perks problematic on these two are perfectly fine on other killers. I touched on Nurse in my post, and for Blight apart from the obvious add-on adjustments (Ring, C33, Vial, maybe slight reductions to Crow and Rat), pallets should also be more meaningful. Stunning Blight similarly to my Nurse suggestion should rob him of his charges. Either that or make it so that he can't break pallets with his attack. Or maybe both, although that could turn out to be a bit much.
@averagemikaelamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578709#Comment_3578709
I made a thread on this! People really seem to struggle with the idea that info perks that travel with the Killer become insanely more problematic the higher tier the Killer is and the movement part doesn't matter nearly as much for the lower tier ones.
And NTH doesn't even really specify that the aura reveal lingers on the killer. Ultimate Weapon needs some rebalancing anyway, although I think reducing the active window to 15 seconds and increasing the cooldown to 45 would suffice.
@LordGlint said:
I'm so confused... What perks is a nurse SUPPOSE to choose then? They've already removed alot of perk selection by making her blinks not basic attacks, and Nurse obviously isn't going to use perks like Bamboozle or brutal strength. At this point is just feels like any selection of perks that actually makes sense for her will get complained about.
In this instance it is a combination of the map offering and the perks. Nowhere To Hide on Nurse already equals free, unavoidable hits a lot of the time, especially so on indoor maps, and Midwich is particularly egregious in this regard. Darkness Revealed is basically just as strong as NTH on this map, as well. Ultimate Weapon is actually superfluous with this loadout, it if anything is detrimental for the killer here as it gives survivors a warning that Nurse knows about their position. But I suppose it ican be there as a safety against Distortion.
There are plenty of "fair" tracking perks Nurse can make good use of that aren't as problematic. Barbecue's great. Monitor & Abuse has always been interesting alongside Nurse's Calling (or her add-on equivalent). Tinkerer. Floods Of Rage. And she can obviously still make perfectly good use of gen perks. With Terminus and No Way Out she even still has access to potent endgame perks.
Either way, the actual issue is Nurse herself of course. Instead of nerfing perks or making them somehow not work on her, they should simply nerf her.
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You can jump into a locker to prevent being tombstoned. You can also stick to repairing a gen: worst case you get the gen done and then get killed, best case his power runs out beforehand. Of course, there is not always a gen or locker around, and oftentimes Myers will pop tier 3 unexpectedly while right on top of someone. But still, there is fairly reliable counterplay. If a Myers stalks a lot, try and not be caught out of position, be ready to jump into a locker.
I will agree though that Tombstones are bullshit add-ons. Tombstone Piece even more so than Judith's Tombstone, because it doesn't increase the stalk needed by as much and doesn't decrease the movement speed, and one early kill will already often spell GG. The issue with Tombstone more than anything else is that matches with it tend to be boring. Myers will never actually chase anyone, just stalk and get Play With Your Food stacks, then trying to kill someone once tier 3 is 99%'d. There is just no real engaging interaction. You can try and prevent Myers from stalking or make it more difficult, but you can't know what your teammates are doing, and at a fair few tiles there just isn't a good way to do so anyway.
I get that it's cool for Myers to have this unique aspect, being a horror icon and all. But some changes I think would be in order.
PWYF should be getting looked at, for one thing. It's been a BS perk ever since its release really, and that literally killing someone with Tombstone doesn't consume a token is pretty laughable. Apart from that, I think the perk would stand to benefit a lot from making it so you get stacks more easily, but don't get as much movement speed from them. Maybe make it so that you get +2% movement speed whenever a chase ends on anyone, up to a maximum of 6%. Bloodlust being disabled by the perk.
For another thing, I think there should be a more obvious tell that Myers has a Tombstone add-on, potentially even before he enters tier 3.
A more ambitious rework for the Tombstone add-ons themselves could have to do with Myers having to pin a survivor to a wall to be able to kill them, like he does in the movies. Think of it like a mini Wesker bound, having to slam the survivor into a close-by object. This would give survivors much more interactive counterplay by trying to position away from objects or at least positioning such that they are not caught between an object and Myers. Of course this would have to go along with other changes to the Tombstone add-ons, removing the movement speed and adjusting the stalk amount penalties.
