Dark_Alex
Dark_Alex
About
- Username
- Dark_Alex
- Joined
- Visits
- 238
- Last Active
Comments
-
@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487829#Comment_3487829
This is already how it works with other status effects, like Hindered, Exhausted, Blindness, etc. Why not just apply that same logic to Haste too
Because haste can have different values, not just On/Off (?)
Again, I like the idea, but we need to think about the mechanics of implementation. In an unfinished form, it can completely destroy the balance.
"Why does The Wraith's break rate stack between addons and perks? Let the highest value apply, not the sum of the values."
© BHVR in a future updates
-
@Mr_K said:
Don't take away my hope
TAKE IT. KILL IT. NOW.
But seriously, the perk is problematic in itself. Even before the MFT, smarties were creating 120% speed. Such non-outplayable things should not be on both sides. It's just unhealthy.
-
@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487772#Comment_3487772
Just make it so the highest effect applies. It doesn't stack, just takes the largest number, like if someone gets Exhausted for 5 seconds and then 20 seconds it just makes them Exhausted for 20 seconds, not 25. If you use MFT + Hope + Dark Theory you still only reach 7%. That'd allow BHVR to buff other pretty awful perks to be a lot more useable solo without worrying about breaking the game.
While this would solve all speed issues, this method is best applied to movement speed only. Otherwise, it may become a bad trend. The very idea of creating a build is in synergy, and this mechanic implies ignoring synergies.
-
@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487754#Comment_3487754
I'd argue haste stacking is the issue
Speed itself is an issue. I swear if BHVR ever add a killer with no ability, but with a standard speed of 5.00, he will destroy everything and everyone.
-
@Aven_Fallen said:
What? They worked faster?
6.1.0 was released in July 2022, the nerf happened in April 2023. This is 9 months, Made for This is out for barely 1 1/2 months.
Yes, but at that moment the killers had other, less difficult to implement alternatives. It seemed to me that the community figured out this combo only 2-3 months before the nerf. (At least, I started to see it with YouTubers right then.)
-
I like to overcome strong opponents, punish toxic players, experiment with builds and strategies.
-
Yeah, that kind of thing is AFK farm. The problem with leveling up in DBD is that you get experience just by completing a round. It is not necessary to be active. Attacks and abilities are designed for survivors so that they can, if not play, then farm as well.
-
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458359#Comment_3458359
They could but the Singularity reapplies them so fast. Limiting it would make survivors run out fast.
What we have to do is see what bHVR releases as a fix soon, and then make feedback from there. I doubt they will consider limited uses.
BHVR don't know how to properly balance. The upcoming changes won't be enough, so they'll nerf printers ones again and M1 Singularity without the ability will become the most boring and most unavoidable 3g-holder.
Do you remember SM and Knight? The Singularity will be worse.
-
@Gandor said:
EMP's can't be limited. The power is too strong and it would be too easy to 3gen again like on skull merchant.
Let's see what happens when hotfix comes and there will be 1 less box, printing will be slower and there will be hindered for using EMP
Actually, they can. Wesker sprays are also limited, but have you ever run out of them?
-
@AMOGUS said:
-sighs- The DBD forums never changes.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457533#Comment_3457533
No, the actual issue is that M1 Killers, which are a minority of the Killer roster, "can't handle" plenty of perks in DBD, and everything needs to be balanced with them in mind. It's quite obvious that they're the problem and they need to be adjusted going forward, because there are plenty of insta-downs or anti-loop Killers in this game where perks like MTF are much easier to shut down consistently or just straight up invalidate.
This exact logic is used for justifying Nurse and Blight nerfs, as they are the strongest Killers and perks being nerfed due to them, is something people complained about. I still remember how Awakened Awareness, Wesker's perk, was nerfed before it went live because of Starstruck Nurse. You should have no problem with buffing M1 Killers so they are closer to the large amount of anti-loop and instadown Killers.
"Killers are already tunneling out anyone who doesn't run it to get a chance, it happened last 5 survivor games I ran."
Killers are apparently, according to the community, camping and tunneling every game regardless, I'm pretty sure MTF isn't making a difference.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457089#Comment_3457089
Because those "bad players" are the MAJORITY of the playerbase and community. Solo queue is also the majority, stats were posted on these forums over the years. Nurse was nerfed because it's easier than people think to get results as Nurse, she has a low kill rate because she's free and takes a few hours to learn her. So people go plenty of games before they begin to really shine as Nurse.
