zonkednb
zonkednb
About
- Username
- zonkednb
- Joined
- Visits
- 1,785
- Last Active
Comments
-
@Arcturus said:
I only wish I became active here sooner so I could have the pleasure of getting to know more of you all better, including you General. I feel like I had just integrated with the community a month or so ago and now it's going away, it's a real shame. Thank you everyone for making me feel so welcome here
I relate to this so hard. I came in at the start of the year, gung ho and excited about a game I'd just become passionate about, and ready to immerse myself among people equally passionate.
That passion just is not reflected in larger, third-party-run communities. Reddit is about content and engagement, Steam is a mess and Discord is not fit for purpose and really just a yelling match, only good for chatting with friends really.
I'm glad I'm getting to retain contact with some of the nice folk I've met, but I also feel there were so many more I could have met. This'll likely mark the end of any discussion of the game I have in a public setting. Instead I'll just argue with those I have in Discord (not the official one, to hell with "official" Discord channels being used to sub for community hubs/forums.)
-
I'm not sure why I'm being coy given that the forums are closing so getting a warning won't mean much.
But I'll say a particular thread, on a particular topic regarding the genders of killers and how that correlated with pickrates and power levels, and how this ended up in a discussion about how certain groups of people seek to be dominated by certain groups of other people.
I did not agree with a word of what I was reading, but it was so out there that I break down laughing every single time it is referenced or brought up.
-
Mechanically:
Springtrap. He feels the right amount of forgiving with the right amount of skill expression available.
Survivors all play the same so no choice there.
Aesthetically:
It'd probably be Unknown. That thing is so cool.
For survivor is Mikaela, who is my main, as if I'm gonna look at a specific player model the most, might as well be the one that has a cool hat and large-frame glasses, the latter being a character design trope I'm a total sucker for.
Lore:
Unknown again. I like that it kills you for trying to figure it out. I like how its physical appearance in trial is not necessarily truly what it is. I like that it's a combination of cryptid, mad axe murderer, and Area 51 escapee. It's kind of like the survivor only sees what they can comprehend about it, not what it even is.
Survivor is Dwight. His story is basic as it comes, so hardly 'lore' but it's just my favourite. He's a complete failure and I just want him to succeed in spite of that. If a Dwight is using cute tech for hatch I just… I just can't kill them.
-
As a relative newcomer I still feel I've got so many great people left to get to know, so forgive me if my list isn't exhaustive. I might tag people who don't even know who I am but I've read their posts and enjoyed them plenty.
@cogsturning We may not agree on everything, but I find your takes reasonable and your love of arguing is a great spectator sport, even if I don't agree with you about everything. Also is the reason I'll be able to keep contact with some of y'all.
@HoodedWildKard For the Demo love and general positivity, something to be lauded. Gem.
@Skittlesthehusky Thanks for the effort you make and what you put back into the community. People like you keep aging communities alive.
@Nazzzak Mature and empathetic, likes Freddy which is a sin but there's forgiveness to be earned. You made the forums feel welcoming.
@hermitkermit Every post I've seen has been upbeat with a rather wholesome inclusive undertone to how to approach the game. Refreshing given all the grizzled vets that would prefer the playerbase shrink to 12 comp players.
@GentlemanFridge Resident birdposter, birdhead, bird stan, birdcore birdvibes with bird aura. I love the consistency. We solve conflicts with bird pictures, and we use bird pictures to establish new friendships.
@Arcturus Fellow ST enjoyer, japester and pleasant conversationalist. Only really got to interact with you during the forum death rattle but looking forward to a few games in the future.
@NeverSolus I'm still figuring out if your takes are the most reasonable, well explained takes I've read so far, or you're just in it to fight people Cogs style. Keep the mystique up, you're fun to chat with that way.
@CountOfTheFog Thank you. That's all!
-
Woo! I feel like my opinions are sometimes not consensus, so it's interesting to see a few bullet points match up. I'm honestly shocked at how low Jason was to go against though. I get that he was a menace early on but I actually enjoy a good Jason chase and I like his constant uptime.
Then again I also like facing Judgement, which I feel is borderline dangerous to admit sometimes.
-
I didn't want to believe the doomers as I was so happy to have a forum I could read and sometimes engage with without the constant algorithmic garbage that is centralised social media, and, of course, a Discord channel is firmly not a replacement.
Requiring players to engage with 3rd-party services, especially with a focus on Discord which is an application and not a website is fundamentally disappointing.
