DaddyMyers_Mori
DaddyMyers_Mori
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@Gandor said:
Killer can hold survivor in game for 30+ mins if he decides to. It did happen to me. Repeated pick up and down again on empty map 2 survivors left. You can go afk, but it means he can hold you that way in game until server shut down.
Now as killer if you go into corner and look to a wall, survivors have nothing to do. There are 4 of them and if just 1 decides to go out, then EGC starts. Meaning realistically you can be held hostage as survivor longer then killer with literally nothing but DC (or ratting out teammate for possibility of ban because "teaming up with killer") or actively trying to maximize downed time by wiggling out and immediatelly working on gen to killer's face which still takes about 30 minutes
Why didn't second survivor finished gens?
When killer picks you up and down, you are going to wiggle out automatically. So just get a chase for hatch when other survivor leaves / bleeds out if on ground.
Only thing that this can happen is when killer blocks you in corner as last survivor remaining, which is holding hostage and you can report for this.
Otherwise survivors can do some, so of your suggestion is go afk, it works too.
Last two survivors remaining, both hiding waiting for hatch...
I said it few times before, just give free leave / give up button after 30 min game. You just know something went wrong there, if players want to play it out, they can...
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@ArthurVeloso said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554822#Comment_3554822
Again, 100% Iron Will would address the character inequality that exists in this game in which some are louder than others. Making all them silent during while injured is a healthy balancing measurement to address this issue.
You don't balance survivors between each other...
you balance survivors vs killer and there is iron will 100% not ok.
I would be fine with removing exhaustion part, but 100% just shouldn't get back. Mainly because it didn't silence just pain grunts. It might be fine if they fix that, but seems like they can't for some reason.
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They gave up on strict MMR matchmaking long time ago. It was kinda bad when you had players with two hour long queue waiting for tournament squad...
Everyone hated it too, this is closer to what we had with rank system (just worse imo).
Not enough killers is definetly not helping.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556121#Comment_3556121
If it works similar to Ghostface reveal then we'll, it would be a buggy mess...
You could make it basically just range dependant, probably based on your current tier (not sure what numbers).
Funny is it would be kinda basekit whispers, which is really underrated perk, so would be nice way for him to find survivors too.
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@WilliamSN said:
The problem with losing as killer is that it feels like a slowly twisting knife, you know you can't comeback, the game effectively over, yet you're still forced to play it out and endure 10 minutes of an unwinnable match.
Meanwhile as survivor, if you're losing you can just Hookicide and go next.
If the killer slugs you, you can just go watch youtube for 4 minutes or play on your phone while you wait.
The game needs a forfeit option, its quite literally that simple.
what's kinda most interesting about it, is even if you manage to get a comeback and get 4k, you will still hate that game.
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@UndeddJester said:
My big issue with any kind of suggestion for invisibility or teleportation on characters like Myers, is it is not inline with how the character is understood from the source material.
Michael is never shown to teleport in any of the films. His abilities as defined by the canon are that he is a pure evil, a being consumed with a sadistic obsession with murder. He gains supernatural durability as a byproduct of his sheer will to murder, but outside of that he is rather normal and limited by physics (movie logic aside).
His ability to chase and appear seemingly out of nowhere has never been represented as the power to teleport or manifest, rather we are left to assume that his obsession with murder has meant he spent every waking minute of every day single mindedly thinking about and presumably mentally practicing the most effective means of stalking, catching and killing his victims.
While I see why people try to push the ability to appear out of nowhere upon characters like Myers, teleportation or invisibility is a disingenuous means of achieving that goal.
As a result I can't ever really be on board with it... because teleporting or going invisible to appear around the world just isn't Myers.
Edit: That said, this idea is far more sound than others. I could kinda go with it if I were not able to see the fact I'm invisible... unfortunately a survivor walking in front of me would break that illusion fast... I'd be more on board for silent footsteps and a speed boost while out of sight and not within a certain range (ignoring different vertical plains).
Speed boost when out of sight sounds interesting. It could work for a character.
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@LapisInfernalis said:
If you didn't camp before this will not affect you at all.
