FatallyIconic
FatallyIconic
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406136#Comment_3406136
True, but you are at three perk slots at that point, and that's kind of a lot to dedicate to just healing. Still, plenty of options, a best and/or most reliable pick will drift to the top eventually.
Yes, However atleast Leader has broader benefits beyond just healing, and you can still equip one more perk. However, if you're not playing solo, you could consider removing Bond, although I assume that most players are playing solo, because, well, they are.
I've experimented with Adrenaline combined with gen speed perks, and ignoring healing altogether. But in solo, it becomes problematic when everyone is injured and there's a hooked survivor. Killers tend to camp when they see multiple injured survivors, and healing takes a long time with the sloppy butcher meta, making it difficult to reset. But let's not get sidetracked; we all understand the difficulties of playing solo queue.
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@jesterkind said:
Botany Knowledge is also a very solid option, the +50% may be lower but it isn't on a timer and works on self-healing too, which puts it squarely in the running.
Honestly, my experience so far has been that Botany Knowledge and Self Care is a pretty good combo for healing in general. BK ensures that SC heals you at a mostly acceptable speed (though it is vulnerable to Mangled), and also ensures that you heal your teammates noticeably faster.
Maybe not the best combo, but very reliable. Slap a medkit on there too and you're golden for sure.
Self care is not good because most killers are running sloppy. Bond and Botany combined with Leader would be more effective.
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@foods said:
yeah every member of a 4 person team should be entirely self sufficient and be able to handle every situation by themselves, thats balance
No one is claiming that medkits weren't overpowered, particularly in a coordinated team. However, solo queue games are rarely coordinated. Medkits and consistent self-healing made solo queue less unbearable since you didn't have to depend on your teammates. It's understandable why medkits were heavily nerfed. Unfortunately, solo survivors weren't given anything in return, such as a baseline empathy or empathic connection.
Solo queue players are impacted since they must now devote half of their build to an aura perk and a healing perk to counter these new healing changes. In contrast, SWF players receive all of this for free without having to sacrifice any of their meta perk slots (anti-tunneling perks, exhaustion perks, etc.).
I reckon BHVR should simply acknowledge that they are balancing the game around killers and SWF. They haven't explicitly stated so, but they haven't refuted it either.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405056#Comment_3405056
You have the incorrect assumption that every killer tunnels. Corruption is a one and done deal, and the counter is simply moving onto another gen. Killer is down a perk for the rest of the match for little gain. Deadlock is pretty decent, as is eruption.
While it's true that not all killers tunnel, it's also true that tunneling is a common strategy that some killers use to secure early kills. The perks Deadlock, Corrupt Intervention, and Eruption may not always be effective, but they can provide an additional layer of strategy for killers who want to slow down the game by speeding up an early hook. The thing with corrupt intervention is that it compels survivors to engage with the killer earlier, or the killer can utilize it to lock down a 3-gen. Of course, this differs from killer to killer since some are better at tunneling, while others excel at holding a 3-gen situation.
Deadlock can punish survivors who are too focused on a single gen. Eruption can be especially effective on certain maps where gens are clustered together, making it easier for killers to disrupt multiple gens at once.
While these perks may not work in every situation, they can be valuable tools for killers looking to control the pace of the game and put pressure on survivors pretty early on in the game. And the best way for killer to pressure survivors is to hook one early on, then tunnel them out. It's an extremely unfun and demoralising strategy, even Moreso in soloQ games.
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Ash and Felix looks decent. Thalita's could've been OK if they didn't give her Clown makeup.
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@RpTheHotrod said:
Revert all our regression nerfs, even the old ones, and you got a deal.
Yes, because Deadlock, Corrupt, no way out and Eruption are all terrible perks that don't slow the game down. Meanwhile you could just tunnel someone out early anyway. No perks needed.
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@NothingThere said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405024#Comment_3405024
Hook suicide is refusing to play. Camping and tunneling are gameplay strategies with counters in game.
