Crazewtboy
Crazewtboy
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@Lixadonna said:
A better compromise was try the Secret first and see if that had any effect like they did with Prestige.
I agree. Now it feels like a waste of an offering. You at least had the reassurance before that your offering would work if no one used a contradicting offering. But now you may as well bring a point offering so you know you are getting some value
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@VomitMommy said:
I would change only two things right now:
-make 3-gen feature count only for actual kicks
-make survivors always spawn togetherjust increasing gen time is boring and actually forcing people to run gen perks.
I agree that no one really wants just an increased gen time. I think a mandatory second objective would work much better, but not really sure what that could be
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The way I see it is Distortion cannot go anywhere unless aura reading as a whole is looked at. The biggest issues people had with aura reading perks in the past was that unless you were by a locker and able to access it in time, you had no way of countering aura reading perks. This completely ruined stealth gameplay. Now with perks like Nowhere to Hide being in the meta, the perk feels even more essential if you are looking for a stealth playstyle.
I agree that the requirements should work like Stake Out in the sense that you have to be physically standing in the terror radius of some sort, and it shouldn't be able to recharge in chase (which I believe Stake Out doesn't). But suggesting the perk not recharge seems a bit too much. That was the original idea for the perk, and nobody used it because between perks like BBQ, Lethal Pursuer, Nurse's Calling, any aura reading add-ons, etc, you could lose your three tokens really quickly, making it a wasted perk for the rest of the match.
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It's possible they changed it. I don't really play Nemesis, nor do I play against him super frequently so I can't say for certain. I will say I got sniped at a safe loop on Toba Landing yesterday in a way I didn't even think was possible, so who knows. Hitboxes have also been extra terrible as of late I've noticed with hits that don't physically land injuring you and vice versa so maybe something with that was changed
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731353#Comment_3731353
i don't think early game is issue. it is regression/passive game delay over time that is the issue. killer's regression is too weak and the killer have not a single base-kit regression perk for successfully winning chases. there is nothing that punishes the survivors in term of gens when you do well.
what killer need is 150%-200% gen regression and one of the regression perks base-kits that works off downs which could either be
- global surge after a down
- Pain res
Global surge after a down seems like it could be an interesting concept. Question is would it use one of the regression events on the generator or not?
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@Xernoton said:
I think touching gen times again is not a good idea. 90 seconds for a gen already doesn't feel great. Have you seen the impact that Thanatophobia has on some survivor players? It's not a good perk, if you can't keep all 4 people injured but just seeing that red progress bar is awful. Giving them the feeling that they progress even slower is not good. There is also the issue, that this scales massively with slowdown perks, which are already super meta.
Instead, I think survivors need a worthwile side objective. I had suggested this a few times already but I think it would be really nice, if they looked at The Game and its mechanical doors for reference. These doors open when the gens next to them are powered. It would be nice, if instead of gens, the requirements were something different (like finding a key for a locked door or whatever) and it came with the payoff to make a part of the map accessible for survivors and open up some strong loops. Likewise, there could also be spots where survivors could close and lock doors which would then work as breakable walls with a window right next to them.
This would allow for more resources on maps, which makes chases a bit more interesting especially against stronger killers but it would also reduce the pace of the game slightly. The problem is that this would take an insane amount of work and a lot of balance changes to perks as well.
Yeah I've been saying for a while that a secondary objective would be the best course of action. The only issue is if the objective is not mandatory, people will just ignore it like the totems and then nothing changes
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@For_The_People said:
I wonder if it would be better for gens/slow-downs/items to have different conditions and effects depending on killer? So for killers who are ‘M1’, maybe have longer Gen times and/or negate the effect of speeding up perks/disable Gen repair toolboxes (I think the game should let survivor know before hand when match is made to allow for adjustments of perk and item selections accordingly).
Conversely, for very mobile and anti-loop killers, slow-downs could be disabled or reduced.
I can’t see a world where a blanket approach would not hit someone very hard as a negative compromise.
It is probably time to have conditional things that have a more flexible approach to addressing issues in the game I think.
I’ve mentioned in older comments that going forwards, the game could also apply conditions to players at different positions of the spectrum - those very new players can have some more leeway (e.g. going into bloodlust sooner, in-built base kit anti tunnel and slug etc).I’m sure there are gonna be those who can and may abuse such an approach but it surely can’t be a majority and at the very least worth trying out perhaps.
I think you're right. If it is changed as a whole someone is always going to get the short end of the stick, and the only way to really fix that would be to alter it for individual killers. I can't imagine how long that would take to implement though or how many issues it would create in doing so (bug wise)
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@Blueberry said:
I do think gens go too fast but I don’t think just adding gen time is the answer. Gen slow down shouldn’t be required but it general speaking is. The gens need to take longer to finish and gen regression perks should be gutted in the process. Currently survivors can be completely trash at looping and go down very fast yet still win the game just because of gen speeds. That shouldn’t be a thing. It’s the same thing as if the killer is bad at chasing he shouldn’t be getting a 3-4K.
Rather than adding gen time I think we need an early game collapse. Think something like Corrupt Intervention. I also think there should be a small gen repair penalty if injured. This encourages healing and makes just ignoring healing and gen rushing more difficult. Something small here like a 10% slow if injured.