Also, I know you specified "perks", but let me go ahead and make something very clear: Not giving even a single ######### about bad players is how you end up with games where the weak majority needs to be playing PERFECTLY in order to beat the power role. Which is exactly how games die; because it becomes too difficult for casuals to get any kind of result. And casuals are the majority of players. They are the spenders.
Solo queue Survivors are the majority as it is, if the game was balanced to require all 4 Survivors to be gods to win, then basically everyone would switch to Killer or leave, because then you'd need a 4 man SWF to win, and solo queuers do not have that 24/7.
Then let me, as an experienced killer, play with the majority. Let me feel the pleasure of my skills. Let me win, FFS...
If there is MMR in the game, the game automatically becomes competitive, and therefore perks, powers, and "features" should be considered competitive and balanced accordingly.
Speed is the most important element of DBD and should not be given simply because the survivor is injured. (If I'm wrong, WhyTF do top killers all have a somewhat increased movement speed? (Spirit - addons. Blight&Wesker - dash. Nurse - literal fricking teleporter...) They all catch up with survivors faster than "usual", and with some skill they become impossible to loop.
The rest of the killers are just normal speed with privileges.They can be looped indefinitely and almost without threat.
-
@jayz666 said:
Get better I say lmao only a handful of you are complaining
Trust an experienced killer, a couple percent makes a difference. Remember the speed addon of SM? 2% bonus speed, but the survivor dies in the first loop. Because distance is so critical. Muscle memory suggests that, the killer will catch up on you only on the 4th lap, but the difference is so insignificant that you are cut off already on the second.
Now the situation is reversed against the "baby" Trapper, who is unfortunate enough not to have a trap in his hands. How long can you (with MfT) walk in circles around one pallet?
-
I don't think that there is integer number of printers that will make the Singularity balanced when playing us and against.
I believe that it is necessary to completely or partially change the ability. I see two ways:
1) abandon automatic aiming, because the game has a VERY strange understanding of "seeing" survivors and killers. I suggest replacing auto-aiming with a "cannon" with explosive shells that would infect all survivors in a small radius and/or teleport to the nearest already infected one, if he is in the blast radius.
2) Completely abandon manual aiming, which forces you to interrupt the chase for the chance to become effective in the chase. In other words, to give the targeting to the computer, removing the Singularity's ability to teleport through 2nd hit by biopod.
Separately, a simple non-independent improvement of not to showing the survivors which biopod is currently active.
-
@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451356#Comment_3451356
It won't, OP thinks that movement speed build is "easy", which lets me know that they watch cherrypicked Youtube videos against Killers who don't have instadowns, exposing powers or anti-loop.
I KNOW one of those videos, and you need to stack situational Haste perks that are easy to break.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451881#Comment_3451881
Intelligent post.
Of course, every killer has an instadown, an antiloop and an instant 3'd BL. And of course, a couple of percent is not a big difference, despite the fact that 2% haste saves the killer 10-15 seconds in each loop. This is half of the Prove'd gen.
-
Skill issue
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449999#Comment_3449999
those -50% means it's not genrush. 30s not being able to effectively work on gen = it's NOT a genrush perk. Means if you use the toolbox immediately, then you just wasted it. So no diminishing returns. It just is NOT genrush. It's burst repair. That's it. If you use your toolbox to "mitigate" -50% malus, then you don't have toolbox once the malus runs out so you wasted perkslot for NOTHING.
Not to mention, that you don't get skillcheck every 2s, so you will not get like 10 refreshed toolboxes anyway (most of the time you can realistically expect 1 extra toolbox from this perk).
And rummage is most wasted stuff - brown toolbox gives nothing....
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/378394/generator-speeds-are-not-ok
I would like to know where your math comes from. Because AFAIK proof knocks off ~6s from gen. Yes. It's 7s if 2 people are working on a single gen. The thing is, that the effect it provides barely counters basekit malus for multiple survivors working on a single gen.
