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BigChapAlien21

BigChapAlien21

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BigChapAlien21
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  • I feel like regular, large balance updates should be part of BHVR's dev cycle. Some of the things requested in the AMA were not small issues. I don't see why it would take years to implement features already installed in DBD mobile, or a bar to show how close a Survivor is to fully healing another Survivor. Adding a grabbing symbol for survivors moving towards a hooked Survivor within a certain proximity to show someone is unhooking. Perk adjustments, etc.


    BHVR claims this would take forever to implement. Are we sure it doesn't take forever because of the efforts being put towards skins and new chapters?


    I think losing Otz is a huge loss and it sucks that he feels ignored by the devs and attacked by parts of the community.

  • Strong 3 gens are an issue on the side of Survivor macro play.

  • Xeno is fine. Turrets give you information, remove Xeno's power, hinders them, and if the Xeno dedicates time to destroy them is on cooldown, giving you time to make distance. The point of having a fast M2 and being able to M1 freely is that Crawler Mode is supposed to be powerful, and you are supposed to try and get Xeno out of it. Place turrets on hills, near important loops, anywhere that forces the Xeno to interact with the Turret or lose their power.


    "Please, if anyone disagrees and think Xeno is fair and any of these solutions will gut her down to F tier, I suggest you guys actually hop on survivor and play against a Xeno, especially one that knows what theyre doing and tell me how many matches you won and what did you do against them to survive in chase long enough. NOT beat them in chase...SURVIVE. I don't want killers to get gutted but Xeno is too problamatic. Especially against Solo Q."


    I don't think assuming that anyone who disagrees with you doesn't play Survivor at all. I survived my last 3 Xenos by putting the effort to put turrets in important spots before getting to gens, planning my run and thinking carefully instead of just relying on looping.

  • @Nun_So_Vile said:

    It's a pay-to-win perk. What more is there to say?

    Spoiler alert, but a vast bulk of this game's content is DLC and could be considered "pay to win" lol

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586543#Comment_3586543

    Yes, if Nurse and Blight are not going anywhere we need to nerf perks. Strong perks should never exists when these killers are in game.

    I would like to see nuke Blight and rework Nurse but i am highly doubt this will happen. So we have to target next things which makes them even worse to face.

    This is a really nuclear take. I'm sure you're aware that nerfing perks doesn't just weaken Blight and Nurse but all Killers.

  • Xeno is pretty strong right now, but I do wish we didn't lose so much distance destroying turrets - which Xeno is supposed to do!

  • People hate UW because it's an incredibly easy to use perk that offers a ton of information for virtually no effort on the player's end which can lead to important plays in the game.


    It also counters Windows of Opportunity due to the Blindness effect, WoO being another perk that offers a ton of information for virtually no effort on the player's end which can lead to important plays in the game.


    This isn't to say WoO needs adjustment, but rather that I slot UW next to it. They're both really good and give a lot of information, but what you do with that information and how effective it is for you is dependent on your personal skill as a player.

  • Bait uses to be believable....

  • @mca240 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567819#Comment_3567819

    That would be fine if turrets would be actually doing their job. Run that green add-on (emergency helmet), and you can run into a turret, get blasted, take it out and still be in crawler mode. But the turrets, even well placed ones, don't do that half of the time. And you also need to account for most players being solo and thus not coordinated.

    And to other people in this thread: Oh, and the only thing they "nerfed" was actually a bug fix. His M2 did not have a cool down period which it was supposed to have. I am sorry Behaviour took away y'all's broken toy.

    Screenshot 2023-10-22 220705.png

    They both nerfed the tail cooldown back to its PTB levels and fixed a bug that let it maintain full movement speed. A reversion of a buff is still a nerf. I highlighted the points so they are easier for you to see.


    I think the point of the turrets is that you have to chain tiles together as best you can, not that one turret is enough to remove the Alien's power entirely (which is now even less justified now that it's brought in line with other anti-loop Killers). I have had a lot of success running tiles through various tiles with turrets and making distance when the Alien destroys one. Even with Emergency Helmet the power is usually gone by the 2nd turret. Considering soloQ is fine, but it's difficult to balance something that makes it easy to do for soloQ and not totally broken for SWF.