I get that money people made this decision, not the mods or community outreach staff, but please relay the message that this is a terrible decision for player engagement and feels almost deliberate.A shame it's so hard to find a space on the internet anymore that doesn't make you another spit in the ocean that is 5 social media sites.
-
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118603#Comment_4118603
I'm not complaining about rhe absurd queue times, which are their own issue, I'm saying the priority feature isn't working. When I do one pwyw survivor match I usually just wait another minute or two and I'm in my killer match. The line gets cut about in half for people who help with the survivor line. That's why it's called "priority". But it's only been working some of the time for me this iteration.
You can't trust the time remaining either, it's very unhelpful. I play survivor while I wait and get back in to a 30+ min queue time, but then match into a game immediately when I get up to use the bathroom or something. At this stage the time remaining isn't even an estimate, it's just vibes.
-
Others have said why, but I think people need to remember that saying that getting 2v1'd is the least fun interaction 2v8 offers is not the same with agreeing with the behaviour of the survivor in your story nor is it claiming 2v8 needs to be changed to prevent this from happening. At the end of the day, it does cost killers a lot of pressure to go for this deliberately, so it's not overpowered.
-
This would be crushing. I love having little passive gains to tomes as a play, and it also forces me to explore different styles of play and helps the game stay fresh.
It's okay to stop updating them, but to sunset the entire thing is stupid.
-
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117319#Comment_4117319
That system is already really weird and feels like it activates when it shouldn't. The solution is actual matchmaking. I'm seeing 10k hour killers being put with potato survivors. Too many of these matches are determined in the lobby.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117355#Comment_4117355
As someone who plays on comms a lot I've always been of the belief that comms don't matter as much as people think, but bad matchmaking can make it appear otherwise. If a bad killer is put with a coordinated 4man in 1v4 of course they'll likely lose. Same in 2v8. But then there's the opposite. Most of us who've played a lot of 2v8 have gotten those romantic couples with matching [name]<3[name] handles that clearly don't play killer much and are god awful, yet almost certainly on comms.
I've had a few matches against bad killers who've tried to double team me only for me to waste a couple minutes of their time and for it to become an automatic throw. Two-tapping works well when killers are good and surviviors are lacking in both chase ability and macro. I also drag them away from key gens and towards completed ones, but the average 2v8 survivor seems to do the opposite.
The problem with killer duos is comms plus skill and coordination. Two skilled killers—which is still the power role, as much as people think otherwise—coordinating on comms will likely be unstoppable against anything other than a skilled 5-8man, and those are extremely rare compared to good duos. These high hour duos need to be matched with good survivors but I don't think they ever will be. I think they want these matches decided in the lobby to increase 2v8s chaotic feel. And that's why people don't want to play survivor. It's not fun to watch three clowns do an invocation while you try to play properly, or to survive to the end of a bad match just so you can be the one humped and nodded at bybl some toxic TTV duo.
That's the thing, I'm not claiming that killers that hang off each other's hips and constantly 2v1 are problematic in terms of power. As I said, they sacrifice macro hugely and it takes multiple survivors to blunder positioning for them to start to steamroll.
It's just super boring to go against. Either you're not getting chased, or you are and it's basically impossible to do much other than go down in the least problematic place you can reach unless both the killers are utter goobers. It's not fun and not particularly interactive.
-
@TTV_Jamaicanking said:
I have new classes I came up with for survivors and killers in 2 vs 8 that I want to share with you guys. Including with the devs and behavior. I want to get y'all option on it. Also including new maps as well.
Okay sweet. What are they though?
-
I'm not sure I like this change. I've long since graduated the WoO learning program and haven't equipped it for some months, but it was instrumental in me surviving longer than 10s in the very early days, and since getting an idea what kind of structures/tiles I should expect to have pallet spawns.
I get that it can foster a bit of braindead play, and stifle players in general if used as a crutch beyond when needed, but the new take on it, while providing some passive value, is going to essentially zero this perk's pick rate and remove the best training wheels the game has. I reluctantly agree that some people forget what the genuine new survivor experience is like these days. I'm fortunate in having my new-survivor experience be fairly recent.
The solutions I'd prefer to see, as it is a bit too much at present, are to:
Split the perk in two, giving FMA pallets only and WoO windows only. I dislike this increases the barrier to getting full resource read but it's at least still a viable option at significantly more opportunity cost, which I'd call a reasonable nerf.
Or:
No longer show dropped pallets, removing a bit of the certainty of where resources are in the late game and thus some of the value it provides beyond helping new players.