Going into math: both basekit malus and perk are 15%, but the base from which you count is different - to illustrate base speed is 100%. If 2 survivors work on a gen, each will get 15% malus for 85% repair speed. Now you take this new base 85% and you calculate +15% from this base - which is 0,85*1,15 = 0,9775 speed or to use percents again - you get 97,75% repair speed. Meaning that if we take gens take 90s to repair, but you have 2 people working on it, you would theoretically do it in 45s if there were no modifiers. With proof and basekit malus, it's 90s/(0,9775*2) ~= 46,0358s instead. Without proof, you get 90s/(0,85*2)=~52,9412s to repair the gen. Given the difference between these 2 numbers, proof actually shaves off little less then 7s. This presumes no great skillcheck/toolboxes/anything else is in play (because those would eat away from that bonus even a little more). Now I am really curious how you came up with 30s, because this just does not add up no matter how I try. Also as you can see even better then using proof is to split to 2 gens where you get 2 gens completed in 90s which can be averaged into 45s/gen or 100% speed (meaning you do your gen ~1s quicker AND save a perk slot).
And for scavenger - it seems you are misinformed. It was already stated, that PTB version of this perk will NOT go live. The perk got changed completely and even though it will still remain mildly useful in niche cases, it will absolutely not boost your repair speed (basically they added extra token for requirement and as the perk activates it provides huge debuff for gen repair for 30s - making it useless for genrush purposes and instead making it only good for batch-like repairs - basically only useful against 3gen camping)
The thing about Scavenger is that it differs from PTB in three ways:
1) it takes +1 skill (which is quite minor, but a nerf)
2) after the activation, the repair speed is reduced by 50% for something like 30-40s.
3) The perk can now be used theoretically an infinite number of times.
Number 2 sounds scary, BUT if you repair by yourself first and insert the toolbox at the end, you can spend the next 30 seconds looking for a new generator, healing, unhooking, running away or doing everything, that isn't a gen... And then with a full stack of Stake Out you come to the generator, hit the 5, restore the toolbox, insert, repeat...
Your words that the perk is not a genrush sound ridiculous now, don't they?
Well, even the Clown and the Doctor don't laugh about it.
-
@YOURFRIEND said:
After a certain point you've just gotta play better killers or resign yourself to the fact that you're going to lose games. It's not you, it's the game.
But I don't want to. Why is victory a skill issue for survivors, but it's up to the limit and no more for killers?
It's not fair.
-
@Göch said:
You should earn your Kills and not cheese them by camping with an instadown ability. You can still secure your kills in endgame, but otherwise please PLAY THE GAME instead of reving your chainsaw infront of a hooked survivor.
There is no counterplay in this at all if the survivors do everything right.
It's often said: don't participate in the three-minute chase. But what if each victim stretches the chase for 3 minutes, resets 30 seconds after the chase is interrupted, and continues to genrush? (This is not the worst, but quite a common 1/3 situation on my MMR.)
Like, how else do I distract the survivors from the repair? Somehow catch one and camp. If they want to unhook, they'll either have to trade, which ends up at 1k, or get a few hits, which will allow me to build up the pressure.
And what should I do now?
-
How about... taking traps from lockers until the maximum number is taken?
-
Killers should have 4 perks, but one should be native non-removable. Or 3 addon slots.
-
Killers should be punished for doing their job. Noted.
-
@AGM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440065#Comment_3440065
How to say "I know nothing about how game devs balance live service PvP games" without saying "I know nothing about how game devs balance live service PvP games."
It's an iterative process. If a game has a gameplay issue, you change the game to fix the issue. Then you take stock of the game you have at that point by analyzing if the changes made are meaningfully affecting your target gameplay metrics. If not, then your implemented solution works and you move on. If so, then you reiterate, either by tweaking the newly introduced mechanic or adding/modifying some other mechanic to bring the metrics back in line with your target. That's how real game balance works for a game of this nature.
It's a step by step process, not some tit-for-tat "One side get buff so other side need buff unga bunga" myopic veneer of balance.
It was not necessary to insult my knowledge. You are missing one simple point: bad ideas should be weeded out before they reach release. You must THINK before you DO.
After all, we are intelligent because we are able to predict the results of our actions.
What kind of mindless automaton are you if you have to take an action first to understand the obvious consequences?
I honestly believe that BHVRs have at least basic human abilities.
-
@AGM said:
Just because one side is getting a new mechanic for a longstanding gameplay problem doesn't mean the other side is entitled to a consolation birthday cake.
The entitlement of some people in this community is exasperating.
Actually, it does. This is how balance works. Knowing some survivors, the mechanic will be mercilessly exploited to gain advantage without any way to counter for the killer. Like basekit Time, which when unhooked near the gate, effectively makes the survivor invulnerable. What should Killer do? Just admit defeat.