Have you even test it on PTB?
because it's simply not true... just from a fact that it makes basement completely useless
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@D0NN1ED4RK0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/393183/losing-as-killer-needs-to-feel-less-awful
i feel like perk bloodpoint bonuses could make it feel less awful (from my experience atleast) cause back then I might not get a 4k but I was able to max out my BBQ stacks (and have the most bloodpoints from everyone in the match) and despite losing I can use those bloodpoints to upgrade and feel better about myself cause I could improve with better perks/teachables
but that’s from my experience atleast
edit: I meant to say not getting a kill not “not getting a 4k”
Yeah, I really miss BBQ. I threw so many games to get 4 stacks :D
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I got my friend to killers (survivor main) and at start she just didn't really want to kill anyone.
It took one week for her to start tunneling survivors, because she simply lost any sympathy towards them.
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It doesn't really feel awful... It can be boring at worst.
Like really, what is supposed to be so bad about it? Worst thing is killer will let you bleed out, but that's not really normal gameplay.
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@caipt said:
No, 3 genning is not a problem. Only a few very specific maps have remotely unfair gen placement. Leri's, dead dawg, and midwich for nurse/blight. Anything else is a skill/soloQ issue.
RPD?
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That's just worst idea I have seen in a long time...
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If you nerf 3-gen in any way, you better buff early game too.
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@GensByDaylight said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555758#Comment_3555758
I had them both set to 100%, it was still different. Also 20k DPI is probably insane lol.
Yeah, that's almost unplayable, I usually change it between 1700 (normal), 2500 Oni/Blight and can switch it with button to 8000, that's usually enough for 180 as Oni.
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@GensByDaylight said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555748#Comment_3555748
It seems different on some computers, I tried it on my other PC and for some reason it didn't really work.
On my main account it lets me turn faster than any dpi setting though.
I have mouse that can get to 20K :D
Btw Q and E turning rate is based on controller settings for sensitivity, if I remember correctly, so that may be why you had it different.
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Queue times used to be main reason I didn't like survivors even as SWF (I can play only evenings).
It used to be quite balanced after healing nerfs.
Well, then MFT, buffed vaults, Buckle up + FTP joined the game. This patch is really not going to help. It will just get longer queue times and even more tunneling, have fun...
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@GensByDaylight said:
BTW you can link Q and E to turning. Try it out and I think you'll call it an exploit as well. A lot of blights have it linked.
Really? I have tried it on Billy and Oni and it was just weird for me. I just have more control with mouse...
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@timetodohottakes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555465#Comment_3555465
ya that one needs to go 100%, but judith's tombstone could remain the same.
Btw auto Mori on just attack would be kinda nerf in some aspects. It's quite fun to down first survivor normally, so others think you don't have Mori.
Or when you find two survivors near each other you can slug one and Mori other.
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@timetodohottakes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555440#Comment_3555440
like I said, it's all personal taste.
I just wouldn't change neither of his iri add-ons.
It's not terrible rework, just worse version of tombstone piece.
I simply enjoy full iri addon builds. It's just all-in, most survivors can see it from mile away and prevent it, so I don't consider it that broken.
Tombstone piece needs to get completely changed tho, it's kinda busted.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555094#Comment_3555094
What do you mean by speed?
Your average speed bonus is going to be worse.
Simply because you are not going to get more than two claw traps active, usually it's going to be one claw trap, or 0.
Currently when you place drones to annoying spots, it's not hard to get to 2 or 3 claw traps. Injured survivors don't care about your drone, so you have permanent speed bonus there (as long you stay on loop).
Best chase merchant add-ons are gone too.
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Issue is as long there is that shared CD for deploy and recall, she will just always feel bad to play as.
Well, there is way more issues, but this is probably easiest to notice for new players.
Major issue is that everything about her chase is worse (speed, pallet breaking, information).
Trap merchant is just not going to work for most players.
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@Emeal said:
Uhm, the game isnt designed for the Killer to be nice. bHVR should not design the game around nice friendly Killers.
But otherwise, If I see a Killer pick me up, look around, drop me down, go kick the hatch, pick me back up, try to put me on hook, fail, we run around for less than a min, down me and hook me. I'm going to complain to bhvr the INSTANT, okay? ok.