Or:
Make it last 15s upon entering chase, then place on a fairly lengthy cooldown. Maybe reduce the radius a little too.
-
@cogsturning said:
It's the lack of decent teammates, yes. I've been playing 2v8 constantly this last week and even though the invocation throwers are beyond frustrating the starting with items is a huge buff. I've primarily been using the mode to farm items for my destitute main. I don't even have to search chests anymore. I can just hop on a gen and survive with what I brought with me.
But there are matches where you have people who go down in 10s and hand the killers instant pressure. Much like 1v4, you start to realize immediately when you're cooked. Add in trolls who die on purpose or who are AFK and survivor feels terrible very often. Nerfing killer won't help with this. I'm not exaggerating when I say I'm basically always one of the last people standing in my bad survivor matches and often have the highest score. Not because I'm good, but because everyone else is awful.
I fully realize that 2v8 is supposed to be a casual, fun mode and not supposed to be hyper-competitive with fully accurate SBMM
Problem is a lot of killers are duos on comms and they're not being casual. So the casual survivors are just free treats for them, and detriments to the decent players on their teams. I think people don't give enough credit to how powerful coordinated killer synergies are in this mode.
This time around I've absolutely noticed an uptick in obvious comming, which is fine, but the playstyle feels like it has changed. Maybe it has just been my luck but killers are sacrificing broader map pressure to go for two taps in every chase, and when survivors are clumped together, it has resulted in absolute slaughter near every time.
It is beatable because when you notice them doing this, you can rest assured you're safe if you know at least one of them is far away from you, but it's possibly the least fun strategy to go against. The moment you interact with one of them in any capacity, you're pretty much dead in the next 20s. You simply can't loop two killers, so I've taken to shift+w-ing as a far away from important gens as I can to at least allow a bit of progress. That's boring.
When I'm killer I will opportunistically cut off a survivor I see my teammate pursuing to shorten the chase, but that's about it.
-
Having the pallet drop animation start on my screen, only to get knocked out of it because apparently the killer had already stepped through, even though they clearly hadn't. Not even talking ping hits here.
Gotten to a point now where I feel like I shouldn't even bother trying to vacuum for a stun.
-
@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116427#Comment_4116427
I have to admit, I underestimated the Bystander Effect in regards to Xenos lethality but I'm pretty sure Krasue would actually suck. More bodies means more counterplay. Krasue does the same gameplay loop and just walks into the catchup mechanic and would have no tools for in chase heals and theres no Dissolution but rather the opposite pallets keep reappearing. No real breakaway plays.
Perfect addition I'd say.
It depends on what they give her for 2v8. Most killers get a little something basekit to help them deal with the unbalanced madness that is 2v8.
If, for example, mushrooms spawned only on every 2nd transformation, or the transformation was a little faster, she could very easily be up there again.
-
@Xendritch said:
Besides the obvious one being Plague I'll say Hag, her playstyle is way too slow and there are so many gens that setting a web isn't going to be very effective she just doesn't work for a mode this fast paced. Not to mention I can't imagine her being a very effective teammate like "okay I'm gonna setup a web you go keep the 8 other people in this game busy while I do that" just sounds like griefing.
Basekit Waterlogged Shoe… Without the downside.
-
Prefacing this to say I play like you, preferring to spread hooks.
There are two things that cause people to fall back on tunneling:
- It's just effective. Most individual survivor players are not able to handle that kind of constant pressure for long enough to allow their team the victory. I'm certainly not.
- Highly efficient teams that split gens well and have perks to make them fly past punish 'kindness' from the killer massively, and because you don't necessarily know if you're up against a team like that or not, the safe bet is to take one out ASAP for some breathing room.
That isn't to say tunnelling is required to beat a genrushing team. In fact, if you try to tunnel a good looper, genrush will crush you, but the fact that you do not know how much the other team is going to sweat means that not presuming the worst can result in a loss.
I don't think every killer that is tunneling is doing it out of malice. They're not trying to ruin the game for that survivor, they're just not concerned whether that's a by-product of it. Which, while tunneling remains a solid strategy, is a game design issue and not a personal failing.
I still think it's cheap, but I don't blame people for saving themselves a headache. It is just a game after all.
-
I actually agree with this. So many people that I have unhooked have not played into the elusive at all and it gets them killed. I've been rushing off to self-heal or proc Inner Strength, and it resets the game nicely with 0 risk of being found out unless the killer was actively watching the hook at the time.