-
I think it's pretty well balanced. Nothing special, but saves time spent on kicks. The second part doesn't really matter. The benefit from the kill outweighs the loss of the Hex.
-
We need to increase the average MMR of SWFs and lower the average MMR for SoloQ. So everyone will be given the appropriate challenge.
Killers included. You shouldn't forget them.
-
@Jangles said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437827#Comment_3437827
What is genrushing? What are survivors supposed to do? Get off the gen and stand there until you have an established lead then try? Like what are you even saying? Is genrushing the nice way of saying "I cant put out enough map pressure to counter my ego of not dropping chase"
Then what should the killer do? Kill everyone or as many as you can. What better way to do this than tunneling or camping? Practically same logic.
(In case you haven't noticed, "letting survivors have fun" is not a category. You don't get paid for this, so appreciate those who let you have fun and don't blame others who just do their job in the most efficient way.)
-
@JillValentineResi5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437827#Comment_3437827
If you were playing well and you would actually hitting people down and hook them it wouldn't be a problem. And you can counter gen rushing we can't counter slugging me myself can't do anything without another survivor and even then you're hitting everyone down . It's the fact you guys really try to make these solutions like its just all easy and you have no reason to complain about anything. You get gen destroying points off of just oppression so you don't even have to touch anything. The dev's hold your hand the game is completely catered to you guys. And you guys say it's our fault we get slugged ? Just because we get generators done some of us just don't miss skill checks so like I don't know why you have to put it on everyone. And its fact you make up all analogies and have no proof of it but I have multiple clips saved of any of the stuff I said happening so you can't say anything I said was a lie . You hate gen when we get gens done which how were gonna escape like I said you want us to pace ourselves or that's what you resort to
It's not your fault that the killer laid you down. (Well, kind of yours, actually, because the game gives you every opportunity to avoid it.) Sometimes, after a successful chase, the killer has a higher priority than gaining an extra hook stage. For example, he might be protecting a hot generator right now, giving a free hit to a nearby survivor, or otherwise building up pressure.
+ Picking up from the ground in front of witnesses is a free way to lose a newly gained advantage due to a pallet or a flashlight, so the killer will try to drive off the rescuers or even start a new chase if he catches them out of position.
While you're on the ground, not only are you not doing any good for the team, you're also requiring attention to get back to full capacity. In difficult situations, the same as hooking, but without wasting 15-20 seconds.
-
None of the listed perks provide a similar bonus.
I suspect it's due to being thrown off the killer's shoulder.
(To prevent the killer from resetting the wiggle timer, the progress of the wiggle is saved between pickups and increases by 30% (?) each time the killer tries to drop a survivor. If the total wiggle is below 100%, the survivor falls to the ground. If more, the survivor breaks out.)
-
The CoH situation feels unfair, but it should have been done that way. The ability to independently heal all survivors an infinite number of times in a huge radius for the price of one perk slot? Doesn't that sound too strong? Even lowering the healing speed will not affect this. All this is imperceptible in comparison with the ability not to be distracted from the repair for healing. The wounded will take care of themselves.
-
@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383867#Comment_3383867
If you left CoH's self-heal in, it would continue to be used in the same way it is now: forgo all other healing perks, just bring Circle of Healing, boon in a corner of the map where there are no generators to fix, and run there to self-heal every time you get injured. Making that take a little longer won't dissuade survivors from doing it, the self-reliance it grants the whole team is simply too good.
Simple solution: Cooldown to stop spamming and rework Shattered Hope to make this perk more stable. Because if you suddenly get a team without totems, you have one dead slot. Give one perk a cooldown and another a reason to use it more permanently and everything will work great.
-
@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383867#Comment_3383867
If you left CoH's self-heal in, it would continue to be used in the same way it is now: forgo all other healing perks, just bring Circle of Healing, boon in a corner of the map where there are no generators to fix, and run there to self-heal every time you get injured. Making that take a little longer won't dissuade survivors from doing it, the self-reliance it grants the whole team is simply too good.
Simple solution: Cooldown to stop spamming and rework Shattered Hope to make this perk more stable. Because if you suddenly get a team without totems, you have one dead slot. Give one perk a cooldown and another a reason to use it more permanently and everything will work great.
-
@ad19970 said:
I very much disagree that the devs are removing everything that is strong. Yes, perks this update are getting hit hard, but we still have plenty of strong perks left. Plus I am not convinced that DH and Pain Resonance won't still be fairly decent after their nerfs.