Myers in general is long overdue for a bit of a touch-up. Particularly the 99%ing of EW3 isn't very desirable. I know it plays into the jumpscare theme, but Myers can have that without the instadown (and especially so with the Mirror add-ons, of course), which makes it BS in a lot of scenarios where the survivor just dies without having been able to do much of anything against it, caught out by surprise or around a hook or the like. Even in movie terms it isn't like Myers is a pure stealth killer that assassinates his victims - after his initial stalking phase, he goes on a murdering rampage and terrorizes his victims with an unrelenting pursuit. The increased lunge range and vaulting speed in the game already suggest that EW3 is supposed to be a chasing power, not something like Ghostface where you get the jump on someone. To complement this better, I think Myers would stand to benefit a lot from making it so that his stalk progress decays over time such that he can't keep it 99'd, but in turn increasing the rate at which he stalks significantly. This would also alleviate the issue with Tombstone that he can just pop it on someone out of nowhere. The exact rates of stalk progression and decay would of course have to be figured out, and tier 1 should probably not decay at all, to be able to guarantee Myers reaching tier 2 reliably.
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People consistently fail to understand what this experiment is about. It's proving that it's a skill difference issue when people struggle to kill. Demonstrably, if you are good enough, you can win the vast majority of your matches without camping and tunnelling, and even do so while refraining from using a killer ability altogether. These players are in the same public matchmaking pool with the same MMR system that anyone complaining about killer being "impossible" and such is. Yet they prove that it is possible to basically never lose as killer, the determining factor being skill. And of course, there's a universe of difference between "killer is impossible" and "winning every match without camping and tunnelling as a pure M1 killer". People can freely camp, tunnel, and use the strongest of killers and loadouts every time. And those good players in that case can go on wrecking sprees of hundreds and thousands of matches in a row. Average players even without putting in thousands of hours surely then can at least arrive at a place where the game is not "impossible".
The best thing anyone can do if they struggle as killer is to try to improve, reflect critically on their matches, watch guides and better players play, practice specific things, play more, use different builds and strategies, and so on. It is not a game balance issue ultimately, because provably, you can overcome any such potential balance issues with skill, to the extent that you will basically always win. This is of course in no small part due to matchmaking, but the matchmaking simply is what it is, without it changing in ways where it is no longer provably true that you can become good enough to handedly and decisively win the vast majority of your killer matches by being good at the game, the best thing to do if you want to win will always be to ty and improve your gameplay, not to demand the devs make the game easier.
Which isn't to say there aren't balance issues left to address, including moderating the strength of SWF (coordinated, voice communication-using SWFs are as blatant a balance issue as Nurse and Blight) and improving some of the relatively weaker killers. But the balance state of the game absolutely isn't the biggest issue when it comes to players that lament the difficulty of succeeding as killer. The only "issue" good killer players maybe have is that they can't keep up a 4k at 3-4 gens streak for too long, because sometimes it actually happens that survivors get 2-3 gens done before they inevitably all die...
For the record: For anyone that is struggling on killer, I would absolutely recommend tunnelling. As soon as the first survivor you hooked is unhooked, drop whatever it is you're doing to go back and chase them again, until they're out of the match. Too few of the too many players that allege that the game is impossibly difficult do this, yet they would realize that even just this one simple strategic adjustment will drastically change the dynamics and results of their matches. Survivors hate this one simple trick!
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Nowhere To Hide on Nurse really just plays the game for the player. I love the perk but the things that make it so good make it downright busted on Nurse.
Nowhere To Hide's aura reveal range should not travel with the killer's location. This benefits the killers too much that already are higher tier due to their mobility. To compensate, they could make it so that kicking a gen with NTH grants the killer a 5% movement speed boost for its 5 seconds, which would mostly benefit M1 killers.
Nurse still needs balancing. That they went and implemented an add-on to increase her post-blink lunge range feels like an insult, given that reducing her lunge range would be a perfect way to balance her. And be it 20% reduced lunge range out of the first blink and 33% out of the second. Regrettably enough, they've also removed flashlight interactions with killer abilities, a considerable buff for Nurse. The very least they can do in turn is make pallets a more meaningful gameplay element against Nurse, by making it so that if Nurse is stunned by a pallet, she loses all blink charges and they only start recharging once the stun animation has played out. It should also be possible to stun Nurse while she is in fatigue. Stunning Nurse with a pallet is risky and unreliable enough as it is. At least make it impactful if it does happen. Same thing could extend to Head On and Decisive Strike.