I agree with this 100 percent. As long as survivors know how to read the HUD, you could play with minimal mistakes as killer and still lose due to gen speeds.
I think the early game collapse would be a good idea, but I also feel like having a mandatory second objective could work as well. Not exactly sure what it could be though
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@ChaosWam said:
I don't think gen times need touching, but I do think progression/regression needs some kind of hard cap.
I feel like there is somewhat of a hard cap to regression with the regression events, but there isn't anything restricting progression stacking
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731335#Comment_3731335
While I can't say for sure because I haven't personally seen these games, I strongly suspect the players who feel this way probably aren't playing as well as they think.
I don't necessarily blame them for this, though, because it can be very hard to learn the more 'hidden' aspects of fundamental killer play. Something like chase time can be very easily measured and you can see your improvement in that specific area of skill expression yourself, but there are a lot of players who don't even know what this game's macro play looks like, let alone how well they're performing in it- and in their defence, it's not as though anything in the game would clue them in to this concept.
I'm aware it can be a little reductive and dismissive, but I do truly believe most of the people who claim that they make very few mistakes and still lose are only paying attention to how short their chase times are, and not any of the otehr crucial skills + concepts for winning matches of DBD.
(Also, I'm pretty sure those players still hover at around a 50% winrate, which would be balanced even if the specific way their losses manifest could be frustrating to experience.)
I don't doubt that is the case sometimes. I can truthfully say that even playing survivor in solo queue I've watched killers do everything right from chases to map pressure and still end up losing simply because everyone on the team was moderately experienced and on gens at all times, negating any kind of possible pressure the killer applied to us. The only time this might be slowed down is if the team accidentally puts themselves in a 3 gen.
I've noticed the issue with this though is it is always the same killers with this issue when I play against them (Trapper, Wraith, Freddy, Sadako, Demogorgon, Nemesis, Doctor, etc.) but never killers like Nurse, Blight, Spirit, any ranged killer or killers with slowdown like Pig/Pinhead. So it's possible that the issue there could be with certain killers instead of gen times
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731328#Comment_3731328
Dont worry, the new Perk is not good. And obviously Weaving Spiders needed a Buff, you cannot really have the opinion that the Perk was in a good spot. It will still be super-bad anyway and can never be in a good or healthy spot, since it is either too weak or too strong.
I don't have access to the PTB so haven't been able to judge for myself. I'll probably wait till I can test it in my matches before I form an opinion. I agree about the Weaving Spiders part as well. Feel like anything affecting gen times will always be controversial.
My worry still stands though that a bunch of regression perks took a hit with none of the survivor counterparts taking a hit.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731294#Comment_3731294
I would personally propose just replacing the current repair speed increase with something else. One of the ideas I've seen floated around that I quite like is having toolboxes "lock in" repair progress so a gen can't go below a certain amount, which of course would come with the actual repair progress being default speed- but there are probably a ton of options for what it could look like that I'm not even aware of.
To your second point, perfect games are extremely rarely ever played, and you should expect that your opponents have the ability to win consistently if they play better than you do. Besides, that wasn't actually my statement- even if that is true now, it used to be even more true. We're in the best time the game has seen for skill expression mattering for killers.
That could be an interesting concept yes.
You're right. Perfect games are extremely rare. But what isn't rare is feeling like you made less mistakes than the survivors you play against and still losing. Unless you are running a killer with a decent chase power, most competent survivor teams can usually undo any pressure you apply. Even against a good killer, I'd say an experienced survivor loops for a minimum of 30 seconds (that is without factoring in exhaustion perks and some maps that have a good amount of safe loops). That's a third of a solo gen, or about half of a two-man gen assuming there is no perks/toolboxes in play. If you down the survivor there, you might be able to stop a gen from finishing while losing another, and then the cycle repeats itself until a survivor makes a critical error that allows a snowball or all the gens complete.
If the chase goes longer than 30 seconds, you are likely losing multiple gens for a single hook state if you commit to the chase. If you drop chase, you may be able to stop the gens being worked on from being popped, but that survivor you've left will just go hop on a generator instead, and now you are back to square one. Some killers with stronger chase power might be able to fix this, but a good chunk still fall short.
Overall survivors can make way more mistakes than killers and still come out on top with gen times. I apologize if I misunderstood your original statement, and I don't disagree that the state of the game as far as skill mattering for killers has come a long way compared to years prior. I just think it is far from perfect and worth noting skill isn't the only factor
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@Femtrapta said:
I feel like gen speeds are alright on their own, but there's too many things affecting them. Killers even after this next patch will have plenty of slowdown options and survivors (especially with the upcoming Invocation buff and bardic inspiration) have plenty of speed increases to use
I think my biggest concern is they are introducing a new perk that boosts repair speed (which is pretty decent) while also buffing another perk (not that Invocation: Weaving Spiders didn't desperately need it), but the counterpart only saw nerfs. That almost never ends well for balance
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Chases start to feel more or less the same after a while because a lot of people tend to prefer one type of killer.