The only nerf I dislike is the one to CoH, because it takes away the one part of the perk that particularly helped solo survivors. The healing nerf is more than enough already, CoH doesn't need another nerf beyond that.
I think the idea that BHVR has here is good, add some more slowdown to the killers basekit with the healing nerf, so that killers are rewarded more for playing well, and then nerfing the strongest slowdown perks, so they don't do as much work for killers. The execution probably just needs some improvements, especially considering the changes we need additionally, but aren't getting, like a nerf to mangled.
Not only was DH limited to a total of 8 successful uses per match, but it once again encourages killers to tunnel. The unhooked will not be able to reset the DH if he immediately engages in a new chase, making him a safe and defenseless option to take out of the game quickly. You know... If you think about it, DH could still be a good perk if BHVR make the upcoming version of it independent of "exhaustion" but with a little cooldown to prevent spam. As a rewarding second chance for altruism.
As for Pain Resonance, believe the killermane, everything is very bad. Fixed-limited perks will never rise above middle, but will most likely sink deep into oblivion. 4 times per game to demolish 15% and not just, but always catching different survivors. Great anti-tunnel strategy, but no, thank you. I'll probably take Jolt instead.
CoH was killed unfairly. In fact, in the general dynamics of the destruction of a second chance and, consequently, a more frequent state of one-shotability, the aura of the needy wounded is good. You're right that solo players will suffer a lot, but the infinite self-healing area was just way too strong. Perhaps it's time to bring back the old statistics of self-care. Healing longer than the generator requires to repair is too painful. Even from a killer mane's point of view.
I believe that it was not necessary to destroy all the healing in general. It was enough to cut the medkits (with half the forse BHVR want to do) and to prevent spam with a totem, put a cooldown on it. And rework Shattered Hope so that it gives some kind of bonus all the time, and not just when you are lucky to meet totem survivors. This would make healing and injury more meaningful, while creating a working countermeasure.
-
@Stabby_Widdershins said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321981#Comment_3321981
We both forgot the fourth comment: "It gives free kills."
Survivors will claim ANY Killer tactic/perk/power does any (or all) of these four things:
- It gives free kills!
- There's no counter play!
- It holds the game hostage!
- It's unfun!
And promptly say whatever 'it' is should either be removed, Killers should be banned for doing it, or suggest some easy to abuse counter mechanic for Survivors to enjoy. 😂
Why don't killers do that? I mean, we're part of the community, too. Yes, a small part, but necessary. Why don't we demand better conditions for ourselves? WE have to be the voice, because our vote alone is worth 4 votes of the survivors.
-
@Bombaclatt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348446#Comment_3348446
I didn’t say anything about tunneling or camping. I just don’t get why people get offended over something so little + tunneling and camping will ruin the match for a survivor not because the said survivor that are experiencing tunneling and camping will start crying but because they literally can’t do anything about it. I think the killer hitting a survivor on hook would be closer to teabagging in that regard, but then again I don’t see why you should cry if the killer hits you on the hook.
Putting camping and tunneling in the same category as racist slurs is kind of meh. Racial slurs and other slurs are way worse then a mechanic in the game where it is literally stated you won’t get in any trouble. Altho you might have just mentioned it for the purpose of giving examples of toxicity idk
Now swf queing up for a game to only be meanies is toxic yes and that I can see why people get frusterated about. But I was talking more about just regular soloq survivors that teabag at the exit gate or at a pallet.
You can go ahead and cry when someone teabags you or hits you on the hook for all I care. I just don’t see any reason to cry about it.
also sorry for bed englis I’m bad englis
"You can cry, but I don't see why." Got it.
-
-
@Bombaclatt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348080#Comment_3348080
people get offended about everything now days😓 nothing you can do about it. I never understood why you should mald over someone pressing a button fast many times in a game
Tunneling and camping are also a kind of fast pressing of certain buttons. As well as writing the most racist and inhuman insults in the chat.
And yet, here we are.
The killers are offended by groups of SWFs who set themselves the goal of mentally injuring the maniac, after which the maniac dead in the eyes tunnels and camps the whole world at 5 gens, from which the rest of the community of survivors suffers, who, if they escape, make sure to teabag the sh*t out of killer because the toxicity balance needs to be restored. It's just fair from a one player standpoint.
However, all players are involved in the toxic cascade little by little, either as a catalyst or as a mitigator.
