Dreamnomad
Dreamnomad
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- Dreamnomad
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Changing the values on Thrill of the Hunt takes a couple keystrokes. Fixing Houndmaster will take considerably more effort.
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@MrMori said:
The real pain point now is how slow upclose stalking is. If he ends up underperforming after these changes then they can safely buff the upclose stalk speed from 40% to 50% or 60%.
I wouldn't be opposed to this change.
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@Grigerbest said:
Tho I have a fair question:
Is this:
https://us.v-cdn.net/6030815/uploads/645Z3T0OHSGZ/2.png
Better than this?:
"Better" is difficult to say. I think an argument could be made that it is the better snowball build. So how well you chain together your downs is everything. I also think that not all killers are created equally so there isn't just one correct answer. The advantage to the bottom build is that half the build doesn't require hooking survivors. The advantage to the scourge hook build is that you aren't forced to waste time running around kicking gens and you can focus on chaining chases together. So I would say the scourge hook build is the higher risk, higher reward build. Try it on a couple killers and see what you think.
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First of all, that is seriously unfair to all the players that have devoted time and money into one character already. Imagine being a P100 Jonah main who's bought all the cosmetics. Now all of the sudden, if you want to play your main then you have to play a garbage perk. There would be so many people quitting the game. Now what I could see is for survivors to get a slightly better version of their own perk if they so choose to use it. Nothing game breaking. Like a 10% buff to their own perks
For example, let's say you want to play Meg. Her teachables are Adrenaline, Quick and Quiet and Sprint Burst. Adrenaline and Sprint Burst both give 50% run speed boost normally but if Meg equipped either of those perks she would get a 55% run speed boost. Quick and Quiet normally has a 20 second cooldown but if Meg equipped it then it would have an 18 second cooldown. That would give something of an incentive for players to use their teachable perks but it wouldn't break the game. Maybe if the player only runs their teachables then the bonuses are tripled.
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@Prometheus1092 said:
Im still yet to see anyone actually explain what Myers is supposed to do in a loop scenario. Before the only advantage was that if a survivor looped Myers he could stalk them as he has no anti loop ability. At least being looped wasn't all that bad. Now stalk is so bad up close what does Myers do when a survivor runs closer to him straight to a loop location? Can't stalk efficiently and no anti loop.
This is what's happening in my matches, survivors are deliberately closing the distance and hiding by a pallet knowing Myers can't counter it and can't stalk. I have taken the abandon chase approach but that leads to a survivor getting away for free and the next survivor I find does the same thing. Imo as killer and survivor I found matches way more engaging and fun before. It was actually creepy to see Myers staring at me doing a gen through a gap in the window. Now when I see Myers stalking me he's on the other side of the map and I think 🤷♂️ just move to the other side of the gen and continue because he won't get close with that awful stalk.
On top of that, double iri is now useless. One would think have 2 of the rarest add ons in combination would be pretty strong (which it was before) but now it's the worst thing a player can do.
I have found some success against soloq with unlimited T3 but the experienced swf players steamroll this new Myers.
Also the indoor maps make getting distance very difficult, the outdoor maps have so many obstacles between Myers and the survivor it's pretty easy to block line of sight when he's so far away.
I enjoyed Myers before, mained him, p100 him long ago. But this new Myers isn't for me.
The same thing you should pretty much always do when a survivor is doing a good job of stalling you. Break chase. Try to find someone else to stalk.
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@scoser said:
I've become a fan of that as well. The only thing I've run into is that it requires a good start, otherwise you're down to 2 gens right as you get your first hook, then things just get worse from there.
That is true. If you don't hook survivors then it is basically playing with 0 perks. But once you get a rhythm going, things proceed pretty smoothly. Hooking a survivor lets you know which gen has most progress to start your next chase while also damaging the gen to buy time for you to rotate over there. When the hooked survivor gets unhooked, you get good info to keep the chases going and the unhooked survivor is wasting extra time getting healed and making less gen progress which helps you keep the chain going.