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@forthelulz said:
https://forums.bhvr.com/dead-by-daylight/discussion/396083/micro-stutters-with-mouse-movements-help
This happens to a lot of people but they don't always notice it, and has been going on for at least a year.
Some people use a quick fix which is to lower the mouse polling rate down to 125Hz but this is kind of a "band-aid" sort of fix which I dislike so when it happened to me when I got a new mouse I couldn't find any help and hated the idea of being forced to use 125Hz polling rate so I figured it out myself, and I made a video demonstrating exactly what the issues are and how to fix them.
I recorded the video in a single take showing default settings in Windows/Mouse software/Dead By Daylight and how if I move my mouse quickly my FPS tanks so hard that if I keep moving it quickly for longer than 5-6 seconds it literally drops to 0 FPS and my game crashes. In the video I stopped short of crashing the game because I wanted to show in a single recording that these specific changes completely resolve the issue without even needing to restart PC. So then I shut down DBD and made changes which are shown in video, restarted DBD and problem resolved no matter how long or fast I move my mouse around.
I submitted the video & explanation to BHVR and didn't hear a single thing. Tried it again just before posting this to see if the same issue happens and it does exactly the same if I re-enable mouse smoothing and "Enhance Pointer Precision"
https://youtu.be/rkeZnfpUhpM?si=1lxejCwA4uLNapq5
Details are in video description but in a nutshell:
1 - Dead By Daylight (for some insane reason) has Mouse Smoothing enabled by default with the only way to disable it being to manually edit Input.ini
2 - Windows has "Enhance Pointer Precision" enabled by default which doesn't play nice with games that have mouse smoothing enabled
3 - Most people have mice with higher than 125Hz polling rates. The higher the polling rate is the worse things get when playing a game with mouse smoothing enabled and the issue becomes even more compounded when "Enhance Pointer Precision" is enabled
4 - Certain mice such as the Razer Viper 8K and likely any mouse with over 1000Hz polling rates need to also lower their polling rate down to 1000Hz
In some rare cases, usually just with older systems, having "interrupt moderation" disabled combined with a high DPI & high mouse polling rate can pretty easily flood and ovewhelm older weaker CPU's
Don't give the devs ideas. The scary thing is that should they actually "investigate" this issue, they would likely do something stupid such as remove the ability to disable mouse smoothing and instead implement some limit to how many mouse counts the game will process per second. If there's one thing the devs don't like it's doing things according to a suggestion, even if the suggestion would be the objectively best solution. They always have to have their little "spin" on it. Such as finally implementing some of the "advanced" graphics options in the in-game menu, but in the process taking away the ability to limit the game's framerate to a desired value, or using a resolution scaling above or below the menu's limited range.
Nobody needs mouse smoothing in this day and age. It's a remnant from times of ball mice and 125Hz polling rates. I don't even get why modern versions of the Unreal Engine still support this feature. The devs most likely simply left it enabled by default/on accident and aren't aware of it.
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Hawkins is a very well-designed map and I couldn't be more glad it's back. As an indoor map, it generally favours killers. It is no coincidence that indoor maps (including even Gideon, with its dozens of god pallets) have always been at the top of the kill rate charts. Generators take a long time to find, pallet locations are not readily identifiable, orientation and planning chases ahead doesn't come naturally at all, killer (and fellow survivor) movements difficult or downright impossible to read, being caught out of position is a regular occurrence, equalling free hits.
While there are a lot of pallets on the map, survivors have to play and combine them in rather unintuitive ways, otherwise most of them are not very valuable at all, with many being 50/50s at best or even guaranteed hits (if the killer plays it competently). In general the map really requires survivors to get creative, it's just that it does offer a lot of potential for creativity and can yield really powerful (and fun/funny) interactions between its structures if played well.