If you don't nerf your godlike Ctrl, this game needs a stress reliever. Don't get me wrong, the idea would work if the cascade was interrupted by killers, but since the killers just start playing the game effectively and/or hit the hooked... There's not much you can do about that without damaging the fragile balance.
Plus, some SWFs are real bastards. It would be a shame if it didn't hurt them.
-
Plus, (and I think this opinion will not be controversial) half of the recent rebalance needs to be undone. For both sides. You overdid it a bit with the destruction of the meta.
If I understand your aspirations correctly, a particular perk should be no more likely to be picked than any other.
However, the notional Ruin has been killed so much that no one is using it now. You overdid it with this perk and many others.
I'm not a game stats analyst, but:
1) if you want equality, oblivion is just as bad as meta status;
2) it seems to me that happy medium should be in the middle(!) between complete inapplicability and "must have".
So, again, half of the rebalance should be undone. And, for the future, dividing the stats by two is not a universal measure.
-
@HugTechLover said:
It’s not an issue. Don’t play a game for adults and not be able to take teabagging. It’s not that deep.
It is. I play as a killer to attack, not to be attacked.
Plus, in any situation I try to adhere to some norms of gaming decency. Maybe this habit came from TF2, where community members believe in the power of friendship and value every player, but would it be bad if all communities were kind?
Think of teabagging ban as the only rule in the Killer's Rulebook for Survivor.
-
@Technature said:
It's funny that you accuse me of being the prick first.
I play one game a day per side because it gets ridiculous how stupid this is.
Today I played Doctor on Garden of Joy. Everyone escaped. The one person in their exit gate left shortly after I chased them to it. The three in the other was waiting for me to check on them for the ass dance.
Yesterday I played Nemesis on Cow Shed. I got two kills. The other two were waiting in the exit gate. Take a guess why.
The day before I played Legion on the Chapel. 4k.
The day before I played Wesker on Cornfield. I got one kill because of poor play at the EGC. The three left wasted as much of my time as possible with their ass dance, and in the chat told me to kill myself.
Please tell me what I could have possibly done to justify being told "You know what would make a good necklace? A nice, tight rope."
Some people are just awful. I'm sorry you had to cross paths with them. I have been through similar things in my time and took each dance very personally.
The chat can be safely ignored, but something needs to be done with the game.
I suggested the easy way.
However, you can also go the hard way: make the game killer based and make survs suffer, as normal killers do.
-
Yes, great idea. There is only one flaw in it: the quick withdrawal of one player gives a much greater advantage than the percentages you offered. After successful tunneling, you hook the next player and started chasing the third one. Congratulations: generators are no longer being repaired.
-
It would be cool if anyone other than a greedy black mouse in red pants owned the rights to the character.
-
@Shaped said:
Depends on the delay. Crouching helps in chase against some killers.
What's stopping you? This refers to the delay between squatting and standing up. You could sit down quickly or stand up abruptly. (Otherwise, it would start to interfere with the game.) However, in order to return to the starting position, you will need a conditional 1 second of time. Just like in reality.
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337344#Comment_3337344
Thing about DS, though, is that the only way to use it 'offensively' at the end was to get slugged. It's not full on protection to do whatever you want, because you'll still get incapacitated until you're picked back up. DS was not worth trying to use offensively against any killer aware of its existence because it'd cost you more than you'd gain.
DS was the perfect anti-tunnel, or it would have been if it had only gotten the EGC nerf.
It was a great way to make the killer helpless with the gate open. He couldn't lift you up, and you could still crawl away. Lose-Lose situation.
5 seconds seems too long to me, as a killer. I managed to endure a mini existential crisis while recovering from the stun. However, 3 seconds is also not the right time, since the survivor does not always get a chance to start a new chase. My solution is 4 + deletion in endgame as it is right now.
-
@FMG15 said:
Killers are not fearing DS anymore. That's because it's rare nowadays and pretty weak. You can't use it agressively anymore without having to worried to get downed 10 seconds later. It has lost it's strength. I know it was intended to be back to 3 seconds as soon as Enduring didn't affect every stun anymore (though it took them a lot of time to nerf it back to 3 seconds). But honestly it wasn't overpowered. Only the fact that it was active in endgame was problematic. But they nerfed that aspect as well. Survivors should have a way to punish a killer from reckless tunneling off the hook.
So my idea is to make the current DS basekit and buff the perks stun duration to 5 seconds. And it will still be deactivated in endgame so it won't be a free jail out perk.