Yup, a "tactic" that essentially secures a victory for the killer. You WILL NOT come out on top as a survivor if it's a 3 vs 1 with 5-4 gens left to do. The game isn't designed for that. It's a lost cause at that point. Anyone who has played for a decent amount of time understands this.
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If hook suicides are penalized, camping and tunneling should be punished as well. It's unfair to punish someone who wants to end the game quickly after having a teammate tunneled out with 4 gens remaining. The match is already lost and it's a waste of time.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404981#Comment_3404981
I'm just going to wait and see. I remember the meta shake up last year that everyone said the sky was falling and SoloQ was dead and yes I found I wasn't escaping as much. A month or two later things were back to normal and my escape rate was back up. I don't feel anything has been changed too drastically that it won't be the same situation.
I disagree. The recent patch has disproportionately affected solo players who are less self-sufficient. SWF players can be altruistic and efficient without sacrificing perks as they have comms and know their teammates. Solo players cannot rely on their teammates without dedicating half their build to healing and aura perks.
The problem now is that solo survivors have to rely on their teammates much more. Using a medkit and healing yourself in 30 seconds (due to the sloppy meta) wouldn't be so bad if your solo teammates actually did gens. Camping is also more viable than ever due to it taking so long to do healing resets. More often than not, that the camped player will just die on hook
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@Xxjwaynexx said:
Is tunneling and camping really this huge of an issue? Hooks states are 60 secs it takes 90, Say a killer gets his first down and instead of surv immediately going to the hook and just stay on gens ideally 3 separate gens by the time the camped hits stage 2 your team has 2/3 progress on multiple gens so even trading hooks isn't that bad. Now after the trade you finish said 3 gens before the next person hits stage 2, that leaves 2 gens left with the killer having 2 hooks maybe 3 at the most. Now factor in good looping and smart tactics on the first person chased if they can run for 30 to 60 secs then there's no problem at all. Camping and tunneling are a problem sometimes but most times it's not beneficial at 5 gens. Unless 3 out of the 4 can't loop. All this patch is going to do is make good survivors God tier and the causals that are meh better, instead of looking at tunneling as a problem use it for looping practice. As a killer if i find a God tier looper I'm throwing the game just to get the much needed experience.
You are ignoring the fact that many killers have anti-loop abilities and bloodlust, making it easy to tunnel someone out. The high-tier killers like Nurse, Blight, Spirit, Pyramid Head, and The Oni can deny most loops in the game and are ideal to tunnel with. These anti loop, Tunnelling killers cannot be 'practiced' against, as their powers depend on 50/50 encounters at most tiles. This will not make casual players better, it will make them drop the game and move to something else.
This is not good for BHVR if they want their game to thrive, especially since the solo player base is larger than SWF.
Also, a very large portion of survivor players do not enjoy being chased as much as you think. Many would enjoy getting value out of their perks, often non-meta ones. But then are forced to switch to meta perks just to have a chance to stay in the game.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404960#Comment_3404960
It would be just assumptions at this point. Since the update I have been getting 100% on killer a lot. During the day too which is usually rare to see on killer for me.
Honestly, even with the Survivor incentive boosted to 100%, I'm just not feeling the urge to play Survivor much these days. It's common knowledge that solo Q has always been challenging, but I must admit, it's been particularly arduous since the latest patch. Hopefully, there will be an improvement soon..
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@Hensen2100 said:
Solo Q has always been trash. It was a bit more tolerable when keys were at their peak. It's a good mix of:
-Teams that lose in the first 30 seconds of the game but you have to wait another 5-6 minutes to actually die
-DCs/Suicides/AFKs
-Killers running absolutely busted builds that no solo Q team will ever beat
-Killer getting run the entire game by someone while you AFK on gens
-Actual balanced matches with some interesting chases
So I wanna say like 4/5 of the matches are typically garbo. I just play killer if I am solo
Your first point is extremely accurate and unfortunately very common in solo
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@BougieBlackChick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404940#Comment_3404940
Having said that tho you are correct about the first part of your post. As long as the devs allow tunneling and camping to continue unpunished, it doesn’t matter what nerfs they make to killer. They will ALWAYS have that one effective, easy strategy to fall back on, while survivors don’t have that one built in strategy to fall back on when they get nerfs.