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@Wearevenom1484 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849124#Comment_3849124
Please explain how this is better? Before you could stalk up close and pop, now you have to do it from distance to gain reasonable amount of stalk, then you have to get close to them and then you have to stalk again and hit them.
In no way is this a better situation for Myers. Everything you are complimenting was being done before, except it was in close versus far. It’s so bizarre to pretend this was a buff when he was clearly nerfed.
Simple, it is easier to stalk survivors from distance. They are less likely to notice you peaking from behind a corner at a long distance compared to being right next to them. Not only is it more lore accurate, it is just stronger overall.
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@Wearevenom1484 said:
he’s awful. Your post reads like it was written by a marketing team trying to convince me something thats really awful is good.
what use is stalking from afar? He has no ability to catch up, and once you spend the time to close the gap you’ve wasted your limited power and time you “saved” stalking from distance to do so.
No anti-loop, no ability to deal with pallets outside of brutal, no map pressure and now we can’t even run iri addons without getting punked.
tier 1 is still terrible if you try to run scratched mirror and Vanity mirror is worse because you can’t stalk up close without it taking a generation to get to tier 2.
Who are you trying to fool here?Well, sounds like we are just going to have to agree to disagree. The point of stalking them from afar is to get 99% stalk and then when you are close enough to get an attack in then you reach tier 3 and immediately hit them. If you try to play Myers like before then you will have a miserable time. It's all about the snipe stalks now.
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Yep, this perk is dead on arrival. Just trash in general. At best it is a meme perk to add an extra challenge for survivors who think the game is too easy or just want to add increased difficulty for themselves.
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I guess it depends on your playstyle but I don't think it won't make much of a difference to me when I play killer. I generally try not to tunnel to begin with so go ahead and swap hook states. I think survivors might screw themselves over and I'll accidentally kill someone I didn't realize had an extra hook state. Time will tell of course but I think the only killers that will lose their minds over this are the sweaty ones that could use taking a chill pill to begin with. Survivors in my lobby are welcome to run it though. I'll eat my words if I'm proven wrong.
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Honestly, can't say I'm looking forward to Doctor in 2v8. He's my least favorite killer to play against. I definitely don't think his static blast needs buffed in 2v8. Range and cooldown are already powerful.
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They definitely need to do something about killer queue times in 2v8. I think one of the simplest options is a 3d queue. You have killer, survivor, and killer vs bots. The killer vs bots queue should be instant and give a scalable bonus for the killers choosing that option. Honestly, playing as a killer in 2v8, the average survivor isn't much better than a bot anyway. Might as well take the no queue time and extra bloodpoints.
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For consistency. How would everyone know it is a deep rift outfit if it wasn't a specific color? It's a fair question why they chose blue though. I think it would be cooler if it was like a neon luminescent aqua color. But whatever, it's better than a kick to the balls.
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@BlackRose89 said:
As other said, I think having based on escapes would be a terrible idea. It would encourage killer players to play Survivor and never do anything but hide all matches in hopes of escaping. Even then if the killer player does play Survivor and loop/do gens there is no guarantee they even going to be able to escape. I have had matches both in 2v8 and 1v4 where I do really well as a survivor and still get killed bc my teammate arent pulling their weight or just left me on the hook to die. This happens pretty often to the point where I doubt I would ever get a pass and I don't think that too fair to me or any killer player if they play Survivor correctly. I even give an example of this happening in 2v8. The other night I had a match against a blight and deathslinger. The DS found me first and chased me, I looped him for so long(I think for 3 to 5 mins) but all that time one one or two gens pop bc the rest of my team drop like fries against the one blight. The blight was able to hook 5 survivors by the time I was finally got down by the DS and then I was left in the cage till my 2nd stage. Just say we lost that match pretty badly… Now would it be fair to me to not get a pass bc I wasn't able to escape that match even tho I played pretty good against the DS?