There is essentially three types of killers in the game. There is killers who are able to end chases quickly and counter looping to some degree, killers who are able to get around the map for easy pressure/surprise attacks (hit and run) and M1 killers. Seeing as how looping is the only thing survivors have to fight back against the killer (and that it often is what killers find most annoying in core gameplay), it's no surprise that a majority of people opt for a killer who can end chases quicker. That is probably why it feels so cheesy.
As for unsafe pallets, I have mixed feelings. Some of the newer maps have a majority of unsafe loops, and they are unsafe to the point where you just bait the pallet down and you are pretty much guaranteed a hit. That shouldn't be the case. But not every loop should be a long, safe loop with no mind game potential either. There needs to be a variety of both, and they desperately need to fix map spawns so one side has nothing but the minimum unsafe loops while the other is full of all the extremely safe loops.
Also that last part probably isn't the servers. The hitboxes in this game are still pretty terrible, to the point where I often have to question as a killer how some of my hits landed when they did not visibly connect on my screen
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@jesterkind said:
I think gen times are absolutely fine, and we're in the era of DBD where a killer's actions and skill expression have the most impact on gen times ever.
The only real problem that exists outside of poor macro play and over-reliance on regression perks is toolboxes, in my opinion. At least, from the killer side- from the survivor side, stacking regression perks can be pretty obnoxious, so I wouldn't mind that being tackled at the same time as toolboxes.
It'd be tempting to say that "gen progression" is the problem from the killer perspective, but it really is just toolboxes. Without toolboxes, all the other gen progression tools are totally manageable and fair, even when stacked.
Only way to really find out would be to test it I guess. If they nerf the speed of toolboxes though my question is this: What would their new purpose be? Just sabotaging hooks?
I'd also have to personally disagree on some points though. There is plenty of instances where you can play a near perfect game, but a team of coordinated survivors can still smash out gens, even without toolboxes. So long as everyone has basic looping knowledge and can read the HUD, you can still lose matches despite making minimal/no mistakes.
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Console player here with about 3100 hours. Can confidently say that it isn't your fault. When you get matched against PC, you are at a significant disadvantage as their sensitivity is not capped, letting them 360 easier.
Also the autolock for hit detection sucks especially hard for console, and I've lost track of how many times I have been forcefully stopped short of a hit and denied because someone did a circle in front of me
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Yes a lot of people will still use all the perks that were nerfed, most likely because they feel like there is no choice. Everything that affects gens on the survivor side was not touched, while a bunch of gen slowdown stuff was. This is not going to stop people from using the perks, it is just gonna make using them less effective than they were. Changing things on one side without looking at the reason why it was so popular to begin with hardly ever works out from a balance perspective. Guess we'll find out
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The UVX takes some getting used to honestly. Unknown is gonna be a killer that takes a while to fully master. Some things I would want to see changed is the way the projectile bounces, as at the current moment it feels really underwhelming, and I'd rather just save it to hit normally than try to get a ricochet. The range also feels very limited, at least more than I would have expected. I'd like to see that increased as well.
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I've seen a few people say you can place his teleport, but the power description said it happened passively, and since there is no button prompt I assumed it was random. How are people placing hallucinations where they want?
And I agree. He can feel strong in some aspects, and really weak in others. Good survivors aren't gonna give you a lot of opportunity to use UVX, so every shot you take has to be right on the money. I agree the bouncing of the projectile can feel really weird, and I'd have preferred if it just exploded on impact with walls as well. Once survivors learn how to play against him he'll probably end up shoved around high C tier if I had to guess
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What you described can happen with any killer.
What many fail to realize is this: Anyone who gets a buff is going to be more gruesome to play against when the person using said character is a master at them. That applies to anyone receiving a buff in any game. But not everyone plays at that level, and not everyone is a master at every character. I'd make a safe bet that there are a lot more people who are casual Huntress players than there is master Huntress players doing cross-map snipes.
I try to dabble in all the killers, and I can see why they gave her the changes. For those who aren't masters at her, she feels very add-on dependent, and very map dependent. She already has pretty solid counterplay, so I can understand why BHVR may want her to feel less add-on dependent moving forward. The biggest issue is by far the hitboxes though. There are still so many loops in so many maps where you try to throw over them and the hatchet collides with nothing cause...hitboxes.
Honestly I'd just rather play Deathslinger, as his hitbox on the harpoon feels way more consistent than the one on the hatchets.
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@PreorderBonus said:
It's really about moving forward while breaking line of sight as much as possible, but you have to balance it, or you could lose a lot of distance depending on the map. Sometimes it's worth losing Weakened if that grants you an easy m1. Hitting shots isn't as hard as long as the survivor isn't too far away or too close, and the "bubble" UVX creates on impact goes through walls, so you can use it to your advantage on tight loops. There aren't many pieces of advice you can get because he's a very mechanical killer, it comes down to getting used to it.
Thanks! I've played some more and gotten a bit more used to the window now, so might draw it up to I was just playing poorly. I appreciate the tips nevertheless
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448071#Comment_3448071
It might have something to do with the login rewards going on right now. I know there have been a few occasions where I have went over the cap and wasn't sure why. I do know if I am at the cap and do a normal match then it won't go over the cap.