I found you two reasons.
Yeah, I have done this few times for that hook during EGC challenge..
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I am lazy person, so I just show them I am able to hook them, force them wiggle out and just watch second monitor while they search for it.
I had two games where survivor actually finished gens instead (2 and 3 gens left). It seemed quite funny to me, I guess they wanted left for dead achievement...
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@totallynotamegmain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554578#Comment_3554578
I was talking about SWF abuse and through floor usage
There are worse things SWF can do and still doesn't work on basement.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554574#Comment_3554574
Well. Then you are right killer has too strict timing. But giving him more time should fix that IMO. Or did I miss something more? Usually it does not take 30+s to get to/from basement so I don't see anything wrong provided the timing is more liberal for killers
It might be better to fix triggers than just increase time. You might get into situation, when it takes too long and I will just get there to face camp you into second stage easily and then tunnel you.
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@Hanuka5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554532#Comment_3554532
If he does that its easier for killer^^ Because if im not in a chase or anything i will be there in the last 10seconds too and try to make sure that he pops the next hookstage before hes getting rescued
It doesn't work that well without grabs. Even one survivor can safely unhook.
But you will get a trade and free tunnel if you want...
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@totallynotamegmain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554574#Comment_3554574
Didn’t this exact same scenario happen in the project W chapter with reassurance 🤔
guess they didn’t learn their lesson
That's a perk, not base mechanic. It also doesn't work against basement.
Reassurance is basically Unbreakable level. Doesn't always work, but it's worth it when it does.
I don't really have issue with that perk.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554570#Comment_3554570
Enduring + spirit fury is 2 perk slots wasted. This is just one + it still gives you possible synergy with other obsession perks. Do you really think there would be no niche for such a game afoot?
I was talking about game afoot brutal strength you mentioned. That's 2 perks.
Only combination that might be worth it is basically whole build around it. Something like Game afoot, Rancor, No way Out, Ultimate Weapon.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554554#Comment_3554554
but is it that bad? I have to admit I didn't play this PTB so I don't really know specific implementation (but I saw videos and it looked fine on a first look - but sure I can be wrong).
But if you time it correctly and give some leeway for killer "to be allowed to camp for a short time" (which IMO is perfectly fine - securing hook stage and checking if survivors are hiding next to a hook is perfectly valid - problem is if killer facecamps for a full hook stage without ever leaving said survivor), then I see absolutely no problem with keeping everything the way it is (again - provided killer has enough time/leeway to be close to hook for any reason).
Basement is completely useless because of this for example, which is kinda big deal. You can't hook more than one survivor there, you can't defend it either.
Midwitch is going to be hell too.
This system basically remove a lot of snowball potencial for most killers. Even when survivors screw it and get downed next to hooked survivor, there is not much killer can do with it.
Only option killer is going to have is tunnel when this system triggers, because it removed a lot of pressure he had and tunnel is best way how to get it back.
Any survivor who used Deliverance knows how big deal this is.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554558#Comment_3554558
adrenaline is absolutely not reliable. It does nothing if: you die for any reason before gens are completed, if you are not in chase. If you go down as the last gen pops. If last gen pops as killer carries you and killer drops you to check for it. If you are already healthy and not in chase.
Like don't get me wrong. Speed boost and extra health state can make the game. It's very strong. But it's quite likely the perk will give you no/very limited value instead.
Last thing - I agree game afoot is meme right now. But I presume you underestimate what would +10% speed for 15s do when you destroy pallet (ideally with brutal strength but it's not required) in chase - while faking leaving it be (so that survivor crosses path next to said pallet loosing distance). That can create a very good chance for a hit. It could become good M1-killer perk on it's own even without any synergy (but I presume you are right it would not be meta - same as say balanced landing is not meta but still a strong perk).
I would take enduring + spirit fury over this any day tho.
This would be better only with Rancor. This really wouldn't be fun meta combination for survivors. They would start to miss NOED.
But it's just too killer specific thing for this to be meta. You have only few killers where it's viable. Kinda like Rapid brutality + STBFL.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554551#Comment_3554551
it isn't. That's why I am all for buffing it (and almost doubling all it's numbers for secondary effect is IMO quite a hefty buff. Am I wrong?). Also - I was trying to make a point that having something unreliable does not mean it's bad (if the upside is good enough).
