Canas
Canas
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@AdaWongSpy said:
to the killers who like to “roleplay “ because you see the character of your killer that doesn’t mean only chase and kill that person . You’re taking roleplay a little bit to seriously Nemsis and sheva Don’t know each other and never met neither has ada and nemsis , then the slugging everyone to the ground when we get ready to open the door because you’re upset you couldn’t get me the entire match and all the generators got done because you were to busy roleplaying ??
It once took me 45 minutes of lobby dodging as Nemesis just to find a group containing a Jill. So I might as well hunt down anyone else related to the RE franchise.
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They definitely dropped the ball when it came to properly representing him in the game. The first thing you'd consider as a power for him would obviously be his rocket launcher, second thing would be his extremely scary sprint which is absolutely crazy. He literally can jump in front of Jill to cut off her escape route, he's that agile. Meanwhile in DbD he's jogging behind the survivors struggling to catch up as an ordinary 115% ms killer.
They also neglected to make him as tall as in RE3 remake, he's at least as massive as Lady Dimitrescu in that game (9 feet or around 3 meters). They clearly made him one head shorter for DbD to make him fit through the various doorways instead of giving him custom animations to deal with these instances.
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@Sharby said:
I'm on my 6th right now. Its so funny watching them get mad when you afk at a hook at the start of the game.
I usually ignore afk survivors since they usually are busy with something before returning to their match, at least that's my view of things. Now if you're doing it to get quicker out of a match you'll be out of luck because the most I'll do to non-participating players is slug them, no hooking however.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418234#Comment_3418234
I'm gonna say this with zero malice and as genuinely as I can.
I think you need to go back to the basics of Killer if that's genuinely how you see the game.
So are you telling me to lose instead? Any other course of action will inevitably result in a 0K and 4 man escape for the survivors. I'm only being reasonable here, camping and tunneling are logical conclusions to these circumstances.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417985#Comment_3417985
You could try not chasing one person for over a minute.
That would probably be a good start to things.
Dropping chase and going for someone else simply invalidates the damage I dealt since survivors will simply heal up. After a certain amount of time it's a lose-lose anyway so I might as well commit to scoring the down and hope for a 2K during endgame after camping/tunneling the first one to death.
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She should be able to ignore pallets if demanifested, it makes zero sense why she can phase through survivors but not through a piece of wood. She has godawful chase potential and is pretty much unplayable without her best addons, her basekit is far too lackluster and the 100 second cooldown on tvs is completely unjustified.
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If it takes me 3 gens just to score my first down then I'll proxycamp that person to death, you can count on that. What other option do I even have to make up for this brutal loss of time?
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@Hunkulese said:
It's a 7 year old game and there's nothing else like it. It's not a shooter. It's not a fighting game. There aren't any skills that transfer from other games. DOTA and LOL are the only games that are somewhat comparable trying to get into as a new player in 2023 and they're both much much worse than DBD.
I've been playing League until January 2018 just to switch over to Dead By Daylight. I gave up on one toxic game just to end up in one that's probably even worse. The kind of disgusting behavior I've witnessed in DbD puts LoL's community to shame. Riot Games at least will instaban you for certain language, meanwhile that sort of stuff goes under BHVR's radar. They only virtue signal on their social media accounts but ingame anything is allowed.
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What makes you think I'm still playing? Two failed killers in a row and a tome dedicated to the awful Skull Merchant give me very little reason to play DbD right now. I'm rather playing RE4 remake and enjoying the countless mods created for it on a daily basis. A much better investment of my time I'd say.
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The new player experience is equally awful for killers as it is for survivors. I do remember my first few matches as a killer (heck I even screencapped them) and I got genrushed to heck. It's definitely one of the most unforgiving games with some of the least competent matchmaking out there. It's simply self-inflicted torture with a meager promise of future enjoyment which sadly never gets fullfilled.
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Distortion actually has become a meta perk since the introduction of Nowhere To Hide, it's your only counter to it besides hiding in a locker. The fact that it also plays a sound if used lets you easily keep track of what perks the killer brought, too. You're losing a token right at the start of the game? They have Lethal Pursuer.
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Call of Brine actually made kicking gens worthwhile, now it's downright trash and shall never be used again. They should buff the efficiency of kicking gens to compensate for this, the base regression rate is absolutely laughable and only results in giving survivors up to 12 seconds of potential progress elsewhere (around 3 seconds to kick a gen x 4 survivors).