I hate to say it, but I think tunnelling is getting more popular the more certain content creators and influencers talk about it. Whether they're trying to promote it or not, it seems like a lot of players just follow the herd. I've seen Otz post a Killer build, and then suddenly every other Killer out there is running the exact same thing. And when content creators start saying that tunnelling is necessary and even doing it on their streams, it definitely influences a lot of Killer mains.
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@BougieBlackChick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404940#Comment_3404940
Umm I’m sorry but did you really just semi-plagiarize my own post to me from the steam forums? The second half of your post is way too similar to my post. 🤣🤣🤣
https://us.v-cdn.net/6030815/uploads/8PN9PHW8B1V5/ece431ea-01be-4b99-92be-c96f24737533.jpeg
Don't think your accusation holds any merit. It's possible that we both came to similar conclusions on the topic, but that doesn't necessarily mean plagiarism. Let's focus on discussing the issue at hand rather than accusing each other of wrongdoing.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404934#Comment_3404934
Today, I have observed that matchmaking incentives seem to be favoring survivors more, even in the evening.
It's Day 1 of a new Rift. People got killer Tome Challenges to do, and they're usually faster than survivor ones.
You're assuming just like me. It's possible that what you suggested is true, but it's equally plausible that Solo Q is just as bad as 90% of the playerbase claims it to be, and that Solo Q players have switched to playing killer instead because of this new patch. When a new rift is released, survivor mains don't typically switch to playing killer for the challenges. They usually complete survivor challenges first, just as killer mains do with theirs. Players who play both sides equally are a rarity.
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@BougieBlackChick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404917#Comment_3404917
Oh never! Lol but BHVR made a big deal about trying to bridge the gap between solo and swf which was the main reason for the new HUD. So it’s funny to me that we’re supposed to be closing the gap between solo and SWF and all this update did was push it further apart again. And now to the point that you have to be a masochist to even try playing solo anymore.
The issue with the recent patch is the change to healing mechanics. Killers have not been forced to change their tactics, and instead are still relying on tunneling and camping. However, now there isn't enough time to heal and regroup to go for the save, so the options are either letting the survivor die on hook or going for the save injured, leading to a cycle of hook trading and no progress on generators. This has resulted in most of my solo queue matches lasting five minutes or less.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404908#Comment_3404908
Good luck coming up with new effects for Bond, Kindred, Empathy, Aftercare, Empathic Connection, Situational Awareness, and Keys.
If they want their game to survive, i'm sure they'll put some effort in.. The solo queue survivor player base is larger than the SWF playerbase. Today, I have observed that matchmaking incentives seem to be favoring survivors more, even in the evening. It could be a coincidence, but only time will tell.
Plus, BHVR have been creating weak filler perks for a long time now, they'll think of something.
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@Pulsar said:
Not to take away from your point, but when has Solo Q ever been the preferred and recommended role?
It never has been. But i feel like this patch is definitely another nail in the coffin for SoloQ. BHVR clearly want people to play in SWF and not solo anyway. This game is not for solo players anymore to have fun. In-fact, i genuinely believe that solo players are fodder for killer in order to meet BHVR's kill-rate statistic. Because i know that the majority of those 3-4ks are against solo players.
All killers do is tunnel and camp, because they assume every team they go against will be SWF on comms.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404895#Comment_3404895
It activates for 90 seconds, so if the killer is proxy camping then the survivors can just go somewhere else, and still get an 8 second heal. And they can just pick a sport between the hook, and whatever generator they want to repair, so they aren't losing time by moving away from the hook.
Good luck using that when the killer tunnels the survivor you just unhooked. Not to mention sloppy being everywhere now, so the healing will just regress if you try any tricks to heal them mid-chase.
