Avatar

jmts16

jmts16

About

Username
jmts16
Joined
Visits
29
Last Active

Comments

  • @Seraphor said:

    Doesn't it already have this? It definitely does for the killer perspective.

    It does not, at least not any noticeable one while in chase.

  • Turrets need a lot more instant everything:

    -Opening the damn case

    -Picking them up

    -Placing them

    -Not having them blow up if the case gets open and no one picks them up, meaning they have to fabricated again (who thought this was a good idea?!)

  • You have to understand, changing your FOV, something so basic that almost all 1st person POV games have, takes many months to implement.

    /s

  • Excessive work for something that will honestly never get used. Maybe if it was free BPs and even then I'd expect people not to use out of spite.

    I'd rather have a smart ping system like the one in Apex Legends

  • @MvHoeller said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536661#Comment_3536661

    True! 👍️

    Just telling people to stop playing solo and switch to SWF is an embarrassment for BHVR and definitely the worst solution they can have.

    I wouldn t say no for getting more BP but I guess there are some killers out there who have already enough BP and just looking for balanced games. Stop de-ranking is good idea, because sometimes it feels very ridicules how the Ranking System works.

    But the same could be done for SoloQ. If you play solo you get more BP, so losing some games, because of bad Matchmaking doesn t feel so unrewarding anymore.

    It's honestly ridiculous how playing Solo Survivor is the single worst way to gain BPs despite being by far the most frustrating way to play the game.

  • If the counter to a perk is another perk, then chances are that perk might be busted.

    Afterall, going by your logic, old CoH wasn't OP, since all Killers had to do was use Shattered Hope

  • @WeenieDog said:

    https://us.v-cdn.net/6030815/uploads/0QUELZTQPHW8/cb5e473cd1eae12779ef0e8c4419bada.jpg

    Me experiencing deja vu when we enter the "look at the shards" phase

    Lol exactly that, I knew this was also feeling too familiar.

    We've reach that level of cope by killers insisting that a blatantly overtuned killer is fine.

  • Of course there is!

    You're supposed to have a terrible match, die and make the killer feel good about themselves!

    Silly pain-pig. /s

    The fact that EVERYONE only cares about killer winrates should tell you something about what the priority is.

    I dunno if the matchmaking system is completely broken, but I too face completely lopsided matches: I either get someone who doesn't know how to play (that) killer or is super rusty and the survivors roll over them or I get grueling matches where the killer kills everyone by 4 gens. No in-between.

    This is made worse by how ridiculously strong Xeno is and everyone playing it.

  • @Maelstrom808 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534070#Comment_3534070

    That's the whole point of the tail whip. It wouldn't be very useful if it just was basically M1 range.

    Well, Xeno's got the range of tail with the cooldown and slowdown of an M1.

    If the point is "you die within 15 seconds of chase" then mission ######### accomplished.

  • @SabercoderedYT said:

    The Xenomorph is definitely a tough killer. A group of us spent a few hours running customs against the Xenomorph. We were able to get 1 survivor out haha. Still haven't figured out the secret yet.

    There's no secret.

    The killer is overtuned as hell.

  • @BlueRose said:

    I feel if xeno was truly OP then everyone would be 4king with him no matter what. I can't speak for everyone of course but I can tell you I'm having a hell of a time with him. He one of few killers I can remember that I struggle a lot with on the first week. Singularity was the other killer. This week my xeno matches have been really hard and kinda unfun. I lost all of them and got on avg 1 kill at most. I haven't even gotten a 4k with this killer yet. So honestly I don't know how ppl are saying he OP. I feel a OP killer would allow anyone to get easy 4ks almost every match no matter their skill set.

    Damn, you struggle with Xeno, guess it's fine then.

    Most players, once used to it, have an insanely easy time.

    Last Xeno match I had, they literally had 4 hook stages on 5 gens.

    4!

    You can state "MMR shat itself" or "Trash survivors" all you want, but I've seen Xeno consistently getting at least 2 hooks before first gen pops, unless it's a team with premades with gen slam builds and BNPs.

  • I don't know what game you are playing, but it certainly isn't DBD. Also, highly suggests that you haven't faced a moderately skilled Xeno as a survivor.

    As of right now, Xeno hitting or missing with tail is 100% on the killer side, it is un-reactable. Even killers with similar powers (Nemesis, Deathslinger) have to prime up the power (take out tentacle, aim) which gives a delay long enough that it can be avoided. And in Nemesis case, the attack is thinner than Xeno's

    "But Xeno going into crawler mode is their power, just remove it out of crawler mode!"

    Sounds good but at the moment it's a botched implementation. Similar to Singularity, who has to tag you before becomeing much oppressive in chase, Xeno also has to "activate" its power before it can come online, at which point it is massively stronger.

    All of Singularity's power can be turned off by carrying an EMP, doesn't slow you down, prints by itself and can potentially have 8 of them available.

    Xeno is MEANT to be kept in check by the flamers.

    HOWEVER

    Being hit by a flamer isn't a guarantee of knocking out Xeno's power. Very frequently, Xeno players can be caught by surprise by a turret, tank the effect, destroy it and not even lose its power.

    And don't forget that survivors have to fetch the turret from a station, the same station where Xeno exits its tunnels from. Any Xeno player knows that they can just wait below for a survivor to fetch a turret, emerge and easily get a hit on them, because carrying a turret slows survivors down MASSIVELY.

    And don't forget that you can't just "hide" the turret (like too many posters here suggest) because the turret is very restricted on where it can be deployed - it can only be deployed in open ground. The most you can do is put it in a bush or close to a window and hope the Xeno player doesn't notice the beeping, light and flame the turret emits. And remember that there can only be 4 turrets in action at any time.

    But fine, let's say you play versus a new Xeno player or get lucky and manage to knock them out of crawler mode. Well, one of their best addons cuts the cooldown by a third. A brown addon, I might add. But let's say you don't have that addon, or that you want your power back sooner. Luckily, you can just hop back into a tunnel and while going to a new gen you get it back in less than 5 seconds. Hell, you don't even have to do that, you can just wiggle in place and get out in the same hole.

    "Ah, but then the Survivor escapes, counterplay achieved!"

    ... Escapes to where? Another generator, which has a tunnel exit literally next to it? To a deadzone to get someone else to heal them, which is a massive slowdown?

    Xeno has Sadako level mobility (actually better if I'm honest) with release Deathslinger level oppressiveness in chases.

    At this point SOMETHING has got to give.

    A good start would be for missed tail attacks to be a bit more punishing. It makes no sense to have a Xeno miss tail attacks and still be able to easily catch-up for an M1