    I'm not sure how much more I can convince you though, given you already mentioned you don't like the Killer lol

  • @GolbezGarlandGabrant said:

    This isn't a permanent way to get Endurance. It's just an event. Killers get the better effects from Haunts anyway.

    I really don't feel like Undetectable and faster Killer powers are better than Endurance. I don't even feel they're in the same ballpark.

  • One of my favorites to play against on Surv but rarely see them anymore

  • @WilliamSN said:

    Been playing xeno since release, and im up to p35+.

    My main issues with xeno is the randomized tunnel underground network often forcing you to lap the map to go to an exit thats about 20ish meters away. (Basement spots, haddonfield houses,etc) or exits being in some really awful places like the eyerie of crows main building putting a xeno exit on second floor back balcony , away from any normal foot traffic or gen spots.

    And when you DO have a properly placed exit, the disorientation when coming out of it is extreme , some kind of arrow or visual effect indicating where I'll be facing as soon as i pop out would be great.

    Now the tail power.... it's extremely good when mastered and lets you outplay certain tiles without having to pallet break. (Fake a direction, survivor tries looping to the other and you smack them over the pallet). Having a crosshair is extremely helpful too.

    However for a killer counterplay to disable the killers power, it warrants a power thats nurse/blight level, i think its time for bhvr to implement different basestats for killers and alien could have been the stepping stone for that with either making the self destruct bolt basekit , or making alien 120% when in crawl mode.

    I agree with the notion that Alien in Crawler Mode should feel very powerful. The point is that Survivors need to force it out of it's power.


    BHVR changing the turret radius was good, but still caved to people complaining about not being able to loop Xeno like they loop Nemesis or PH, instead of developing any skills with the things BHVR provided by design.

  • I haven't been playing it very much. Random 30 seconds of Endurance sucks to play against.

  • I don't see it very much outside of my time playing it myself. There are still some frustrating bugs with it. For example, if a Survivor is almost done setting up a turret, and you try to hit them, they are both invulnerable for some reason?


    The other thing is that they brought Alien's tail more in line with Nemesis's whip, which isn't so bad, but I figured the point of the design was for Survivors to burn the Alien out of its power, and thus they made the power strong so that you weren't only trying to loop against it. I think players who played Alien liked using the tail, but now that it's not as powerful, they're going back to Killers where Survivors don't have a lot of control over the Killer's power.

  • I think something that would really help was if Killers could move in and out of the Rift faster, as well as if their energy was worth more to the Haunts.


    Been playing as Survivor and it seems like going into the Void and out of it, as well as transferring to the Haunts, is the same for Survivors as it is Killer. Seems like an oversight.

  • @Xernoton said:

    I somewhat agree but keep in mind, this is a game. And for a game there is nothing worse than for it to be boring.

    Even if there is something that players absolutely hate, it can still get them to play the game. But when a game becomes boring, then people will stop playing.

    I agree. There's a difference between when the game is boring or when particular aspects of it are.


    I suppose I should have focused my point to the when people focus the argument on the latter of those things. The game at its core should still be fun.

  • Adepts/Achievements

    More BP

    Double pips (easier rank ups => higher rank = more BP on the 13th)

    Satisfaction


    Many reasons to shoot for that 4K. Of course, no Killer is entitled to a 4K. And no Survivor is entitled to their teammates or their own escape.

  • @Mooks said:

    Obviously there are times where it's a fair point due to a lack of interaction for both sides, such as the recently addressed facecamping. But, for the most part, the subjective nature of what makes something fun, unfun or boring makes the whole "this is boring" feel like a non-argument at best and a personal skill issue being deflected on the game design at worst.

    so it’s only a valid argument if you agree with it?

    imo, it’s almost always just not enough feedback for the devs to work with but many people lack the ability to articulate what they actually mean with it (eg lack of interaction, lack of actual effort/thoughts being used by the opponent/player etc). But it is very subjective and can definitely be valid and reasonable feedback. And maybe something is boring for some players because they are simply not the target audience for this game..

    a huge problem though is people using the argument in bad faith - meaning they fully know what their problem with something is but don’t want to address that for whatever reason and they still try to find some argumentation for something to get changed.

    > so it's only a valid argument if you agree with it?