I'm still not sure it's the ideal solution, but it's not as doom and gloom as people have pointed out with the 5s loss.
I still think the eventual solution will be an Intangible status where the survivor has no collision and cannot be hit, on top of haste and elusive. This'll prevent killer powers that chew through endurance and also prevent aggressive use of bodyblocking, which was the rationale behind the most recent change.
But that will take time.
-
DIY go next.
-
It's funny how experiences vary. No disrespect to Clown mains because I know you're a dedicated and friendly bunch, but every Clown I face in a trial plays without any joy or whimsy. They just path towards me and click on me if I'm close enough.
-
@HoodedWildKard said:
Killer perks I hate
NOED: weeny hut junior killers want free kill
Hex:TOTH: i LoVe HolDiNg rB
Franklins: yeah dw I totally didn't want that purple item i brought to the trial.
Weave attunement: and great now they can see me all the damn time too.
No way out: did gens, now you've got to hide for an extra minute, better hope you weren't on death hook when you tried to open the gate.
Survivor perks I hate
Head on: hey here's an uncounterable situation. Suck it.
Blast mine: huge hypocrite on this one, love using it, getting hit by it infuriates me more than I can accurately express.
Champion of light: I hope every killer you play against has lightborn.
Flashbang: I hate that sound
Boil over: I will literally tunnel you.
Blastmine hypocrisy
I'm right there with you, bud. I feel like such a sneaky prankster using it myself, whereas when I get hit by it I annoyed that someone dared inconvenience me for a few seconds.
-
NoEd. It just never feels good and the inconsistent value it gets can make it feel like either a nothing perk or a perk that completely steers the game when you're playing with a grab bag of skill levels in solo queue. One bad game involving this perk and I counterforce the entire map for the rest of my session.
As killer, there aren't many survivor perks that bother me too much. Probably Hyperfocus combos, purely because these are the games that can be lost with one inefficient chase.
-
Damn, sucks that legs are a finite resource :(
-
Been stacking boons like Shadowstep to deal with Nurse's Calling Judgement. I've actually found it has genuinely helped if everyone is on the same page. Been bringing Expo too but not really seen it do much for me yet.
-
I would love this feature but sadly, due to how match replays work, the game needs to be coded pretty much ground up to facilitate them. DBD was not, and I believe the devs have directly said it's not possible to implement. There's a very thin sliver of hope with the recode coming in the indistinct future, but I would not hold your breath.
-
@T1MEXII said:
Maybe a killer that controls Time would be awesome. The ability to give survivors hindered and give yourself haste seems like it would be fun. The design is slightly similar to The Clown so maybe something added to it. Not too sure, maybe I'll think of someone more.
Does this confirm Clown has time control powers?
-
I've been pushing this game on everyone because I'm still getting so much out of it after hundreds of hours: Mewgenics.
-
@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112071#Comment_4112071
I updated the post to show that I'll be waiting until Sunday night so you'll have all weekend to do it, no pressure at all
That was quite the saga. Wrote a lot of detailed responses only for the form to tell me the answers were too long. So please enjoy my 3AM truncations.
-
@Ergzelgath said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112080#Comment_4112080
By dirty u mean slugging, pallet vault, tunnel?
Yeah. Not really a statement on the morality so much as acknowledging community consensus. High mobility makes slugging less risky, thus more appealing.
-
A-tier, map dependent, excels at playing 'dirty.'
Not overpowered, but asks a lot of survivors due to having so much pressure pretty much all the time.
-
@Arcturus said:
Hey just a heads up for anyone who cares, the poll's been stuck at 24 responses for quite a while now so im thinking about starting to organize the data tomorrow night. the poll only took me 5 minutes or so to complete, but i know everybody will take different amounts of time. let me know if anybody needs more time because of schedules
Edit: I forgot to take into account that I completed the form before there was the option to give reasoning for your ratings, but keep in mind every question is optional!
Aw damn, I was hoping to respond to it this weekend. I'll be here for the results.
-
I'll get on this some time this week. Wanna leave a lil comment for all.
-
Great aesthetics, great music.
Perks look interesting and experimenting with obsession switching is something I'm going to do.
Looking forward to going against Judgement.
Overall, I think it's going to be a good update.
But I'm not really hyped for any of it. Now the awe has worn off, I'm left with the reality that I just don't like playing killers whose difficulty curve is based around awkward controls. The perks aren't that great and I really cannot be bothered with the discourse a genrush boon is going to bring.