I noticed that I went over a few games ago. Played one more after spending a few and sitting and 2,001,000 bloodpoints to test it. Still earned points from that game. Unsure why but maybe it is something to do with the bonuses being active currently
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@KateMain86 said:
Yep. At the last grade reset I was at 2 million BP and when I logged in I had 2.8 million. I think this is good because people might forget to spend their BPs before the reset and miss out on their rewards.
https://us.v-cdn.net/6030815/uploads/EMT6YKD0PKJB/20230513150820-1.jpg
Perfect! Thanks. I am still questioning how I am earning points via matches when I am over 2 million bloodpoints. Don't know if my game is just glitched but never had it happen before
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@[Deleted User] said:
Events sometimes start at 1:30 PM EST (or is is 1) too.
Thanks
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Sounds like you ran into an impossible gen Doctor. This shouldn't be much of an issue honestly, at least for the first few gens. The final 3 is where it gets really bad if you don't plan accordingly. Not being able to get a single gen done seems like it could be more at the fault of some newer teammates who struggle to hit madness skill checks or get scared and run from the generator. My biggest tips for playing against Doctor are to use lockers when you hear him charging a blast, and don't stay at one loop for too long. If he keeps shocking you to prevent a pallet drop or window vault, move to another loop. It is a better alternative to staying at the current one and hoping he uses a shock wrong, plus it is super effective when killers aren't thinking about it. If you can break line of sight, you should have plenty of time to move to the next loop.
Unfortunately you usually won't see a Doctor using anything else. That playstyle is the most effective for him and a lot of people are aware of that.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432781#Comment_3432781
-"As someone who still plays Billy and consistently kills with him I have to disagree with him being trash"
Can you compete with him and be on par with very good Blights? No you can't.
-"His chainsaw autolock is one of the strongest in the game, almost ensuring you are getting a down when people are moving between pallets. "
I'm guessing you don't know that it doesn't work on a downward slope. Ever have someone crouch at the shack pallet and you can't connect with them?
-"People pre-drop pallets to avoid being hit by the chainsaw, and the map traversal alone makes him insane."
"Sure, he is nowhere near as great as he was, but he definitely isn't trash. "
I dont think you really understand how he used to be able to traverse maps. Lerry's didnt exist and you could go from point A to point B with maybe only the occasional obstacle from a single direction.
Just watch a very strong Blight and you'll feel like youre playing a doctor by comparison.
Mate I've been playing since release. Please don't assume I don't know how far he has fallen. I know it is more difficult to cross map now, I know about all the tricks to avoid the chainsaw, and I still place him with top tier killers. Lery's has always been an issue for Billy. Certain maps just aren't good for certain killers, but that doesn't mean you can't adapt to work around it. Billy's overheat now prevents him from just doing infinite circles around the map, that much is true. But anybody who can steer can still easily get from point A to point B with minimal obstacles. As far as Blight goes, I'd say it is much easier to compete against a Blight than it is Billy. For the most part all the counterplay is the same, except I'd argue it is easier to avoid blight given he has to hit something first and you can map a route to avoid him.
I could watch a very strong Blight just like I could watch a very strong Nurse on PC. Most people aren't in that small percentile where they will show up the whole community with their skills. I've played many Blights that were decently experience and had no problem getting away. Meanwhile when I play a Billy with the same level of experience, people are dropping left and right.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431977#Comment_3431977
you don't throw over loops as huntress. you break pallets and throw between loops. there are still loops you can throw over though.
The issue with this though is how much times you waste forcing the pallet down at each loop. If it is one you can't mindgame, you get really screwed because being a 110 speed killer, it allows them an extra loop or so when done correctly. Then in the time you use to break the pallet and catch up, they have time to make it to another loop and repeat the process
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432326#Comment_3432326
This argument is all well and good until its a Blight, Nurse, or cracked Spirit deciding to tunnel you. Because people don't use it as a last resort, and they don't just use it on weaker killers.
This is a fair point. I didn't take that into consideration, however I don't see a lot of people playing those killers that do either. Not saying that it doesn't happen though. It is also hard to tell what people mean by tunnelling because at this point the definition has changed from "I got off the hook and the killer is right back on me, ignoring people who are right in front of them doing gens/injured" to "I stopped to heal, moved around the map, touched a gen and the killer hooked someone before finding me again or dropped chase and found me". One is tunnelling. The other is just some unfortunate luck being caught again
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432296#Comment_3432296
Got nothing to do with pity. The game doesn't even count hatch as an escape - it's considered null. Hatch exists purely to kick-start the end of game countdown.
It terms of MMR it might not count. But you are still leaving the match alive are you not? Hatch has been programmed in the game to give that last survivor a chance at escape for when the rest of your team dies and you didn't get everything done. That sounds like pity to me
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432264#Comment_3432264
I have to agree with almost everything you're saying except Billy. Sorry but he's trash on most of the maps.
-"But at the same time being able to play with your friends is what keeps survivor fun and I don't think we will ever get a change to SWF comms so that is something to get used to"
The problem with SWF is that you get "extras" at no cost. This is why literally every Moba limits how many people you can bring into a game unless it's teams on teams. SWF essentially gives you extra perks - so why doesn't the killer get extra perks when they play against SWF?