It would be an even worse idea to not require escaping. Then the fastest way would be to run up to the killer to get caged and miss every skill check in the cage. This would make playing survivor even more miserable pushing out players who actually want to play as survivor. Then 2v8 would turn into the two killers just massacring all the survivors who run up to them so they could have their turn doing the same thing. That would make playing as both killer and survivor worse.
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@Jay_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/432986/priority-passes-for-2v8
Ok there are a lot of things wrong with a priority pass in DBD.
1. You will have killer mains who never play survivor trying to escape as survivor meaning they will do nothing all game but hide and wait for the exit gates to be powered/hatch. So this means more games where survivors aren't pulling their weight.2. You may never get the priority pass even if your trying unless you can put a decent chunk of time into the game each day as there is no guarantee you will escape a trial
3. You are out right punishing killer only players for their gameplay choice. There should never be any punishments for the side which you choose to play unless it is a completely free to play game which DBD is not.
4. Killers who choose not to play survivor and want to queue as killer anyway will face even longer que times because all the lobbies are going to be given to those who are happy to waste time getting several escapes first. This will take queue times for non priority pass players from 15 mins average to up to and over 30 min average.
5. Let's say every killer main does escape 4 times first thing in the morning. Do they have priority all day? if so then hypothetically if all killers are doing it or even like 80% then the queue times won't be any faster because majority is in the same queue.
Having any sort of priority pass implemented would be really bad for the game as it will punish the killer player base forcing them to do things they don't want to do. And let's face it if your gonna add a priority pass into a game like DBD you just know it will be monetized
If behaviour want to make survivor more enticing for players then give some decent rewards for playing it. None of this sometimes 50% sometimes 200% BP bonus rubbish. Throw in a tome challenge that is "Play as Survivor 50 times in 2v8" and give like 3k shards or something as a reward. It won't cost behaviour anything as new cosmetics these days are auric cells anyway. Honestly if i saw this I would play 50 games just to get that rewardKillers wouldn't be any more punished than they are now. You could still choose to queue up and wait 10-25 minutes like normal. The difference is if you would rather actively play the game then you could play some matches as survivor and earn a trip to the front of the killer queue. Maybe a metaphor might help you. Survivors are peanut butter and killers are toast. There is only so much peanut butter to spread over the toast. If a slice of toast can become the peanut butter for other toast then that toast gets to cut in line.
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The more I think about it, 4 should be the magic number. You need 4 survivors for each killer. So a priority pass should require winning as a survivor 4 times. I also think you should be able to earn up to 10 priority passes but they shouldn't carry over to future versions of 2v8.
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It is something. Maybe instead of just one escape, you need to escape 3 or 4 matches. I would support that. I think allowing killers the option to play against bots with a bloodpoint bonus would also help lower queue times. I think instead of 2v8 they could look at 2v6 as an option and give the survivors 4 health states to offset the lower number of survivors. There are a lot of options to help with queue times if BHVR thinks outside the box.
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@SuspiciousBrownie said:
I would personally love it if they made this game mode permanent and put 2-3 bots in each lobby. Make it seem like a real person though with a fake name and everything. Maybe buff survivors a little bit to counter bots being so garbage but it would be fun.
I think bots are something to consider but I think your solution is the wrong way to go about it. I think you could offer killers the option to play 2v8 vs bots and offer them a 100% bloodpoint bonus for doing so. There are no doubt plenty of killer players that would choose the instant queue time and bloodpoint bonus to play against bots which would lower the queue times for players that only want to play real players. Saddling real people with a handful of bots isn't fair to the survivors.
I think another option would be to make it 2v6 in future game mode but give the survivors 4 life states to make up for the difference.
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So instead of complaining, what solution do you offer? The reason there is a long queue time is because there is a disparity between the number of people that want to play killer compared to survivor in this game mode. You need 80% of the playerbase to choose survivor over killer. So how do you incentivize 80% of the playerbase to play as survivor when 250% or greater bloodpoint bonus isn't doing the trick?
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@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841459#Comment_3841459
Arguably, when you go against skilled enough Survs as ANY Killer, you will start to see the weaknesses of ANY Killer. This isn't just a Wraith thing.