I strongly advise raising the initial base regression from 2.5% to 5% so that it's on par with the Knight guards.
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@AverageAshEnjoyer said:
alternatively, just make map offerings ban certain maps.
Suddenly all those Garden of Pain, Eyrie of Crows, Gideon Meat Plant, Badham, Shattered Square, Haddonfield, Ormond, Midwich and RCPD offerings will finally see some usage from me.
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I just had a match on that map and my framerate was pretty much awful, extremely unstable to say the least. With frequent screenfreezes, too.
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BHVR needs to learn when to actually nerf something that's in dire need of nerfing instead of giving compensation buffs. CoH always was broken beyond belief and by DOUBLING its healing speed it's almost as good as it was before, now that's just plain absurdity. This patch is quite literally a wrist slap to survivors whereas killers got nerfed HARD.
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The game is insanely taxing for your sanity if you're playing killer. Just getting a bad map is enough to destroy my mood, it feels downright hopeless. I just had to quit twice in a row because the survivors kept sending me to Haddonfield and RPD, I simply don't have the patience to be a survivor plaything.
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Trapper should be able to instantly drop off traps, kind of like a Freddy bloodpool. I see no other way of making him viable, he loses way too much time on setting something up that can be easily disarmed.
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And this is exactly why I haven't played this game since two entire weeks now. The scheduled changes for tomorrow's patch will make the genrushing even worse since gen-progression will remain completely untouched whereas gen regression perks will be gutted into unviablity. Looks like there'll be very little reason to return as a killer player, not until the anniversary chapter at least. I'm sick and tired of the devs blatantly ignoring this issue.
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I'm not buying any of them since they're all horribly overpriced. They already cost more than the basegame during a regular Steam sale, it's quite ridiculous.
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@Mooks said:
Yeah, they started with this seasonal stuff with the Halloween skins and since made the Christmas and Lunar New year cosmetics also only time limited available. It’s been confirmed that all cosmetics will come back during future event times and those that got introduced with auric cell only purchase will get shard availability next time (if original and not licensed)
Yeah, this is their way of circumventing their own recently introduced rule about making original cosmetics available for shards after a month. However if they're seasonal cosmetics it'll actually take a whole year to get them that way.
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This is the probably the only game where I dread the release of new maps since they're bound to favor one side in particular.
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Kicking gens should immediately regress their progress by 5% - if knight guards can do it then so should every other killer in the game. A mere regression by 2.5% doesn't cut it anymore, we need to double it. Anything else is just inefficient use of time by the killer considering how survivors get 4 times as much time out of a killer's action.
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Plague's greatest issue is the godawful hitbox for her puke projectiles, I swear they keep hitting survivors since I can hear them scream but they don't get infected at all. And it's even worse if you get this type of issue while trying to use her corrupt purge.
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You said it yourself, Wraith is weak to healing. Make sure to stay healed up, he's a hit and run killer and will have a very hard time if he decides to commit to a full chase since you still can waste his time by making him deal with loops. The red bell addon does remove his only counterplay but it's an exception since it's an ultra-rare. And if your headphones are good enough you might still be able to hear his messed up breathing before he can actually uncloak.
Wraith isn't even a good killer, he's plain and simple C tier material. Against coordinated players he's completely screwed.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399327#Comment_3399327
*in high skill matches and not casual ones, and even there her problem is mostly that M1 killers are not as viable
you are looking at it from a very narrow perspective. And they did make significant and healthy changes for her already (I agree it’s not really enough but people just disregard any cases outside their own experience even though those others make up the majority of the playerbase)
A mere 3% haste bonus isn't enough to make her viable, the least they can do is raise the haste-bonus for the first clawtrap to 5%. She still struggles massively with getting takedowns since survivors will blatantly ignore the exposed status if they're already injured. And usually they simply run off to the next loop once they dropped a pallet if they're the one wearing a clawtrap. The godawful map design in this game is truly her greatest bane.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398888#Comment_3398888
I'm surprised they have the audacity to dedicate the next tome to the colossal failure which was the Skull Merchant
it was very likely already planned, conceptualized and far into development before Skull Merchants chapter even got released? Like… are you actually surprised about this?
The least they could do is buff her into a viable state before dropping a tome for her, she's still very much D tier and anything but good.
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@Aceislife said:
Look at the amount of BP you got compared to the survs. I'd say you played great.