Adrenaline is definitely a reliable perk...
Unbreakable require specific action from killer, but effect is simply worth it.
Game afoot is currently meme perk to use with Rancor. I definitely wouldn't make obsession transfer so easy, it wouldn't be fun playing end game against this with No way Out. I have used to for killing obsession challenges.
Even doubling second part wouldn't bring it to meta, but it would be definitely more viable.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553928#Comment_3553928
Some main buildings have exactly 1 entrance to upper floor (that being stairs and killer having hook on upper floor). Any survivor that wants to rescue their fellow teammate literally have to touch killer that decides to camp at the bottom of the stairs.
It means you are technically not face camping if you are staying there instead of staying 1m away from hooked survivor. But what is practical difference between those 2? I literally see none. In both cases you need to let hooked survivor die or go within 1m of killer. Why would you not consider such a thing effectively face camping?
Shouldn't fix for this be rework problematic area of the map?
Implementing flawed system should definitely not be the solution... That will simply do more damage than actual fixing.
Like really, how do you expect killer react when they get screwed by this system? Short term answer is to take frustration on that survivor, tunnel or bleed them out. Long term solution is stop playing.
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Have everyone forgot about Rancor?
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554524#Comment_3554524
which is fine if 2nd effect is strong enough (see perks like unbreakable or adrenaline). I would double it's speed bonus. Maybe even prolong the effect a little to compound it (which can basically convert breaking pallets into hits with a little mind game - a much stronger effect than just loosing a little less distance after pallet break)
How is this perk even close or comparable to adrenaline/Unbreakable?
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Shouldn't they take a look at survivor volume instead?
So you don't have extreme difference like Ace vs Jeff for example.
If I remember correctly they were planning on doing it, but looks like they gave up on it for some reason.
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That actually sounds quite fun imo.
It would be interesting trying to manage his resources with using faster walking and still trying to get tier III.
Don't touch iri tombstone... definitely keep locker counterplay, it would be really broken without it
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Issue with your blindness idea is that it still won't do anything against good SWF teams. It would just hurt soloQ more, not really change to go for.
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That sounds definitely more fun for survivors. They could send bots on suicide missions :D
I wish they weren't so boring to chase as a killer.
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@Gandor said:
Killers don't need to camp/tunnel to win. It's just easier. Survivors don't need to genrush to win. It's just easier. Make those tactics less then optimal and something else will take it's place - the question is how to do it, that those other things will be fair and fun for both sides more then actual version.
To be frank, I don't know what it would be. And I am too afraid that the change would be a bad one. DBD is good (sure it has a lot of quirks and unfun things, but it's fun). It would be shame to ruin it
You don't need to make it less optimal. When we talk about tunneling, you can't really, that simply wouldn't end well.
You need to make either other playstyles less worse compare to it.
-Release perks that promote other playstyles (pain resonance etc.). I don't understand why they don't use that system of perk more (token based for unique survivors).
-Give players a reason to go for less optimal play (BBQ did it really well).
-if you really want to make killers stop, you would have to implement basekit changes, that would promote not doing it, we will see what AFC does to balance, maybe killer will deserve something because of it too.
That's for killers at least. Survivors are mostly fixed by gen rush being boring, most killers don't really see genrush, just got screwed by spawning system...
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554338#Comment_3554338
They deleted comments making jokes about the game breaking when they do patches? Really? That crossed a line? The game constantly breaks when BHVR makes changes. It's just a running joke now.
Yeah, they do it sometimes, or just alter comment to remove only part of it.
Not really enough to get player banned for, which they are also really trigger happy about and I still refuse my two strikes (kindergarden level), but they still don't like it, so delete/alter it.
Ban system with 3 strikes, when strike count never goes away is weird, not surprise there is not that many players with thousands of posts.
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554080#Comment_3554080
Am I losing my mind or did some of our discussion disappear? I was sleep deprived yesterday so maybe that's it lmao.
Yeah, comments about major balance patch are gone.