I will also add because others are stating this: There is no such thing as "just an M1 Killer". Every Killer has a power. The power can be countered in various ways, but they still have one. Even M1 Killers. This is Wraith's, play around it and learn the counters or you die in the round. Not to be blunt, but that's how it works.
Yeah, no kidding. I wouldn't argue against that. But this particular thread is discussing Wraith. The OP is taking a stance that makes it obvious that they lack experience playing as or against Wraith. I was merely pointing out that the solution to a lack of experience is to gain experience.
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It is a fair question. I don't know why the concept of balance doesn't apply to her. It would be so easy to fix nurse too. Make her a 4.4 movement speed killer and make it so her blink has a cooldown of 15 seconds. Boom. Done. She's balanced. You're welcome.
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It's a difficult question right? Like "how do I stop being me?" I think the key is to realized that none of it matters. We're all just space dust that will return to being space dust. Like the saying goes "The small stuff doesn't matter and it's all small stuff". Once you can accept that you and everything else doesn't matter and that nothing you ever do, big or small, will ever matter then you'll be free.
Do whatever brings you joy and don't worry about anything else. That is true about all things much less a video game. Not sure what brings you joy? Try things. What's the worse that can happen? Remember, nothing matters much less the outcome of whatever you are trying. Don't like it? Don't do it again. If you like it then do it again.
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I can't tell if I'm the only sane person in this thread or the only insane person. ######### is "HamsterMaxxing"? Can we start with a definition?
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The only thing I think BHVR is responsible for is making sure DBD runs at least as smoothly on PS5 Pro as it does on PS5. I do not think they are obligated to make a special PS5 pro version of the game. Nor do I think you as a customer are entitled to a special version.
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You don't want to play killer in 2v8? GOOD! That is the point.
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@Gardhome said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841453#Comment_3841453
I play as Wraith and i play against Wraith. By playing him i usually get 4k in chill way cause mostly time its easy, seriously not on any other killer i get such good result with such little effort as him and i play without addons with mostly not meta perks. But playing against him is nightmare. We being killed at 4 gens left, 2 people usually "go next" on 1st hook and chase last less then 15 second. So he is indeed broken and needs changes
I don't want to repeat myself but I will. Play 100 consecutive games as Wraith and record the results. The number of games you played as Wraith and against Wraith clearly isn't enough. You are simply wrong about your assumption. The 5 to 20 games you've played as Wraith are not enough. If you are playing against noobs then you can play as Trapper and never set a trap and still stomp. It's only when you build up enough MMR to go against experienced survivors that you'll start to see a killer's weaknesses. There is a reason that Wraith isn't considered a high tier killer.
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This post is obviously one of two things. A troll post or a noob post. Wraith is notoriously not overpowered. Only someone inexperienced in the game would think so. If you think Wraith is overpowered then my recommendation is to play 100 games as Wraith. At first you'll probably go up against newbs and stomp them easily confirming your bias that Wraith is overpowered. But as you improve your MMR and start going up against experienced survivors, you'll start to see his short comings and how to exploit him.
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It's all right. I don't enjoy playing as survivor in general. I do like the changes to medic. It feels good unhooking a couple players and AOE heal.
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I would contest the results as you've recorded them. There were only 3 of the games with 0 survivors killed. So 3 killer stomps and 3 survivor stomps with the remaining matches having mixed results. I think the results are quite reasonable and it is your bias about expectations that is the problem here. The average number of kills in your sample was 3.23 per match or 40.4% of all possible kills. Yeah, it's not the 60% that killers are used to. Also, 17 games is not a huge sample size so I don't know how this compares to the player base at large.
But for a game mode that has a huge problem with too many players wanting to play killer and not enough playing as survivor this seems more than fair. We actively do not want more people playing as killer. If anything, Billy, Blight, Spirit and Huntress should all get nerfed and base kit unbreakable should be added in future versions. Get that kill ratio down to about 30% and maybe the queue times won't be so screwed up. Or maybe the answer is to make it 2 v 6 but give the survivors 4 health states. Either way, I'm sick of the queue times.