I'll save my hype over MMR stuff until I have a few trials under my belt and I have a reference for the quality of my games.
-
Something about this post reads off, like it wasn't written by a person.
- Your Wesker proposal is exactly has he is now, just with the aesthetic of Uroboros removed. I suppose you buffed him by removing the need to hit a wall.
- Henry doesn't "need" M1 physical lunges. He only has it as it's a baseline all killers have to stop them being exploited up close. Most Henry's rarely go for M1s unless they are bad or the survivor forces it. Your power suggestion is just a buff, giving Henry significant passive slowdown by cloning Freddy's power but better. His primary means of dealing damage is already ranged, so like Wesker you want to change the animation and overall buff the killer?
- I mean this is just reverting to old Myers with buffs. I can agree with this at least. Tombstone can go away though. I don't care how he earns it, it was always lame.
-
Springtrap and Wraith are my boys. Simple killers that are jacks of all trades and have room for different playstyles depending on how hard I want to try on any particular day.
-
@rustemperezruste said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109611#Comment_4109611
hey, im doing this to see if this is how people get notifications, sorry. but i did reply to your comment.
Yes it is. I see the comment!
Sadly it's super late so I can't get very involved so I might swing by tomorrow, but in case life has other plans:
I just want to appreciate that you had a feeling in mind before going into your chapter idea. A lot of ideas thrown around are very much 'hype and aura' with cool lore that seems cool and not much else. Not to say there aren't great ones too! -
Overall:
I can see a lot of love poured into this, specifically the aesthetics. I get the feeling that this chapter idea spawns from some passions of your own. It's quite the fun read and a killer/survivor duo based on the horrors of war is something we're yet to have. I especially like the duality between the killer and survivor, how no one here is particularly a terrible person. Leo's permanent injury is especially interesting, although I'm not sure if additional dev time would be afforded to unique in-game animations outside of perks that require it, that'd be something very new to DBD.
The aesthetics as you describe them are great. Good ideas, fresh and something I could enjoy even as someone who isn't particularly into modern history. Again, the fact that both of them are here as a result of mortal injury in war and pitted against each other via the Entity's intervention to never not be opposed is great. It carries a pretty poignant theme of wars not being the choice of the soldier, in life or death, and instead the coercion from nebulous higher power. In this chapter alone, the Entity is almost a metaphor for warmongering world leaders. I don't know if that was your intent, but I especially enjoy that as a concept.
The survivor:
Great idea, great flavour text, limited on the lore in terms of who these people were beyond what we can infer with some voice lines. Leo sounds like a bit of a boy scout, which ups the tragedy, although I'm not sure I know enough about the guy to say whether I like him or would be fully invested in him as a character. Feel free to tell me more about him if there is.
Again, I have to give credit to the aesthetics on this one. The idea that the Entity opportunistically took Leo as a great source of emotion - hope of the young and all that - yet wasn't quick enough to prevent the wound is very flavourful. Holding him together just so he can be taken apart over and over in each trial is excellent.
I won't speak too much on the suggested cosmetics, as they are definitely more on the subjective side of things and different people will choose what they prefer. I'd choose the Homefront Dream myself.
Okay so the perks:-- Unnamed Perk for generator aura:
I like this one quite a bit. It's a little strange but I do like the idea behind it. I'm picturing this like Leo helping a squadmate and trying to direct them to the best place to ensure everyone's survival, i.e. the gens needing completion. That being said, the activation condition is a little on the strange side. I wonder if it'd be better to increase the aura duration, have it activate on unhook instead, and maybe provide a small bonus to repair speed on those gens for that time. It's a nice SoloQ info perk that'd not see much use in coordinated groups. - Combat Report:
Another nice info perk which would help facilitate some SoloQ coordination without being too powerful. The range might be a bit high because I think the intention is to let teammates know where the chase is, as well as allow them to track which resources are getting burned and plan accordingly. I think the Green/Blue/Purple scaling should be on the timer, with 18m being a fixed range, maybe 10/12/16s? Might be that strong but is interesting. I'd also suggest changing the wording to "When the killer starts a chase with you" for clarity. - Field Medicine:
This one is my favourite of the three. I can picture it being used during a reset at endgame, when trying to get the camped survivor off of hook. Niche but could see some serious value in right circumstances, which I am a fan of. It seems very much like you had intent behind these perk designs. I feel like the 5% healing progress is a little tacked on? I'm guessing to provide a bit more overall value.