If that's too much then limit the perks/items/offerings/characters so that no one can repeat any of those things. That's a bare minimum request to keep the game fair for killer.
-"Bonus mention: Pallet hitboxes have felt extra generous lately. You won't even be standing in it yet it still manages to stun you"
They physically made pallets larger when they did the graphic rework. This made pallet stuns more generous since the hitbox got bigger.
-"I'm all for a window of protection to make things more enjoyable, but I wish BHVR would consider it also isn't fun to have all gens done in a few minutes."
I've said this multiple times; it makes no sense for balance that the survivors get tunnel protection but the killer doesn't. The survivor time to win is 3-4 minutes for an efficient team and the killer time to win is 6-8 minutes.
Why didn't killer get Deadlock Base kit? Gen rushing has been an issue for 6 years. We never seemed to get that "second objective" to slow down the game.
Why didn't gen rush perks get a 70% nerf when Gen regression got a 70% nerf? Why didn't toolboxes become sabotage only?
As someone who still plays Billy and consistently kills with him I have to disagree with him being trash. His chainsaw autolock is one of the strongest in the game, almost ensuring you are getting a down when people are moving between pallets. People pre-drop pallets to avoid being hit by the chainsaw, and the map traversal alone makes him insane. Sure, he is nowhere near as great as he was, but he definitely isn't trash. Now that gen regression is gone and gens get done at insane speeds, not wasting time running from one side of map to the other is a game changer
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432320#Comment_3432320
Adrenaline is hard countered by NOED. BT comes into play only when survivors are hooked. A killer going for NOED snowball will probably leave the downed survivor slugged, which is strategically the better choice than hooked. It takes longer to recover and he buys time to look for the others while survivor is slugged.
You cannot take protection hits against NOED. Killer can slug near NOED. Now he can protect both his slug and NOED. Can you find all 5 totems without wasting ungodly amounts of time before EGC?
Playing killer rewards failure, because by the time end game rolls around resources are already dried up (medkits, pallets). The killer got stunned all game and then broke the pallets. All gens are done. The killer has deadzones in end game now. Which is basekit, it's the game itself that favors killer at this stage.
Clearly you don't play a lot of killer if you truly believe that. Either that or you are insanely bad at survivor. Without playing the top killers, an above average team is going to absolutely slam you. Again, NOED can be countered by cleansing totems. That is the whole point of perks. If the killer is losing as you stated in the post before, then you should have had plenty of time to look for totems. Clearly you did gens a bit to quick without thinking about the potential consequences of someone having NOED. Hatch on the other hand is a base game mechanic that only benefits survivor and cannot be avoided. But as mentioned in my reply on a different post, it has become increasingly clear that you do not read replies fully. You are picking certain points and repeating the same argument against them that I have already debunked. So the discussion is over.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432326#Comment_3432326
What's the argument standpoint you're taking that people have infinite agency? The thing is you just gave a yes and no answer, lmao. Make up your mind. What do YOU support? There's a side you probably agree more with. I say matchmaking is RNG, and killer looking into survivor profiles or prestige level (which is visible, if that counts for something) and deciding to focus on the weakest is not something the survivors have control over. The survivor who doesn't know how to play DBD yet (say they have less than 100 hours) has no inkling on how to hide they are bad at it (how do they hide it anyway? You make no suggestion here. Do they bring Spinechill to play stealthy and hide whenever it lights up?) There's a lot more RNG involved on survivor's side than killers (see DCing teammates).
I know killers are used to having all the agency but play survivor more often and you'll be reminded you hardly have a quarter of that.
I'm done discussing with you as you have failed to read any of my posts fully. You continuously go in a circle with discussion and question which side I'm taking even though I clearly stated in my initial reply to someone else I am not picking sides. I am simply giving the viewpoint for both.
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@OrangeBear said:
It starts May 23rd, there will be three different weeks each week with different effects.
@GoodBoyKaru said:
The first week begins May 23rd with a Bloodhunt, with a new event each week until the release of End Transmission on June 13th and the Anniversary Event on June 21st.
Thanks. I knew the rest just never caught the start date
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432305#Comment_3432305
Is it the survivors fault if they play in solo and matchmaking places them with a weak survivor? Is it the survivors' fault killer can tell who the weakest link is (maybe they checked their playtime) and focuses on them?
Again, from an argument standpoint one could still say yes. It is the survivor's fault for not managing to adapt and hide if they know they are being tunnelled for an inability to run tiles well. From the other standpoint no. The matchmaking can be especially brutal and crazy at times with putting people who are clearly not at similar skill levels in a match together. The game also shouldn't allow profile viewing in the pregame lobby the way it does because that doesn't help the issue
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432300#Comment_3432300
People talk about killers in that way all the time and how he should be the power role. Where do they base that on? Horror movies obviously. Not to forget all the licensed stuff we have.
As for your previous point about survivors having failed and not deserving to win, then the same point can be made about killer and their end game perks. If killers have not killed anyone once gens are done the should not have massive potential to come back since they failed their objective all game and NOED should not activate at all. Why give killer the pity kill they don't deserve when they played badly 95% of the match?