If the killer chases you instead, it's very unlikely you'll still have the 90 seconds left. Unless of course the killer leave you before then, and you find that 1 specific survivor in-time. It's very situational. Botany is a much better option because its way more reliable.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404647#Comment_3404647
you should not need to forced to equip a perk to make relevant decision making when playing a match. that in itself kinda ridiculous. The icons do help a little bit, but they really should consider putting a form of global bond base-kit. solo survivor would save a perk slot for something useful and they could rework a bunch of perks in process. anyway I don't think survivor has changed that much in following patch. its still largely same with SWF being stronger with COH change and soloq being weaker as a result of self-care nerf.
Bond and Kindred should both be basekit. It would literally not make a difference to SWF, as they already have this information via comms, it would just make it a bit more convenient for them. But solos would at least get the same information.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404004#Comment_3404004
I’m seeing a lot of we’ll make it, and some CoH still, so we’ve basically gone from problematically fast self heals to problematically fast altruistic heals.
We'll make it isn't that useful if the killer comes straight back to the hook, which quite often happens.
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The issue with playing as a survivor in solo queue is that you are only one of four members on your team, making it difficult to carry the rest. It is important for all four players to contribute equally in order to win. However, solo players lack the same level of game sense as SWF players, despite the recent additions of icons.
For instance, if someone is being targeted by the killer and reaches their final hook, you need Empathy or Bond to efficiently locate them and offer aid/body block. SWF players, on the other hand, have the advantage of a free perk slot by simply saying "he's chasing me near the shack, come help". Other team-based games have aura perks like Bond and Visionary as base mechanics. In DBD, you need an entire aura build just to have access to the same information as SWF players, but this leaves you with no anti-tunnelling, chase extension, or anti-camping perks.
There are several features that should be included in the basekit of the game to bridge this gap. SWF players who frequently escape are not necessarily better mechanically; they simply have access to more information about the entire map without sacrificing their Meta perks.
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404068#Comment_3404068
I nearly always solo. I haven't played the update yet. Not really looking forward to it.
Solo play is almost unplayable currently. I understand why medkits and CoH were nerfed; they were too powerful in the right hands, but they made solo queue bearable with all the rampant tunnelling. Today, I played against three skull merchants back-to-back, and all of them camped and tunnelled while trying to control three gens. During one of these games, I saw multiple people self-caring with Medkits, even though the killer had Sloppy Butcher. Hopefully, people realize that Toolboxes are now the way to go, but currently, people are wasting time doing 30-second heals with their medkits.
It also raises the question of why I'm being matched with survivors who have less than 100 hours while I have 4k hours in the game, and the killer is somewhere in between. But that's a different topic altogether.
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Awful time as a solo player. It's worse than ever. SWF (only a few of us) is alright, we get away about 60% of the time. Solo queue, I'd say I escape about 20% of the time. Tunnelling and proxy camping is everywhere, and as a solo player, you can't really combat this effectively. Usually, the killer will focus on one survivor, while others wander around or do nothing instead of fixing generators.
People are bringing medkits, and healing through sloppy butcher which is also an extreme waste of time, especially when interrupted.
It's amusing how much of a change SWF can bring. The two other individuals I play with, we don't talk to each other over voice. We use simple text chat on group chat. Very minimal.
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@Johnny_XMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390592#Comment_3390592
It is single handedly the worst game design I have ever seen.
It brings the worst experience to anyone new who is trying to play DBD for the first time, and even more so when they find out how it requires NO skill to pull it off.
The devs themselves are slowly killing this game and pushing players away by continuing to encourage this playstyle.
It can certainly be discouraging for new players who are looking to have a fun and challenging experience. Here's to hoping the devs are listening to feedback and making changes that help make the game more fun for everyone.
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@Johnny_XMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388599#Comment_3388599
Everyone who has ever played DBD understands that tunneling is the EASY way to take a survivor out. Trust me.
It take MORE skill to not tunnel than to tunnel, I don’t care how many excuses people want to find to cope with their own insecurities about which is which.