The killer:
This is one when I like the theming, as I've already gushed about plenty, but I'm a bit less sure. Primarily because this doesn't particularly feel like anything that new, beyond this whole idea of the Entity puppetting the killer directly instead of letting them do their thing and watching like a voyeur.
Killer power:-I'll be real, I think there's too little information here compared to everywhere else. There are good ideas here but not given the same forethought as some other things. As it stands, it feels like the Gunslinger but with an info-limiting debuff on a hit and no reeling in. Does a hit with the gun injure directly? Does it also down or work like a Ghoul bite? What is the projectile speed and maximum range? This info is vital because it is what will dictate whether the killer design is abusable from either side.
Also, to be completely honest, while the descriptions are unique, the killer essentially boils down to "Man with gun" which we already have. I think some extra sauce is needed. I'm not quite sure what to suggest. The war flashbacks on hit are definitely neat, so I wonder if it's worth investing more into that, sowing chaos and confusion much like Doctor does. Something for you to chew on instead of myself.
The perks:-- Government Ultimatum:
This one is okay. Would slot nicely into skill check builds, although naked I don't think it'd see a huge amount of value against experienced survivors. I do appreciate you weaving the effect and the lore together though. The addition of incap helps differentiate it from other skill check punish perks. - Hex: Burning Ash:
Hmmm, I have a suspicion but I'll wait for perk 3 before I confirm it. This perk itself is a unique effect, but very niche, especially for a Hex that can be cleansed. It's so niche that I think that survivors might not even bother cleansing it if they know what it is. Spitballing here, but what if instead it worked like Plaything, where survivors get a totem each. When the survivor stuns the killer, a dull totem ignites, causing the 200% item consumption penalty. This effect persists until the totem is cleansed. The survivor sees its aura within 12m. - Cosmic Malfunction:
Okay, suspicion confirmed. You very much dislike being genrushed, as this is basically Lightborn for toolboxes. Having perks to counter specific items has always been contentious, however I think I'd actually use this one from time to time. It's kinda like a mini PR/DMS combo with a unique counter of just avoiding toolbox use. I like it!
Everything else:
To be honest, not much to say on the map/promotional material. The idea of tracks/footprints is interesting. An answer to grass moving when it comes to tracking survivors you can't see. Might frustrate people with a stealth playstyle, but I imagine the muddy areas would be quite clear. The promotional material is just a nice way to set up how these two got into the Fog.
I had a lot of fun reading/responding to this. Not something I usually do unless I suspect someone is super into their own ideas. I love the creativity of it all.My only teeny tiny criticism of the idea in general is the fact that the survivor is American. - Unnamed Perk for generator aura:
-
@iwasjustleaving said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109239#Comment_4109239
I understand what you’re saying, and yes it might be helpful to others. But I don’t agree that it’s anything similar to the killers you mentioned. Yes they can all farm, but the first is able to trigger his power instantly after it’s ended if he commits to chase. Clock ends, one hit, and boom - back in his power for the full duration. There is no drawback from his power ending and getting a hit again.
I don’t enjoy playing against a nurse, I like outsmarting her with being unpredictable but at least if she misses an M1 she is punished for it for a couple seconds. The first spams his power, but no punishment. However, I understand the getting hits with him aren’t easy and so therefore don’t think that’s the issue. In the way that legion is punished for hitting the same survivor again, I think he should have some downside to doing the same. Whether that’s the duration of the clock being shorter if he triggers it on the same survivor, I don’t know. Nothing drastic. It feels very similar to me how Legion felt in 2v8 - mending simulator. Except it seems I’m working part-time in a horologists store. Just my opinion.
For sure. I do feel Henry is punished a little as it does slow him down enough that you do outpace him if he constantly spams. It's about whether you can path well enough to make distance while juking. Certainly not easy, but it's its own little mental exercise.
Even with his ability to farm off the same survivor, overall I'd say he's in good place strength-wise.
I'm largely playing devils advocate. I don't want him straight nerfed because he doesn't deserve it, however if a proposed sidegrade/rework was put up, I'd be curious. Because, to be honest, I like Henry as an occasional treat, but if I face him more than twice in a longer session, I really start hating the random-bullshit-go gameplay loop.
-
I don't dodge, because lobbyshopping is a blight on the game, but I won't lie that queuing into quad toolbox as killer makes dodging super tempting. I know it's just going to be a mega-stressful pre-run & genrush game where I don't have one second to think. Kind of game where you can lose a gen before you've even found a survivor if you're unlucky. (This is not a commentary on the strength of toolboxes or genrushing. I much prefer playing around strong chase perks or bully squads than I do BNP + skillcheck spam.)