At this point I hardly even care about bloodpoints considering how overinflated the ingame economy is. What I care about however is my personal enjoyment of the match. I didn't have fun and the postgame conversations only made my mood worse. No amount of bp bribery can make up for that.
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@appleas said:
Chill out on playing Killer for now, devs will only panic once the Killer population drops and people start complaining about queue times again.
Or dodge lobbies that look like premades or anyone that seems to be above your skill level.
I've been doing both things already. Haven't played DbD since RE4 remake came out, before that I've been dodging lobbies nonstop if I saw anyone with either a high prestige level or a combination of items I didn't like.
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I'm surprised they have the audacity to dedicate the next tome to the colossal failure which was the Skull Merchant. The tome skin doesn't even look that good, at least her store skin (the one with cat ears) looks decent but I have no intention of spending auric cells. Looks like I'll have to wait a year until it actually gets sold for shards.
I see very little reason to play the game if these are the tome rewards. Now slap the upcoming killer nerfs on top of that and you're guaranteed to have a miserable time as a killer, especially as the severely underpowered mess which is the Skull Merchant.
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@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398644#Comment_3398644
50% heal speed:16/1.5=10.66
100% heal speed:16/2=8
Thanks for proving my point. Instead of 16 second heals survivors will be able to do it at an even more absurd pace now. And don't forget the free aura reading they get to coordinate it with randoms. The perk will remain an issue, especially on multi-leveled maps where the killer has to waste so much time on going upstairs just to snuff out the totem while everyone below him gets to profit off the effect until it's taken care of.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398644#Comment_3398644
It is not buffed.
It had the single strongest effect in the game removed from it.
If you ask me it merely got readjusted. They literally increased the healing speed to compensate for the loss of selfcare, it's still completely busted and will be used by SWFs to the fullest extent.
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@Slurpin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398524#Comment_3398524
The difference is you can work around this with killers powers/competent movement/not letting survivors get in such an advantageous position. Like seriously, how do you let them get away with this in endgame without blundering to extreme levels or playing way too nice?
In this case survivors can literally do nothing no matter their perks or skill level. This isn't a double standard, there is a clear robbing of player agency due to a failure in map design. One of many.
It's telling of your character when you complain about map design in one thread just a couple of days ago and now you're totally fine with killers taking advantage of clear, exploitable flaws in map design to secure effortless kills. You could at least TRY to be less transparent with your biases.
How exactly is that a matter of map design? A killer for instance can simply block off the entrance to the basement by simply standing in one of the doorways. Map design still heavily favors survivors, there are far too many pallets and absurd loops to abuse. The entire basegame was designed with survivors in mind, killers will always be 2nd fiddle to the devs.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398518#Comment_3398518
1) Because it isn't designed to. The MM prioritizes queue times over balanced games, doubly so if you get backfilled. To me, it's still likely that these games are completely winnable. However, without any footage, it's difficult to say for sure.
2) I didn't see anyone paint you as a villain for using NOED, although I admittedly stopped paying close attention after a bit.
Oh, and a quick question. Did you mean to say that CoH was buffed?
Yes, CoH got buffed. They doubled the healing speed within its aura at the cost of removing selfheals. It used to be 50%, now it'll be 100%. Premades can meet up at the boon and heal up twice as fast now.
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Survivors get to bodyblock during endgame to guarantee their 4 man escape, meanwhile the killer isn't allowed to secure at least one kill by bodyblocking survivors from getting to the hook? Now that's a double standard.
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@Nihlus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398062#Comment_3398062
I think BHVR is trying to tell you that you should be generating pressure without making survivors spend the entire game holding M1 on the same gens. Almost as if, after all the myriad nerfs to loops, pallets, and windows, you should be getting people down faster so you can generate this pressure... and if you can't... then you're the one getting outplayed. Weird, it's almost like you're not supposed to stall for 30 minutes until your opponents die of boredom.
Can you please show me where they nerfed pallets and loops? Because every single new map release or rework has been ridden with godawful map design blatantly favoring one side in particular.
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Sadly that's a trend which has been going on since a long time, any modern rework or map release is blatantly survivor sided these days.
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Looks like the bully squads will remain as strong as ever next patch with CoH being buffed (!!) to favor premade/coordinated groups (EIGHT second heals), meanwhile genrushing remains entirely untouched. The loss of several gen regression perks for killers is going to be truly devastating, I see very little reason to pick anything but Deadlock in the immediate future.