Personally I never agreed with the concept of NOED anyway, but let's dissect the issue with that argument. When a killer plays bad, we are assuming doors are powered, everyone is still alive and they don't have many hooks. There are perks to fix this yes. However when survivors go down to this they also have things to counteract it such as Borrowed Time, Dead Hard, Adrenaline if it hasn't been used yet and a base boost to speed with endurance for 10 seconds. All of this with some protection hits from friends is going to almost ensure you all make it through the door. Also should mention if the killer played that bad, NOED should be expected and someone should be cleansing totems for counterplay.
The same cannot be said for hatch. There is no way around it. Perks are one thing, but the hatch is a base game mechanic in core gameplay that actively rewards failure. The killer doesn't get a built in base mechanic for a pity kill. So why should you get a "fair chance" at a pity escape. Accept the loss and move on
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@Dogma_loki said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431365#Comment_3431365
Never said I was good nor did I complain.
Are you saying that its survivors own fault that they cant escape from being hard tunneled? Cool story bro.
😂
Not picking a side here, but should be worth mentioning that if the killer is focusing on one person and only one person, it gives the team plenty of time to do gens without being phased. There is enough pallets that a good survivor could properly loop for that entire time assuming the rest of the team did nothing but gens. But if their looping isn't up to par they won't survive that long. So it is possible to argue that in a way, it is the survivor's fault
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432296#Comment_3432296
Lore wise the last survivor should also escape. Since the game is based on horror movies, final girl always makes it out. I thought this was a known trope by now.
In case you haven't noticed mate, this isn't a movie. Movie logic doesn't apply here, and the entity wouldn't exactly have mercy on survivors. Regardless though, doesn't change the fact it is a pity escape and a fair chance for such should never be a thing
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432273#Comment_3432273
How is it guaranteed if killer can find you? It's not like the gates open automatically as soon as the last survivor moves in their vicinity. Survivor has to strategize some. If killer finds them it's gg, if killer cannot find them then survivors can leave. RNG can be extremely unfair. Such as Hatch spawning under the Killers fit. When did the survivor get the chance to look for hatch in that scenario? Survivor needs time to open Exit Gates though, it's not instant, so killer can usually make it in time.
The hatch and doors at Endgame Collapse is a pity offer to the last survivor despite having failed at your objective. If RNG happens to be on your side then great. If not then it is what it is. A pity offer shouldn't have a fairness aspect to it. It should be just what it is: RNG. Honestly lore wise a pity escape doesn't make sense from the entity but the hatch isn't going anywhere. Everyone who has played survivor should be happy it made it this far (myself included)
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I remember ages ago making a post similar to this. I was met with the same response over and over that eventually sunk in with me. That is what I will tell you. If you are in the Endgame Collapse and it was not because you managed to power all gens and open a door, it means that your team has lost. The doors spawn randomly and they can favor you just as much as they can favor the killer. If done right it is still very possible to escape if you time it.
@Nicholas said:
Nothing should be guaranteed and you're not entitled to anything in the game. Even if you wiped all three survivors before they completed one gen, that doesn't mean you're entitled to a 4K. That's the problem with the logic, people think they are entitled to things they haven't yet done. The game owes you nothing. Besides, people often forget that there has to be hope, even if the hope is slim. Otherwise there's no reason for people to keep playing if their fate is sealed. EGC is about providing hope and a reason for the last one or two survivors to remain in the match. It's not supposed to be something that favors The Killer and guarantees a 4K. Sometimes the gates spawn impossibly far, but a lot of times they spawn impossibly close, there needs to be lower and upper limits so that it's fair and hopeful for both sides.
You mention here that there has to be hope. There is in the form of the hatch. The hatch, if you find it, is a free escape for the last living person even though your team has failed your objective and lost the game. If the killer finds it first then you are at mercy of the doors. You are right. The game owes you nothing and you are not entitled to an escape. You are not always entitled to a fair chance when you have lost your match and are receiving a pity offer from the entity. That means accepting that sometimes the RNG of the hatch/doors will work in your favor and sometimes they will work against you and being able to accept that either way. Honestly the hatch still being in the game as a pity offer has been a hot topic for the longest time and I can't believe it is still here. Just move on to the next match and aim to do better so you don't have to worry about RNG of the doors in the first place
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432269#Comment_3432269
There are better exhaustion perks atm. The only reason to use DH would be if killers forget their training of waiting for DH. Even back when DH had infinite uses, once you used it once most killers knew how to bait it (in my games at least). It was also a great counter vs Nurse. Not to mention infinite use DH already had validation issues and you it didn't work on reaction (at least for me) but had to work on prediction. Factor in latency and it does not seem as reliable anymore. Those were known issues and as far as I am aware they have not being addressed.
Personally I haven't had any validation issues but I can understand why that turns people away from the perk. A lot of people playing killer lately have forgotten about Dead Hard. Even after it being used against them, I find I can pull it off a second time because people are just that used to seeing something different. I agree that other exhaustion perks are better in ways. Sprint Burst can get you out of a chase before it starts, Lithe can absolutely mind game a killer in the right spot and Smash Hit gets you away from that unsafe loop you might be stuck at. I just had to comment because I see a lot of people say Dead Hard is useless and that isn't true. It is not as strong now, but far from useless
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Not every new feature coming this year was announced on stream. Everything announced is what has been worked on enough to where they feel confident giving a release window. It is very possible we might see a requirement like gas cans for generators coming in the future.