I think that even committing to chases is perfectly worthwhile here, especially given the average level of survivors one will encounter. The map oozes outplay potential, all the more so if we start factoring in killer powers. However, if you want to play the map optimally (if your goal is to kill as many survivors as possible as consistently as possible and you don't necessarily care about how engaging and interactive the path to get there is), you should employ a hit-and-run playstyle. On indoor maps, this is usually the correct winning strategy even if your build or killer may not otherwise complement it. Chase survivors until you get a hit or a pallet or two out of them and leave them again to try and catch out other survivors. What's so good about this is that on indoor maps you will regularly catch survivors out of position, getting free hits, which means free downs if they're already injured. Other survivors you engage will also not know which pallets have been used, which on top of the fact that they can't see through walls (unless they have Windows Of Opportunity) means that even if you don't catch them out of position intitally, they will often still die quickly because they run into a room without a pallet. Regularly changing targets will also make survivors on gens much more cautious and scared to just sit on them, wasting a ton of time as they will often be leaving gens when you are anywhere near them, or running circles around the map trying to get healed because they are scared to pressure gens injured (and rightfully so). You just create a lot of chaos and can cause mayhem if you don't go for the regular gameplay loop of committing to chases. And if you are a stealth killer, indoor maps favour you heavily because all of this is doubly true.
I really think Hawkins is the best indoor map and have always had a blast playing it on both sides, in terms of both its macro and micro dynamics (with certain exceptions, naturally). I haven't been this excited for a map in a long time, and I'm happy that BHVR seems to have changed nothing about it from how it used to be.
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@Aceislife said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575258#Comment_3575258
Nope. No matter what I do. I un-checked the "read only" (it has always worked with it checked), set the ScreenRenderSize to same as the desired resolution scale percentage, still nothing. Still at 100%. Don't understand what's the issue. Can you get it to go above 100%?
@Aceislife said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575822#Comment_3575822
Something interesting I noticed, if I un-check the "read only" box, ScreenRenderSize resets itself to 100. I tested it out, other changes, like hud adjusting in the .ini file do work, its just the resolution scale value changing that does absolutely nothing.
In the process of BHVR transitioning some of these settings to the in-game menu, a few things have unfortunately been lost. I noticed this due to having to now use external means to limit my framerate to anything that isn't one of the given values in the menu. The resolution scaling not accepting values outside of the menu's range seems to be another such unfortunate change.
I had used higher-than-100% resolution scaling myself in the past, I know it worked and now it doesn't. Maybe I can figure something out, but for now I guess you are just out of luck. Especially if DbD doesn't support driver-side DSR and the like.
For the time being, there's filters to help with the blurriness like I said. And disabling TAA if you haven't already. You can also play DbD in a 16:9 window instead, then you won't have black bars to worry about and the game will still be sharp.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575280#Comment_3575280
Dev said it once in a stream so i don't have a record of it, but it was stated at one point that is the goal which in theory means if every chase lasted 40 seconds on average, you would, on average, get a 2k, 2e. And if you do the math around the objectives and what each survivor is doing at any point in the game, 40 second chases checks out for a draw.
I haven't heard of any such statement from the devs, and it would be curious, since it really is painfully reductive. I mean, even just thinking of having those 40-second chases on the same survivor would leave the game in a 3v1 scenario 2-3 minutes into a match, which completely changes the math. And the math on this is very unreliable to begin with, since again, there's a world of gameplay elements and scenarios that simple math doesn't account for that determine how matches unfold. Oni can in theory down everyone within the span of seconds, how would "balance math" account for this, which is just one example of countless other such. Not to mention that all of the attempts I've ever seen to math out the balance of this game have ignored tons of things, such as map traversal time, time to find gens, even very obvious things such as time to unhook and heal. And of course they have ignored these things, because they are impossible to mathematically quantify in principle.
...Anyway, I will wait and see on Trickster. For the record, I don't believe this will make him too strong overall, for that he simply lacks macrogame prowess. Just that it doesn't really solve the issue many players are having with this killer, and could indeed even exacerbate it. Personally I think a more interesting and engaging approach to Trickster would be to make it so that laceration regresses much more quickly and continually, but giving Trickster something to compensate, such as base ricochet and trajectory indicators for the knives. This would make it much more of a back-and-forth between the players.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574991#Comment_3574991
You realize the game is balanced around a full chase lasting around 40 seconds making the game a 2k/2e, right? So saying like: "he'll down people in 30 seconds!" is pretty much around where they want to be. Also, you can't complain about changes like this until we get a chance to test them.