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I agree but not for the reasons you might assume. I've seen so many posts over the years saying how much worse the game has gotten. But I hard disagree. The game is vastly better now. But if they made a game mode that was literally DBD 1.0 then I think players would come to appreciate all the effort that has been put into the game to improve it over the years.
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@SAWII said:
I will absolutely unhook survs that try to go next unnecessarily; at the very least it will keep that player from ruining others’ games for just a bit longer. You’re welcome.
Same. I hate survivors that quit, especially at the start of the match. So I absolutely will charge in recklessly to unhook before they get the chance if I can. If you don't want to play the game then don't even start a match. I hope the killer bleeds you out for 4 minutes. Quit ruining the game for everyone else just because you didn't get everything you wanted.
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I think this perk will really only shine in SWF. Coordinating with solo queue will be awful. But in SWF you could not only save time healing but you could also potentially bait the killer into a bad chase. Look at that nice juicy injured survivor. 15 seconds into the chase and the survivor heals. The one thing I'd like to see changed is for an increase to healing speed when healing other survivors. Even if it's just like 15-20%.
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I play anonymously on PS5. I'm not interested in hearing anyone's opinions on the game after it is over, good or bad. But if I were to be open to post game chat then I definitely wouldn't be in the mood for a GG after everyone involved knows it wasn't a good game. The polite thing to do is say nothing in that situation. Even if you honestly had the best of intentions (which I frankly doubt), anything you say could be misconstrued into rubbing salt into the wound.
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I've never understood the point of these kind of posts. You don't want to play DBD anymore? Great. Snaps for you. Do whatever it is that brings you joy. I've played games past the point where I was having fun to where it felt more like work. I've learned my lesson and will never do that again. But you know what I didn't do? I didn't go to forums for those games to talk about how I don't play those games anymore. If you are going to move on then you should fully move on. Don't go around crapping on something for people still enjoying it. Just because you aren't swimming in the pool doesn't mean you should leave a turd in it.
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Are there killers out there that don't realize that the hatch exists for them just as much as for survivors? It is there to end the game in a timely manner. Just like the end game collapse. I remember when the end game collapse didn't exist and hatch worked very differently. It suuuuuuuuucked. Be grateful that they made the changes they made. Your ego will survive if you only get 3 kills occasionally.
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I don't see how this will lead to anything positive. In this hypothetical world where players are given badges of shame like the scarlet letter, how would the badges be given out? Would it be an automatic system or would players vote at the end of a match and if a certain percentage of players vote a certain way then the player gets a badge? How would players remove the badge? Obviously if the badge is permanent then there is no reason to change your behavior. If anything, this feels like an additional tool for players to troll each other with which would only lead to more hostility.
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Sounds like a valid tool for AFK players but naturally some people like you will be caught accidentally in the crossfire. But the good outweighs the bad imho. Now you know how it works if you wanted to do the same thing in the future just move slightly occasionally. Easy fix.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831603#Comment_3831603
And would remove any pressure for other survivors to rescue them, after all they'll get themselves up eventually anyway.
Which was the problem with the basekit Unbreakable PTB.
It would still be faster for other survivors to pick each other up. The timer is negotiable. But slugging as a strategy needs to go away. Killers need to be incentivized to pick up survivors within a reasonable period of time. Forcing players to spend up to 4 minutes of their time spent bleeding out is just unacceptable. I don't know why it has been tolerated for this long. Some pity points isn't a solution.
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Better than a kick to the balls but hardly a solution. An actual solution would be for survivors to be able to pick themselves up. For fairness to the killer, it should take time. Like once the survivor reaches 99% healed, the survivor can crawl while adding progress to a timer. After 30 seconds or so then the survivor can pick themselves up. Killers could still slug but it would only put a survivor on time out for about a minute. That would be a proper solution.