On survivor I don't think there's anything in particular that makes me dodge. I roll my eyes when I see certain things, such as three people with names about Wesker and the various things they'd like to partake in with him. I just know I'm in for a clownshow. Sometimes it can be funny but sometimes I'm getting bagged on hook for being the random.
-
@iwasjustleaving said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109110#Comment_4109110
This is helpful to others, however not a knowledge issue for me. I know how to play against him, i’ve played against him many times and actually won chase or had him chase me the entire match. However, what i’m saying is he’s able to snowball his power a little too easily. You’re aren’t going to get 4 survivors every match who can run this killer like the way you’re saying, you’re lucky if you get 1. So even if I can run him for a while, doesn’t make a difference if he decided to chase others and then snowball the power from there. I don’t want an easy win, I like a good chase I only run chase builds. But in my opinion, being able to go back into the power after one hit as it’s ended is too easy
I don't think you want an easy win. I'm not going to levy that kind of accusation because I know how it feels to have a streak of frustrating losses against one particular killer. I'm just offering what I know helps me.
While yes, other survivors might not be up to speed on how to deal with Henry, if you or anyone else that reads this is able to apply the basics consistently, then the games will get less troublesome. Having inexperienced teammates is a problem against every killer. Henry can farm worldbreaker off a bad teammate, like Myers can farm stalk, Oni can farm blood, Plague can farm infections, Legion can farm KI, Nemesis can farm tiers, etc etc. The downside of any team game is that solo queue is always going to be a crapshoot to some degree.
Henry is absolutely supposed to get multiple uses of worldbreaker per game. without it he's completely impotent. Shortening it is such a non-issue that he effectively has no real passive slowdown, so enough gen commitment when not in chase makes him harder to win with than it looks.
Not finding him fun is a separate issue and I fully sympathise with people that don't find him fun. The solution to that isn't a linear nerf in my mind. -
I disagree, but like @SpyUA said, this seems to be a knowledge issue.
- Stacking the clocks to lower the duration doesn't help. Only one person needs to do this and it's a relatively short interaction. If he enters worldbreaker and you're already near a clock, go do it. If you're really far from any clocks, then it's not on you to go. Stick to your gen. If anyone on your team has a progress bar with a skull icon, they're using a clock, so you don't need to bother. Likewise, if he goes into worldbreaker and you see someone leave a gen without going into chase, they're probably getting the clock so you can keep doing what you were doing.
- Prerun Henry. He's great at 1v1 and forces a lot of guesswork from both sides, but all this can be delayed massively by keeping tabs on where he is and running the hell away if he starts approaching. He's slow and his power has limited range. The more you force him to run you down the longer it takes him to get worldbreaker/the more worldbreaker time he is wasting not getting downs.
- In chase, Henry is one of those killers that seldom interacts with loops like other killers. You mostly need to concern yourself with breaking LoS and never running straight to a pallet/vault like you would for another killer. Swerve when you hear his power. Pretend you're running to a pallet/vault then turn away from it last minute.
- Stacking the clocks to lower the duration doesn't help. Only one person needs to do this and it's a relatively short interaction. If he enters worldbreaker and you're already near a clock, go do it. If you're really far from any clocks, then it's not on you to go. Stick to your gen. If anyone on your team has a progress bar with a skull icon, they're using a clock, so you don't need to bother. Likewise, if he goes into worldbreaker and you see someone leave a gen without going into chase, they're probably getting the clock so you can keep doing what you were doing.
-
@Wyndsor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102002#Comment_4102002
A killer that gets punished for messing up and has weaknesses that necessitates getting good at the game.
Aka something killer mains would immediately call d tier even if theyre good.
I think Henry is the closest new release to this after his nerfs.
Aka something killer mains would immediately call d tier even if theyre good.
Dude, c'mon. Just leave that at the door.
A killer that gets punished for messing up and has weaknesses that necessitates getting good at the game.
I'll happily agree that Jason is too easy to pick up and play compared to his output. Krasue too against bad survivors, although I think she's still considered low A-tier even after she was nerfed into the ground.
I'm curious if you have an example of a killer that is labelled d-tier purely because they're hard to play. Henry isn't. Henry consistently gets decent tier placements post nerf, and the conversation around Henry varies from him being hard countered by basic strats, to being completely uncounterable.