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If you would just destroy them, I would consider it a buff...
Larry wouldn't waste time looking to useless camera.
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@Halloulle said:
The last time killers got a carrot we got then slowdown meta. What we learned from it: the carrot rarely does anything on its own. The majority doesn't see it as an opportunity to dial back a little but as a way to do the same as before...just this time even more efficiently and reliably in terms of outcome.
But that aside I don't think a speedboost after hooking even incentivises leaving the hook.
One of the things that somewhat consistently leads to players wanting to make a play is stuff that awards bloodpoints.
So just give BBQ and WGLF effects basekit... that would make lot of players happy for sure
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553434#Comment_3553434
I think basekitting some effects can be done quite well. Trapper is about to receive a 1.5x Coffee Grounds basekit, and Survivors got a lesser BT basekit alongside Killers getting a lesser STBFL and Brutal basekit. Basekitting a lesser DS and a lesser Devour styled speed boost would likely be good for the game.
Lesser BT? You think that buffed BT? I don't remember it giving movement speed buff...
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@I_CAME said:
It favors killers if the killer plays to win. By playing to win I mean strong perks and heavy camping/tunneling. That's why killer winstreaks are so absurd compared to survivor winstreaks. If these demon SWFs were as frequent as some people say then someone would have ended Momo's 1500 game Blight winstreak or Alf's 1000 game Nurse winstreak. CMWinter even managed to get a 166 game winstreak as PIG. One of the worst killers in the game. Meanwhile the highest SWF winstreak of the MMR era is only around 200 and that team included literal comp players who were using clock maps, call outs, etc. The sweat was far beyond what any other four man SWF would ever use in a normal game. Bottom line is Nurse and Blight are far more broken than anything your typical survivors have. My kill rate from when I bothered counting was 80%. My escape rate is 40% in solo queue.
Survivor win streaks can be equally amazing. Issue is it's harder to do, because you need 4 players on board and it's way more boring. It's not really fun to have longer queue than actual game duration...
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553881#Comment_3553881
I can think of only two options to limit camping and tunneling. It's either a super shiny carrot or a baseball bat.
Shiny Carrot - Killer gets permanent stackable buffs that make winning easier if they commit to hooking different survivors and not tunneling/camping them out as fast as possible.
Baseball BatSledgehammer - AFC takes care of the camping part. If the killer tries to harm a survivor off the hook, they get stunned by the entity. This effect lasts until they hook a different survivor, forcing them to target someone else.There is an issue with sledgehammer.
Neither of those options are guaranteed to work, but sledge hammer is going to annoy killers in general and have chance to be abused by survivors, doesn't really matter for mechanic it is. You can see it with AFC, you are definitely going to lose killers for it and have more tunneling.
You should always start with carrot, simply because if it works, then both sides are happy.
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553880#Comment_3553880
That's what it means? I thought it was something related to Xeno or Demo. The puppy thing threw me off.
I am guessing based on context. It's basically only thing that makes sense there.
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@Yoshirama said:
It doesn't matter what changes they do, if someone wants to tunnel/camp, they will do it not matter what
But it would still make sense to lower it...
Doesn't matter few players would still choose it when angry about their last game / life in general.
Currently you just have to hope killer is nice, or you gen rush the hell out of him and probably make him tunnel next group for it...
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553874#Comment_3553874
WTH is Puppy Guarding?
Weird way have to say face camp...
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@CrimsonMothKing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553700#Comment_3553700
If you want to incentivise not camping, then the killer would either need to be punished for camping or rewarded for not camping. Like you said, Pain Res does this really well.
Unfortunately, with how the game is at the moment (but they are making some good strides to change it, e.g. the new self unhook), being able to guarantee a survivor is out of the game is still more impactful than defending gens or applying pressure through chasing.
Getting survivor out of the game was, is and always will be best play from killer.
Their focus should be just give killers reason to go for less optimal play like BBQ did (I threw so many games just to get 4 stacks), or make it simply less worse like pain resonance does. We definitely need more perks like it.
10% movement speed boost after hooking wouldn't be some massive buff, but BHVR clearly doesn't want killers around hook, well this helps to achieve it in positive way, so both sides are happy.