This is my exact point as well. If the Devs remove Tunnelling at the base-kit level instead of just trying (and failing) to fix it with perks, killers will need to adjust in other ways. They should actually improve their skills and get better at the game instead of taking the easy way out and Tunnelling a survivor early. This method is not satisfying for either side and feels cheap. Similarly, survivors can bring in Brand new part toolboxes or Emergency medkits, which fortunately are being nerfed.
It's essential to push ourselves to play with more skill, which is far more satisfying. When players realize that there are other ways to play and avoid Tunnelling, the game becomes more enjoyable for everyone. Tunnelling has become worse due to content creators bringing more attention to its effects, and it just generally becomes easier to do in-game each time new nerfs to survivors happen (see the recent healing changes).
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388572#Comment_3388572
You're just making up what you consider a "good killer" to be and forcing your views on to your opponent so they play in a way you prefer.
That's not how pvp games work. A good killer can still tunnel out a survivor at the start, because they took advantage of the situation that let them quickly remove someone. No one is less skilled because they understand how to leverage an advantage and use it. Intentionally handicapping yourself does not make you any better than people who do not.
This is the issue. Winning as a killer in DBD doesn't require skill. By singling out a survivor early on, particularly with anti-loop killers, the game becomes one-sided and unbeatable for survivors. The game is not designed for a 3 v 1 scenario with 5-3 gens remaining. Tunneling is not a strategy employed by skilled killers, and it's not just a situation they stumble upon. They actively seek out and intend to play in this manner before every game. Why wouldn't they? It requires no skill, is simple to execute, and provides a very high chance of winning at the expense of making the game completely unenjoyable and nearly unplayable.
Why do you oppose my proposal that game developers should focus on solving the issue of tunnelling by encouraging killers to improve their skills and diversify their strategies? Survivors would likely appreciate additional objectives to complete to prolong the game (giving a more fun, natural slowdown of the game in order to help killer players), maybe even having to deal with highly buffed regression perks, if it meant that tunnelling was heavily punished, removed, or made impossible.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388548#Comment_3388548
Don't expect your opponent to play in a way that is easier for you. The idea that you should play less optimally in order to better enjoy your game doesn't make any sense. Especially when this is rarely reflected back at survivors and used solely to shame killers for playing to win.
It's not about it being "easier". Killers can still win fairly easily and make it hard on the survivors if they actually become good at the game. This should be encouraged. The same goes for survivors too. Where is the skill when the killer intentionally hooks the survivor in a dead zone, and focuses and tunnels them out early, ensuring a win? This happens a lot with little counter other than SWF. However, most survivor players are solo, and these are the people who mostly have an issue with tunnelling AKA. the majority of the playerbase. SWF teams rarely complain because they can strategize and make constant callouts.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388518#Comment_3388518
It's a game. Killers tunneling out survivors is not done because of some malice intent towards you. It's done, because the game does not reward killers for spreading out hooks. Getting mad at your opponent for playing the game in the best way to ensure their own victory is just weird. Especially when survivors often don't play less optimally to make sure the killer has an enjoyable match.
It's a weird double standard that people keep pushing on the killer as if it's the killer's responsibility to make sure every survivor has just the right amount of chase and gen time.
Tunnelling effectively turns the match into a one-sided, easy mode, which ultimately detracts from the overall experience. When a survivor is tunnelled out early on, typically around 4-5 generators, the game becomes essentially unwinnable for them, which puts the killer in an unfair advantage. To truly enjoy a competitive game, players should embrace the challenge and avoid relying on cheap tactics. This approach benefits everyone, regardless of which side you're on.
Otzdarva's recent experiment proved that you don't even need to tunnel to get a high win-rate. So why do people tunnel? Because most killers are bad at the game, and tunnelling is an easy to use strategy. killers should be motivated to master their chosen killer and continually improve their skills in the game.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388505#Comment_3388505
You are playing a pvp game where your opponent's primary goal is removing you from the game. Sometimes you'll have games you don't find very fun, because the killer's goal and your goal are opposites.