I think Vecna is a good example of a hard-to-play but rewarding killer that sees limited use due to their difficulty to pick up, but Vecna doesn't get called weak all that much in my experience and seems to place decently on tierlists.
-
@Xendritch said:
I've seen this discourse on social media and the obsession with Judgement having breasts is insane to me. Namely because so many people are acting like "oh BHVR is just pandering to gooners" as if breasts are inherently sexual and by that logic anything female or female coded is inherently sexual which is a really ######### gross train of thought.
Personally I feel like there's nothing sexual about Judgement's design, It's a sort of angel with crab legs with trapped souls in them and a body covered in eyes, by all accounts that is absolute body horror but it doesn't count because the character has breasts and therefore "gooner bait"?
I firmly agree with you.
I do believe that you may be overestimating how offputting those horror traits are to the terminally online, however.
-
@Angy_Quentin said:
Omg hag got breasts i cant contain myself hold me back
Clown belly jiggle physics
-
I've asked this question before and got a few answers but the thread didn't last all that long.
What kind of killer should be added that wouldn't be an xslop killer?
Like we don't want projectileslop, we don't want dashslop, we don't want mobilityslop?What would be goodslop?
-
There's lots of good advice here but one thing I'd like to add, given you are self-professed killer main, is to play more survivor. Learn the basics, learn how to make good plays, and in turn you'll learn to respect the skill of a survivor playing well instead of feeling angry that you should have won the interaction. If you can say "nice" instead of "go to hell" when you get stunned or flashlighted then you're already there.
-
I think Wraith's simplicity has actually allowed him to be one of the more balanced killers in the roster. I also think he's the golden boy for M1 killers, as despite being essentially pure M1, he has just enough versatility to outplay strong loops, catch people out of position and force deadzones if played correctly.
He's about as fair as a killer can be in my mind, addon reliance notwithstanding. It's not like Trapper where the addon reliance is based on a single/double iri set up. He can do well with blues and below, and even has some niche uses for his browns.
I also think that he's a really great killer for easing new players into the role. He's very simple and intuitive, teaches you about stealth, about M1 chase, helps make macro easier due to his mobility so you explore maps and learn good pathing and his lunge out of stealth gives you a taste of mind-games and a sort of cobbled-together chase power. Yet, that simplicity doesn't mean an experienced player with a lot of gamesense and control over movement can't be an absolute menace with him. He rewards you from the start all the way to the highest skill brackets, yet isn't Ghoul in terms of free value.
-
Bloodlust as a mechanic is a failsafe against safe loops. I like perk variety, but I'm not sure we should be looking for perks that encourage killers to play into it, as it's already a last resort.
-
I feel the fact that every survivor pictured is dead undermines your point a little.
Clearly you're doing just fine. So what's the worry?
-
I'm not sure what creative play you are talking about with unlimited kicks, but having 8 per gen is already plenty enough to create a temporary war of attrition, enough to create windows to get hooks during that. I understand you think a limit should come in at 1 gen left, but this basically enforces a late-game 3-gen, where the killer gets 24 regression events across all of them from that point on.
Concerns over gen damage perks like Surge or Pain Res interacting with that limit actually makes it more of a thought process as to whether you wanna bring them. Sure, Surge is the easiest AoE damage to trigger, but you sacrifice control over how you spend kicks you might need later. Eruption gives you more control, but sets you up to trigger two regression events and you must take time to set it up. Pop gives you direct control over where you want that extra regression to go, but requires you go back to the gen after a hook. etc. Having a limit makes for more thoughtful play and forces the killer to be aggressive, which is better.A 5th perk slot is a direct and massive buff to killers, allowing for even more stacked builds. I know we like to act like killers are all toddlers brandishing pool noodles from time to time, but this is a very big swing to take. A huge buff overall to fix what problem exactly? If the meta you're talking about is slowdown, then a 5th perk slot will not remove it, it'll simply allow it to remain while letting players choose if they want slowdown on top of slowdown, or want to add a cheeky bonus to their slowdown-centric build. If you're giving Trapper a 5th perk slot you're giving Blight, Ghoul. Nurse and Jason a 5th perk slot.
I'm all for something to shake stuff up but dispropotionately buffing half of an asymm then sitting back and waiting for the data to roll in is not how a live-service game should be tweaked. It feels more like your personal wishlist than anyhing carefully considered for balance. Think about a decent Jason also running PR/DMS/Ruin/Thrill/Penti who also gets unlimited kicks until the late game. You'll have finished your own personal first 8 minutes of Up before you get down to the last generator.