    This is not at all what I said. I said that it's a fair point when there is a genuine lack of interaction for both sides. Facecamping - a situation where the Killer pretty much forgoes playing the entire game to camp one hook while the Survivor on hook doesn't do a damned thing either - would be boring for pretty much everyone except the people who facecamp as their main gameplan. I shouldn't have to spell that out, since most people who regularly play the game are familiar with what it is and it sets a good example of what a "lack of interaction" looks like.


    You already said in your own post why it's a bad argument, though. "It's boring" doesn't articulate anything, and often comes from people having issues in their own play that they refuse to acknowledge. I don't find Huntress fun to play against, I'm bad at dodging hatchets and I've been tunneled and camped more by the players playing her than any other Killer. Does that mean Huntress needs to be nerfed? No. Is my frustration with her valid feedback? No, because it comes from my own struggle to outsmart people playing her, which is the opposite sentiment most people using "it's boring" as an argument tend to have.

  • Well you see, gamers, Ultimate Weapon wouldn't be very....well....ULTIMATE if it wasn't good, amirite???

  • What if instead of a stake we had something that could inflict a status effect on the Killer that they'd want to avoid. Instead of bleeding, how about blinding them? You probably wouldn't even need to tie it to a perk, just make it an item you can see in the pregame lobby, with add-ons for how long you can use it, how fast it blinds and for how long the blindness last.


    Thoughts?

  • Huntress. Her hatches will hit me after I round a corner, and a lot of Huntress players I run into tunnel and camp aggressively.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557532#Comment_3557532

    Still, it proves that either people who say, "Survivors are so OP, MFT is OP, I only get God Survivors etc etc" are not telling the truth if a Myers can manage that.

    I'm not sure who it is. I'm not super surprised if Clown can get a similar length win streak though.

    Well sure. Most people tend to exaggerate how bad their losses really are because they take them very personally. Because of how many different elements are in the game, it's easier to find reasons to blame anyone but yourself.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557147#Comment_3557147

    I mean, it proves that Myers has the capacity to do that.

    Or it proves that MMR, as known by virtually everyone, is pretty bad. Do we have a name for this Myers player though? Is he just running Tombstone every game?

  • RPD is absolutely killer sided lol


    Idk about the Game. Personally I think it's pretty even because of the number of god pallets but it's still an indoor map so can't be too bad for Killer

  • @TabS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549074#Comment_3549074

    These types of arguments are always weird to me.... :/

    Of course I played killer but I never wanted to slug anyone just to get a 4k instead of a 3. So what if the last one gets hatch or opens the gate? I got a 3k=I won already.

    Also I'm not on either side and never claimed survivors can't ruin the game for the killer.

    I don't like flashlight spammers and head-on bully squads, I never bring a BNP to genrush, I never even bring any item (unless I have a Tome challenge to use a specific one), I don't like the boil over+sabo abusers; etc....

    I never said survivors can't be annoying. I just said that in my experience slugging and 4l slugging is waaaaaay more annoying and infuriating than getting t-bagged

    Your basing your argument solely on what you in particular do without considering - or perhaps even purposefully discarding - the perspectives and points of view of other players.


    YOU might not slug for a 4K but others want a more consistent option for a 4K and this is one of the best ways to do it. Why take that away from Killer? The same can be said for Survivors bringing BNPs. These are things that people use when they really want to optimize their chance at winning. There's nothing wrong with that on its own merit, and there's especially nothing wrong when someone is pushing to complete a challenge.


    Imagine your change is implemented and a Killer that is going for their adept gets a 3k+hatch instead of a 4K because of basekit unbreakable. What would you tell them? "Better luck next time"? It shouldn't be down to luck. Player choice is a part of skill and your idea takes agency away from the player.

  • Fully agree. Turrets are part of the exchange between the Killer and the Survivor.

  • Going by Nightlight.gg, the least picked Killers are Twins, Hag and Freddy.

  • How big a deal is 2 m/s down to 1.2 m/s? I didn't play the PTB so much rougher this is about to be.

  • Hatch in its current state is perfectly fair. In most situations where you'd need it, the game is already pretty much lost for the Survivors. Keys are incredibly niche now, and without items Killers should have an easier time locating it than the Survivor due to superior ground speed.