The few people in here who lack the empathy or understanding to grasp what I'm going through should seriously consider two things:
1) Why can't matchmaking/MMR adapt despite this type of experience being the norm for me?
2) Why should I NOT be allowed to pick NOED while survivors get to borderline cheat at the game with perks like CoH and Dead Hard? I never see you condemn survivors for using these perks but the moment a struggling killer like me brings this perk I'm suddenly the villain? What is wrong with you?
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They should really consider raising the base regression from kicking a gen to 5% on all killers so it'd be as efficient as a Knight guard.
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@Veroles said:
What i ask myself is: How it is possible to be a casual player and having 5k hours playtime at the same?
A tryhard would play viable killers like Nurse and Blight, meanwhile a casual killer player would play anyone else. Mostly m1 killers to be precise. That's the difference.
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I sure as hell won't queue up until there are considerable nerfs to genrushing. The wrist slap to healing doesn't make up for the brutal gutting the gen regression perks are receiving next patch. They better come up with some actual killer buffs soon or else I'm not touching this game until the anniversary chapter.
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And why would anyone want to play any of the boring og killers? Dead By Daylight's main appeal is being the Smash Bros of horror, the licenses are the driving factor and nothing else. I would have never even bothered installing this mess of a game if it weren't for legends like Michael Myers featured in DbD.
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Gen regression perks are getting gutted while most of the survivor nerfs are getting reverted/readjusted. Now tell me this ain't survivor sided balancing. Genrushing already was pretty bad but now it'll be completely unpreventable.
They NEED to nerf gen progression in this game, the first step would be to delete BNP and drastically lower the efficency of toolkits as well as Prove Thyself. Resilience needs to be readjusted as well because it'll be 100% paired with Adrenaline on genrush squads.
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Perks only serve as band-aid fixes to the true problems plagueing Dead By Daylight. The most egregious issue has to be the overall godawful map design in this game however. Just take a look at the every single new map release or rework, they're all objectively bad.
Gens get done so quickly because the map is either too large or too packed up with pallets and survivor sided loops which slows down the game massively. If the killer could navigate and punish survivors far more efficiently we wouldn't have this genrush issue.
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This perk needs to be either deleted or outright gutted to be as "viable" as Mettle of Man before debates about it will finally stop.
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@ironblade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396470#Comment_3396470
Your comment is radiating with truth. They're going to receive more buffs in the near future since all they get is buffs and buffs.
If you ask me they need another reminder like that one time when Coté visited South Korea just to get stomped by the local playerbase. Maybe then they'll realize how brutally imbalanced this game is for m1 killers.
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BHVR's attempts at balancing usually only hit weaker killers (mostly M1 based killers) thus widening the gap even further between viable and non-viable killers. It's downright atrocious trying to play the game as one of these weaker killers, it's just one genrush-fest after another.
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Funny how killers, the ones who are supposed to be the power role in DbD, are constantly at the mercy of survivors when it comes to questionable map design, broken perks and inherently short gentimes. The killer has to rely on survivor mistakes to even stand a chance, however if all players play at the same skill level the killer will lose 99% of the time due to having the number disadvantage.
Considering how much handholding survivors are receiving from the devs it's quite hard to find a survivor who you can actually punish for their decision making without having to eat through countless pallets, semi-infinite loops and 2nd chance perks. The game is EXTREMELY survivor sided if you're stuck playing a m1 killer with no way to close the gap.
Two gens are usually gone the moment you get your first hook, that's 40% of the survivor objective being done while you still have up to 11 potential hooks left to do. This is absolutely ridiculous.
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As if survivors needed any more indirect buffs to make their genrushing life even easier.
The devs either don't play their game or they only queue up as a survivor party. This is the only reasonable explanation to the balancing in this game.
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The perk's still beyond broken since it's leagues easier to activate than Mettle of Man while serving the exact same purpose: giving survivors a third health state. Now if four survivors bring this perk they'll be getting up to 8 health states in total from this, now consider how much time it takes to chase and even hit a survivor.
Let's be generous and say it takes 30 seconds to score a hit (and that's still being far too generous considering how atrocious the map design is) then we're talking about 4 minutes of additional repairtime for survivors. It's possible to repair all of them in just 5 minutes.
This perk is still far too strong. The least they should do is disable it entirely once the final gen pops.
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This game has without a doubt some of the worst map design of any videogame in existence. The majority of maps are blatantly survivor sided and every single new map release and rework has been a testament to that.