Now for the rest. I agree nerfing gen regression perks at the same time as the healing change was a bad idea. Survivors are only going to prioritize gens now and the biggest way to counter that got changed. But to say survivors haven't received nerfs is just false. Let's not forget the Circle of Healing, Dead Hard and Medkit changes that made some things a bit more bearable to deal with. Don't forget the increase in gen times by 10 seconds, the decrease in time to break pallets/gens, the faster gen regression when damaging them and other features that have been implemented over time. Things are changing for survivors too. It is just easier for survivors to adapt to those changes most times.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432153#Comment_3432153
You forgot DH getting murdered. But hey now that DH is no longer a problem it's easy to forget, can't fault them really.
Heavily disagree. You are now just limited to the amount of times you can use it. This does seem a bit much for an exhaustion perk, but then you have to remember it is still a free health state that wastes time (which is now more important than ever). Honestly I still see the perk used, and I even use it myself sometimes since killers aren't expecting it now. Dead Hard can still be a big problem for killers and I'm not sure where the idea that it isn't came from. Has been the reason I survived quite a few games
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432004#Comment_3432004
-"It feels like no matter what I do, no matter what perks I run or how I play, if I am not playing the top three killers I am getting destroyed with no hopes"
Don't worry friend - there are many people who play killer often who feel the same way. If you're not playing the best killers then you are very likely to lose against above average survivors because at almost every turn the rules of DBD are against the killer.
Maps are too safe.
SWF has no penalties and is chocked full of bonuses
Survivors get tunnel protection but the killer gets no gen rush protection.
In short DBD is an unfair game.
"It makes camping feel viable because in most scenarios camping means someone is going right back on that hook if the person gets off of it."
The reality is that the only way to apply pressure is to hook the same person over and over. Removing one player from the game when not playing a top killer lets you get ahead of the survivors.
The issue I have is I honestly prefer survivor more. When by myself with no one to talk to I get bored easily so killer will get stale fast. To help this issue I try to play just about every killer but I feel like when not playing Nurse, Blight, Spirit and (I know this will be debated) Billy I start the match with the odds against me. Before I never had a problem doing this, but like I mentioned before, the devs for some reason decided to nerf all the gen regression perks at the same time they nerfed healing and that really curbstomped a lot of killers in terms of pressure. I do play both sides, and I hate to be another person to complain, but I understand the frustration of killer players feeling undervalued.
The maps play a big part in these things. You are absolutely right about that. It makes you go from starting with bad odds to worse odds. You get a large map like Ormond with a low mobility killer? Forget about that game. You get a map like the Meat Plant with a bunch of safe pallets? Hope you happen to be playing anti-loop. As far as SWF, I don't really mind that aspect. I think the most annoying part about it though is comms eliminate the need for a lot of things. You know the killer and their perks without ever encountering them, you know exactly which pallets have been used without needing Windows of Opportunity. You know which direction the killer is headed when they break chase or leave a hook or if they choose to camp. You know how many totems are left, how to decide who goes for saves/gens and much more just from talking to each other. But at the same time being able to play with your friends is what keeps survivor fun and I don't think we will ever get a change to SWF comms so that is something to get used to
The issue with gen protection is making sure it isn't abused. If they ever did decide to implement that it would have to be done in a way that is fair so that it couldn't be taken advantage of. There is a lot of ways to argue either side honestly. The whole built in anti-tunnel is nice, but works with the assumption the killer finds someone else immediately and that the unhooked survivor doesn't immediately hop on a gen in their place and this isn't the case. So your options are to switch targets like the game wants (not beneficial against a team where everyone can run), hit the unhooked person (not beneficial) or chase them and hope they can't make it to a pallet. Regardless everyone else will be on gens and that is the issue. I'm all for a window of protection to make things more enjoyable, but I wish BHVR would consider it also isn't fun to have all gens done in a few minutes.
Bonus mention: Pallet hitboxes have felt extra generous lately. You won't even be standing in it yet it still manages to stun youl
I remember ages ago when the game director when to a Korean live event and played Hag on stream only to get smashed which is when they realized how bad the balance was. Thinking maybe he should play the game again sometime against a 4 man team like before and see how it goes again.
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I've experienced this feeling too lately. It feels like no matter what I do, no matter what perks I run or how I play, if I am not playing the top three killers I am getting destroyed with no hopes. After a few matches I look back to see what I did wrong and try to change things. Sometimes I chalk it up to a bad day on my part, sometimes I can alter some things and do better, but there are those matches in between where I just feel powerless. Like no matter how I look at things, there was nothing I could have done differently to achieve a different result because gens just went so quick. Here is where I put the blame at.
A lot of people were self healing with medkits and circle of healing. Now that is gone, and with Sloppy Butcher back in full force on top of it a lot of people have seemed to just ignore healing all together and do gens instead. At the same time, a large portion of gen regression perks got nerfed. They needed adjusting sure, but was an update pushing survivors away from healing really the best time to do so? Because if survivors aren't healing, they are more than likely on a gen (this is assuming they aren't being chased/hooked) and without those gen regression perks it is contributing to that helpless feeling. It makes camping feel viable because in most scenarios camping means someone is going right back on that hook if the person gets off of it.