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I'm going to make the argument that it is more difficult to be a good survivor compared to being a good killer. I will admit that I'm not a good survivor. It doesn't matter how much I practice or how many videos I watch of good survivors. I can't keep my eye on the killer without running into stuff. Even when I try to emulate what I see players do on YouTube, I can never get very many laps around a pallet loop without getting hit. I'll watch YouTubers get 4-5 laps around something and when I'm in game against the same killer on the same loop, I'll be lucky to get one lap around. I'm hugging the corner as well as I can. I'm using check spots as well as I can. I focus objectives and be strategic as well as I can. But I still die a lot when playing survivor.
On the other hand, I generally do quite well playing as killer. I don't play with head phones and my audio is usually fairly quiet when I play so I can't track survivors by sound hardly at all. I'm not all that great at mind games. I generally try to play fair and not tunnel or camp. And yet I still do much better on killer compared to survivor. I get vastly more bloodpoints for my time spent even when survivors have the 100% bonus. It's quite rare that I have horrible games where all 4 survivors escape. The vast majority of games I still get 2-4 kills. Same player but vastly different results in different roles.
So how is it that I do so much better as a killer? I think it is because playing as a survivor is much more unforgiving. One little mistake and you are hooked. Even with no mistakes, you might not last long in chase depending on circumstances. And then when you are hooked, there are so many things out of your control. If the killer proxy camps and immediately returns to hook, all they have to do is chase you for 10 seconds and get the easy down. Also, plenty of survivors aren't even playing with the hope of escaping. Plenty of players are like me where they only play survivor to get the tome challenges done. Thankfully most tome challenges don't require actually surviving. So you have a lot of sandbagging team mates. Even if you as an individual do everything right, there is no guarantee of escape. So I don't think it's entirely fair to make the statement that survivors can't escape because they are bad at the game.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830578#Comment_3830578
For Scout I am convinced they are as low as they are simply due to BP gains; as a 2021 player I am here to win and have fun doing it, so BP is no concern in that regard but for newer players that may be a turn off
Yeah, that's true. Following the killer around outside of chase give 0 bloodpoints. It would be nice for every 2 or 3 seconds you reveal the killers aura, you get 100bp. You aren't working gens necessarily, but you are contributing to the team win.
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Yeah, I haven't been super impressed with leverage either. I haven't been on the receiving side of it yet though so maybe it's more painful for the survivors than I realize but it seems like players still heal fast under hooks.
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I think the class pick rates for survivors are skewed for a couple reasons. For one thing, there is a limit to the number of players that can run a certain class during a match. I don't think this is a bad thing for game balance but it certainly will impact the percentage of players using escapist for instance. If there was no limit then I think it would be higher. Also there are tome challenges that require playing a certain class. If there weren't any tome challenges that required playing a certain class then I think the percentages would be different.
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I feel the same way about playing survivor. I'll muscle through some challenges but I don't like it. Considering that 80% of players need to play as a survivor for a match to start though, I do think it makes sense to push people into playing as a survivor through tome challenges. I don't think it really makes sense the other way around though. But it would be extremely painful if all tome challenges were survivor only for players like me. But it's not like you need to finish all the challenges to get through a rift thankfully.
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Lethal Pursuer is fine. It is well within the acceptable power range for this game. I don't think I've seen anyone complain about it until today and it's been in its current state for a long time. Leave it be.
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There is only one rule for both sides. Treat others the way you would want to be treated. Those are real people behind the pixels. Just don't be a dick. It's that simple.
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I think we are well past time for a base kit answer to slugging. It's pretty insane that this type of game play is tolerated.
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Thx for code.
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Slugging in the void is unacceptable imho. They should make it so survivors can self heal from the dying state with endurance in the void. All the other survivor handicaps are fine imho.
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Having played killer on a handful of games now, I don't think the void area is so bad for survivors in terms of chase. The big structure in the middle is a pretty safe place to watch for the killer and it takes a while for the killer to path up there and there are plenty of vault and pallet locations to waste the killers time. I don't even like to chase survivors in the void now.