    It's not 2020 anymore where 3 Survivors can escape through hatch with a key lol

  • Xenomorph. I've never had so much fun playing a Killer. Been a huge fan of the Alien franchise since I was barely a teenager.

  • It's not bad. I'm having more fun with it than I did back in 2021.

  • @Melinko said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538446#Comment_3538446

    If ever game, banned every person that used an exploit they discovered there would be a lot less people playing games.

    It happens in every single game. It isn't going to cost the Devs of DBD any revenue as you aren't paying for a battle pass and I'm pretty sure no one is going to just stop playing the game over any bug that pops up.

    Do you think every killer that gets a window hit right now because fast vaults are bugged should be banned for using an exploit? Same exact thing. It's an exploit due to an issue on the Devs side.

    Found the exploit abuser

  • It's absolutely a busted perk lol

    Travelling circle that makes you scream, interrupting any interactions and revealing exact locations within immediate terror radius is crazy. If a Survivor loses the Killer in a chase with clever movement, the Killer can slap open a locker and immediately relocate them, on top of stopping a gen from being completed if the Killer knows they're close to it.

  • That's right BHVR. Give us the rocket launcher. Let's see shack pallet save you from this bad boy.


    (3) Lore-accurate Nemesis in DBD - YouTube

  • Xeno is slowed for 3 seconds, but there's reportedly some bug where the slowdown doesn't occur.


    If I had to guess, BHVR wants the tail to be oppressive to incentivize the use of turrets. Turrets could use a little buff imo, namely with the placement radius, but the idea is to run around loops with turrets, using the turret as a distraction to make more distance when the Alien tries to destroy them. It's ideal not to place turrets where the Alien can easily see them, nor hide around objects to break LoS then peek quickly around the corner to break it with their tail.


    Last night I was able to run a Xeno an entire lap around Autohaven Wreckers using this strat. Teammates got 2 gens done in the process iirc.

  • Nah, Survivors shouldn't have passive abilities. What if, instead, we gave them things that allow them to do particular tasks better? We can throw em in the bloodweb, give them add-ons to boost their power, that way every Survivor can be helpful in the way they like most. Maybe we have one for healing, one for doing gens, one for combatting the Killer.


    How do you guys feel about the concept of taking hooks away from Killers in a last ditch save?

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534723#Comment_3534723

    My man, there's nothing to learn as killer when it comes to xeno, it's just a mix of demo and nemesis.

    Survivors have to learn the new audio / visual cue for the M2 , and learn how to properly use turrets.

    It's no wonder xeno feels "opressive " , you still have to learn its counterplay properly while xeno players just transfer their skills over 1:1.

    Not entirely true? The basic gameplay of Xeno translates extremely well if you played Nemesis, but learning how to hit over small obstructions with the tail is something Demo and Nemesis can't really teach you super effectively without playing Xeno themselves.

  • Starting out it was tough to escape, but I've been escaping more and more frequently from Xenomorph lately, where it's about half and half if I get out or not. My strategy tends to be


    • Place turrets in loops I'm going to go to, particularly in spots where if the Alien wants to destroy it, it has to look away from me or move away from me. For example, in Badham school sublevel, I will put a turret next to the steam pipes that allow Survivors to fast vault, and that bought me a good bit of distance.
    • When Alien breaks the turret, find the nearest Turret and run to it. I don't often try to spend a lot of time at loops in between.
    • It feels like it's okay to stay at particularly strong loops. I have a video of a 1:40 second chase around cowtree against a Xeno.
    https://www.youtube.com/watch?v=2Xe_s6KiURg


    Overall though I think it's not just a matter of placing turrets but WHERE you put those turrets that's going to be the make or break of making chases work with Alien. I think a lot of people just want to be able to loop Alien like they loop Nemesis and I don't think that's appropriate given BHVR very clearly would like you to use the turrets to keep Alien out of its power. If you aren't using turrets, the game punishes you for it by making you struggle with a very very strong chase Killer.

  • @saintjimmy456 said:

    It's been 1 day

    It was 3 weeks of killers demanding that Rapid Brutality didn't remove Bloodlust. That wasn't even after 1 day, it was before the chapter was even released.

    People have played against Xeno now and have feedback. If survivors hate something and killers love it, that in itself tells you it is not balanced, which is what the devs want, balance.