Quotation for the game being balanced around 40-second chases?
I really am not a fan of dumbing down the game that much. It ignores a world of gameplay. The game can end in an instant without even involving much actual chaseplay. There are countless matches every day where chases last more than 40 seconds, and killers still end up killing everyone. It is asinine to try and "balance killers for 40-second chases", let alone balance the game around that. Not that I actually think it is even possible to achieve that with any reliability, no two chases are ever the same, I didn't literally mean Trickster chases may now always last exactly 30s, my point was more so to say skill might play even less of a role than it doesn't already now, with Trickster chases.
What I was doing does not really constitute complaining. I was speaking to possibilities, stating concerns, and did point out myself that this will have to be seen in action. Trickster is already a killer not many people enjoy playing as or against, because the spamming hampers skill expression on both sides. But yes, there are also nerfs here, what with the increased amount of knives to lacerate and the lack of gradually increasing throw rate. Just how strong the new Main Event will be is also hard to gauge without seeing it in action. I just can't see it not be stronger than the current Main Event, which was rare to have an impact (which, granted, was an issue).
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First of all, you don't necessarily need to stretch the game to fit your monitor at a 16:9 resolution, you can use the fullscreen mode and set your monitor to render black bars at the sides, displaying the game at 16:9. This should already help make the game less blurry (and less disproportional). You can also disable the Temporal Anti-Aliasing (TAA), which is the culprit behind some of the blurriness. NVIDIA and Reshade filters can sharpen your game further.
I haven't used the widescreen support setting, why would BHVR make it reduce the FOV? I thought it's there simply to render the game in 16:9 on ultrawide monitors, even in windowed fullscreen.
Lastly, I think the issue you might be running into with using an above-1 resolution scaling is that the config variables for that have changed, and you may have had your config file on read-only mode, or are tinkering with the old, left-over setting. It used to be "ScreenResolution", it is now ScreenRenderSize.
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I'm disappointed they haven't realized Merchant still excels at 3-genning, with it being mindlessly easy to do and very difficult (or downright impossible, in the case of non-SWF groups) to succeed against. I hope the global "fix" for the 3-gen issue they've talked about is coming at least sometime next year, but for the time being, an easy change to alleviate the issue with Merchant's 3-genning potency is to remove her ability to recall hacked drones.
Shattered Square's issue are the visuals more than anything. I have yet to even find a good filter for it. It's just a goulash soup, making pallets, the killer's red light, and survivor scratchmarks hard to see, structures and layouts difficult to figure out on a glance. Changing the lighting and fog would already go a long way to make things more visually discernible.
Updated the layout of the combine harvester where small killers could not interact with survivors that are standing on one side.
This patch note I don't get. They removed the haybale from harvester altogether the patch prior to this, rendering the tile basically unplayable for survivors. Why are they now seemingly referring to something pertaining this haybale, that isn't there anymore?
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It really only does anything against literal facecamping, meaning standing right up against the survivor on hook. And while this doesn't change all too much at all about the gameplay surrounding camping and seems to more so have been intended to alleviate player experience concerns to do with possible frustrations of having a killer stare at and hit you on hook and the like, it can at times open up windows to save against killers when you're injured or Exposed or they have instadown abilities/perks/add-ons, since they have to keep a certain distance.
In general, camping had really been solved by removing hook grabs. Camping is still viable and strong in various situations, but it's not like they had set out to render it completely useless to begin with (then they could have just removed hook timers). Camping shouldn't be altogether "removed" from the game because not only is it - for better and worse - part of the gameplay balancing in the game's current state, but it adds to the strategical depth of the game and can create thrilling gameplay precisely because it makes for precarious, snowbally scenarios.
Something they should have however add in my opinion that would really cement the introduction of this mechanic as something worthwile is a HUD indicator for this bar, for all survivors to see. That would not only tell other survivors that the survivor on hook can unhook themselves, but it would also be an approximate indicator of whether the killer is camping.