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@Gamedozer7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/376024/huntress-and-loop-walls
Alot of the new maps and reworked ones have bad hitboxes and have added alot of extra bs so yeah
Sounds about right. Just mad that her whole purpose is to make loops more interesting and lately just feels like a lot of walls can't be thrown over. Oh well. Guess I'm playing Deathslinger in the meantime
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@MikaelaWantsYourBoon said:
And why we should do that? Good Huntress players are getting hits at this loops.
I've played a decent amount of games lately. Some as Huntress and some against her when I play survivor. Every experience I've had has been that Huntress struggles to throw over most walls at loops due to their height, forcing them to follow round till the pallet is dropped. Some of those games (as survivor) we ended up losing in the end anyway because the Huntress was dead accurate with her shots, but the loop walls prevented her ability. I mentioned in my original post why I suggested it. Read it again if you missed that part :)
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@Mooks said:
DC survivor bots is something helping killers though?
also, they didn’t announce visual tr in last years anniversary stream as well so there is still unannounced stuff coming this year
Exactly my thoughts. Don't know what this person is thinking. Even if I am losing, I still want everyone to finish the game. The only thing less fun than losing is winning on the technicality of a disconnect
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Boil over and sabo builds have been extremely popular for a while now. But yeah, what you mentioned is a massive problem and most times if someone is using it, they are trying to abuse second story buildings and force a slug. The easiest fix to this would honestly be to just revert the change that gives you wiggle when killers fall from height
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The atmosphere. I remember back to the Scorching Summer BBQ event years ago. A time when the game still felt genuinely balanced (or as well as you could get for a game like this) and people weren't constantly at each other's throats, constantly complaining at every little thing. The game was a lot of fun to play at the time and it was something I didn't mind rushing home from what I was doing to hop on for a bit with friends. Now it feels more like a chore I do to keep up with things
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@Dustin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380159#Comment_3380159
That's fair with CoH - I just view it along many other perks that share a similar issue is some perks make items over the top and then the other way around. I feel the best way to balance them is to remove certain interactions. A perk should be good at one thing and not worry about other factors affecting it's balance. My mindset with that comes from BVHR's decision to nerf Enduring to only affect pallets so they could fine tune stun duration of perks. Also with how they reworked old Tinkerer. Inventory and perks interacting has just consistently caused issues in the past when that item or perk wasn't tailored for that specific purpose. Although I suppose if this is now a perk that focuses entirely on items it does go inline with that thought process but I admit I don't want a perk to become useless but we'll see how it turns out.
I feel the Billy changes are meant to make him more accessible and nerf more skilled Billy players but ultimately I just feel the heat mechanic should be toned down. I use to play a lot of Billy prior to his changes and I remember with each change they made to him he progressively became more clunky. I remember when they changed his FOV and animations before the rework and he felt awful to play. I haven't really touched him since the rework because the changes were very strict. That was my thought process though on Billy - He's still very easy to cancel or prevent the saw from doing anything - I just feel nerfing him is unnecessary because all you really need to do is pre drop a pallet and force him to break. You don't need to do that to every pallet but he's a very basic killer to counter even with his deadly power.
I'll just say it to be upfront - I hate Hag, I hate everything about her kit and I feel her kit shows the absolute worst decisions BHVR has made with a killer. A typical Hag will get run the entire game to where it's boring and a good Hag will prolong the game and kill off survivors quick when ever they approach her web. I do want her to be viable but this change to her isn't going to help the inexperienced Hag players to become better it will just encourage them to camp even more making the experience versus her more miserable. I want to see her encouraged and even rewarded for leaving her web and setting up around the map. I'm all for her getting more range but I really feel like her traps need to be destroyed around a hooked survivor. This change with flashlights will just make it more miserable to play against her with experienced players on both sides and make things more difficult for newer players because the crouch walk speed is slow and it will take forever to just approach a trap to disarm. On your way to the basement if that's a scenario it's likely going to be annoying trying to clear them off stairs because items on sloped surfaces in this game tend to have funky interactions.
That's awesome that you main Billy - I used to main Trapper a long time ago and before I finally shifted to the killers I play now I played Billy pretty consistently for a bit. Just wish he'd get some proper changes instead of BHVR being "too cautious" with one of their OG killers.
I miss the old days when Billy was classified in the top tier killers with the rest of them. Now he is forgotten completely. It is such a shame because he was one of the main top tier killers that genuinely felt like he had counterplay. Whether you lived or died boiled down to skill of each person. It just feels like they are afraid to make changes and reinstate him into that top tier with Nurse, Spirit, Blight so instead they go overkill with nerfs that aren't needed.
I am definitely looking forward to seeing how all the changes pan out, Circle of Healing included. Having it not affect medkits works with the healing speed slowdown they want to implement. I think it will be interesting to see who brings a medkit to prioritize a heal and who will bring a toolbox for gens/flashlight for saves. Requiring two people to get use out of the perk is the drawback of it. I do hope it isn't going to be a worse version of Botany though