    BHVR wants balance but I don't think they really pay attention to complaints like that, especially for a Killer that is both unorthodox for the game and brand new. If they did, Blight add-ons would be heavily nerfed but instead Demo's best add-ons and Billy's best add-ons get nerfed while Alchemist Ring remains insane.


    BHVR mostly listens to the stats they themselves collect, and it is through those stats primarily that they balance. This is how we get repeated Pig nerfs, Dead Hard buffs, etc.


    Survivors loved Dead Hard and Killers hated it for a very very long time. By your own logic, that's feedback BHVR should balance around, but it took several years for them to adjust it.

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533255#Comment_3533255

    Xeno is nowhere near Wesker. Wesker has incredible chase and antiloop, built in slowdown, can zone extremely well, and very strong addons. Xeno is a premium version of Demo.

    Artist is most definitely stronger than Xeno. And Hag is one of the weakest killers in the game since the wipe update, so I don't know why you're bringing her up...

    I took a really long break from the game (2 years) and only just came back for Xeno. What happened to Hag? When I last played she was really strong.


    As far as Xeno tier-placement: solid A-tier.

  • @ratcoffee said:

    love how, on this forum, exclusive one-role players on both sides have convinced themselves that BHVR has a blood vandetta against their role and always gives [other role] everything they want and more solely to spite [their role]. truly amazing how prevalent these posts are

    Not just on the forums. Pretty much everywhere.

  • @IlliterateGenocide said:

    https://forums.bhvr.com/dead-by-daylight/discussion/389743/midwich-vent-spawns-may-need-a-little-adjustment

    Also a problem on Haddonfield, then again I think Haddonfield might be a smAller map

    Also have hook spawns been fixed on midwich? , I haven't had much problems like I used to

    Nope, I literally just played this match.


    For reference, the vent on the left is in the exact same hallway, and the vent on the right is in the room behind that hallway.

  • Any challenge that ultimately depends on Survivors making mistakes sucks. But, sadly, I don't see BHVR really making the effort to adjust these challenges.

  • @Advorsus said:

    Don't play at night. MMR goes out the window so you'll mostly go against full swf sweat squads who have been waiting in queue for a while. Same thing with weekends.

    MMR does nothing when there's to big a gap between the amount of survivors playing and the amount of killers.

    It also just feels super bad to play killer right now. Mainly cause most maps are extremely safe for halfway decent survivors. Even on maps you'd think are okay, could spawn in with extremely strong tiles all together. It just feels really bad to be beat by RNG rather than actual skill.

    Thing is I already play during the day :(

  • @ZombieDaddy said:

    It's not the MMR nor you nor sweaty SWF survivors. It's the Killer role itself that makes you feel like that.

    Sometimes I posit about this. But when I played Monster in games like Evolve, or Jason in F13, I never really felt this way. No 'power role' has made me feel as anxious and sometimes bummed out as Killer in DBD does.

  • @JonahsTablet said:

    https://forum.deadbydaylight.com/en/discussion/309791/i-wish-mmr-didnt-feel-so-punishing

    You're still having issues with MMR? I'm not really bugged by it anymore because it doesn't work most the time, when it did though, that was miserable.

    Maybe it's just bad luck then. I definitely feel like I play a good game or two before getting stomped several games in a row. Losing isn't so bad, but losing streaks gets to me.

  • Just have to focus on improvement instead of the outcome. With improvement comes better results.

  • A whole lot of double standards in this thread.


    It's totally fine for BT to be basekit but Killers getting a 5th perk like basekit Corrupt would mean Survivors have to play against nasty builds like Corrupt/Pop/Ruin/Undying/Pain Resonance.


    Because it would be so much fun to play against BT/Dead Hard/Unbreakable/Decisive Strike/Adrenaline or BT/DH/DS/COH/Unbreakable etc. etc. It's only okay for Survivors to have 5 meta perks.

  • Feels like any time I play on Swamp is the first time I'm playing on Swamp again. The vault spawn RNG is what really messes with me. Grim Pantry sucks too. Why does the open entrance and the vault entrance feel randomized??


    Still, at least I can ######### see on it. That's more than can be said for Dead Dawg.

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