How about making a NOED basekit? Killers also need to punish survivors who repair generators.
-
@Steakdabait said:
rework lmao BHVR has really whipped this community into really lowering the bar on what a "rework" is
Knight still has the same problems as he always did and is still the most unhealthy killer in the game and no amount of variable changes or random added mechanics to his power will fix that
The disappearance of the ball significantly increased the surprise of the guardian and made it difficult to counter by holding W, because the surv no longer knows the exact location of the appearance.
The old style using was about making it difficult to maneuver in structures or forcing a survivor to move to another area. Now, personally, I use the ability to start the chase, and much less frequently to passively help in the chase.
-
@SmolBlob said:
What if instead of punishing people for playing with their friends, we give solo queue better info and communication tools so it's less miserable for them?
This is what will be done next update, but I think that it is very raw because it passively gives information to all survivors. It helps solo players, but also gives an advantage to groups.
-
@bunnyfengenthusiast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319169#Comment_3319169
You evidently misunderstand what I meant when I said worst. I didn't mean worst in the sense that he is bad to play as, I mean worst as in he's the worst to play AGAINST.
Is it because running around in circles doesn't work against him?
I will tactfully keep silent about the fact that all killers with standard speed suffer in such situations. Being able to drive a survivor away from a strong construct is the Knight's primary advantage, but this does not make this character too strong.
-
@Stabby_Widdershins said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319168#Comment_3319168
I don't disagree but my point was that this mindset of 'Accepted tactics are dishonest/evil/toxic' needs to stop, no matter what the underlying message is.
Because this mindset is an excuse toxic Survivors use to be toxic in turn. A mindset of 'He camped, which is toxic, so I'm just giving him his own medicine'.
There's also the fact that many people are screaming for punishments, rather than fixes, because they are coming from the mindset 'This is toxic, and toxic should be punished' instead of 'Here's a way to fix it'.
In short; people need to first accept that camping, tunneling, and slugging ARE NOT TOXIC (Or 'dishonest' or any other label) before people can be in the right mindset to adjust them.
And also need to adjust their attitudes in game. So tired of being put on blast in end game chat for 'being toxic first' because I [insert Survivor excuse here].
Agree. The shake-up through the reciprocal toxicity of the killers should have also made the community stop and think.
Do the survivors and killers want to teabag each other's and morally lose together, or do they all lay down their arms together and just play the game?
I called the killers' tactics unfair to the one player lucky enough to be the most [insert convenient excuse to be tunnelled].
I am a killer by profession, but I have had to go through a similar experience. It is unpleasant.
I do not consider this tactic to be cheating. Killers simply bring their chances of winning to sane values. Toxic for someone who is lucky enough to be the target, but understandable, but still toxic, but still understandable.
I don't think it should be punished. Players simply play in the most efficient way possible. I just thought that it is worth shifting the balance of efficiency in the direction planned by the developers.
-
@Milo said:
Ah yes, let's make the game less toxic by giving even more toxicity! That's brilliant.
While your 1st point starts off right, it fells off fast. Camping and Tunneling is effective because having less survivors means it's more efficient for killer to move about. Especially the weak links.
Any "high level" survivors would just rush gens and leave.... But that's boring. That's why people try to save the camped or tunnelled person.
We are talking about the same thing, but you do not understand my point.
1) Yes, I agree, fighting toxicity with toxicity is a controversial decision, but it can work. A nuclear war does not start because there will be no winners in it. Everyone will receive a fatal dose. Here I was thinking along the same lines. If you don't like this idea, there is another option - to underestimate the toxicity of the survivors. For example, by adding slowdown to squats.
2) And this is also a problem of balance. Apparently, my point of view is confirmed and killers are not created to confront 4 survivors. Strengthening killers will make their tactics unnecessary and as boring as genrush, and also make genrush ineffective because only 4 can effectively counter and the fewer alive, the more difficult the game will become. Selling one to save three will become unprofitable, because it will no longer guarantee the result.
-
@SmolBlob said:
Friendly reminder that tunneling, camping, and slugging are strategies that the devs have acknowledged and balance this game around. To make DBD not reliant on those, the game would need some fairly large sweeping changes.
Was the game a smokehouse simulator from the very beginning? I don't think so.
The meta leveling update showed that certain aspects of the game might not work as expected, so your argument doesn't count.
You might as well say that the generator should be repaired in 60 seconds, because it was like that from the very beginning.