This game is not like other PvP games. It is an asymmetrical game, which can make it easier for the killer to target one specific survivor (you know, a real person with emotions and stuff). Similarly, a group of four survivors can troll and make the experience unpleasant for the killer. While I believe the developers have a responsibility to address these issues, it is equally important for players to act with respect and avoid being completely disrespectful towards others who are simply trying to enjoy the game.
It's crucial that players approach these situations with a positive attitude and treat others with the same respect they would like to receive themselves. At the end of the day, we're all here to have a good time and chill out. And the key to making that happen is creating a positive vibe for everyone. So let's keep that in mind and make it happen.
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@DangerScouse said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388480#Comment_3388480
I should add. If someone goes out of their way to make someone else's game miserable that's bad form and I don't condone that. But you also have to respect that both sides can never both get what they want. And fun is subjective. I've seen plenty to say that survivors primary goal is their own fun, and same for killers. So there is an inherent dissonance in calling out gameplay strategy that happens to have a side consequence of not being fun for the other players.
I don't agree with this. Purposefully ruining someone's gaming experience is never justified, regardless of subjective opinions of what's fun. Both sides can compromise and find solutions that benefit everyone. It's wrong to dismiss the negative impact of gameplay strategies that cause frustration and make the game unenjoyable for others.
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@DangerScouse said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388448#Comment_3388448
Only if you think tunnelling is an issue I suppose.
Tunnelling is a major problem that ruins the fun for survivors and often leads to one-sided matches. It's unfair and unsportsmanlike behavior that should not be tolerated.
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@Jinxed said:
The more they buff killers the more aggravating these playstyles become and the harder they are to counter. Before the last big meta shakeup last year tunnelling/camping/slugging were manageable because survivors had tools to use against it. DS, DH etc.
Killers can't receive any meaningful buffs until tunnelling and camping are no longer an issue. It's a fundamental flaw in the game that for some reason the devs seem unwilling to resolve.
I completely agree with your points. Do you have any suggestions for how the developers can address the issue of tunnelling and camping in a way that would benefit both survivors and killers?
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@DangerScouse said:
"If" tunneling exists, and then only its most extreme form, I don't think the current changes will make it any worse (or better). Gen speeds mean people want some semblance of a win. Getting someone on 3 hooks quickly is the easiest way to do so.
"I don't think the current changes will make it any worse (or better)" is an oversimplification of the issue. The changes could potentially make tunneling worse if they encourage killers to go for quick hooks rather than trying to spread pressure across multiple survivors. Additionally, "Getting someone on 3 hooks quickly is the easiest way to win" ignores the fact that tunneled survivors often have less fun and may be less likely to play again, ultimately harming the longevity of the game.
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I completely agree with you. It would be great to see a boon that fits Haddie's lore and connection to the entity, but it should also be interesting and not forced. I hope the developers take this into consideration and give her perks that are more useful and fun to play with. Haddie deserves better tbh.
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@SaltiestChip said:
The Skull Merchant ultimately comes across as a commentary on the ultra rich being able to do whatever they want to both defend their wealth as well as get away with almost anything because of their extreme status in society. I think there is definitely an interesting discussion to be had on how having enough money means you can essentially get away with murder in the right circumstances, but it doesn't really make for an interesting killer for Dead by Daylight in my opinion.
In a game filled with literal movie monsters and creatures created out of interesting moral dilemmas and sad backstories that can be empathized with or related too, having someone SO VASTLY outside of the moral framework due to their wealth and just abusing it to kill people just really isn't interesting.
The nurse was born from the madness of loss and being abused and over worked, the spirit was created by pure vengeance from being killed by her father, the dredge is an elder god that was worshiped by a cult leader who led people astray, the clown is a really on the nose interpretation of several serial killers combined.
Not all of the killers have backstories that are relatable or understandable, but at least the ones that are just evil for the sake of being evil are based in something that we can call kind of understand. A woman abusing her power and wealth to kill people to continue to be powerful and wealthy while pretending to be the manga character her father created but evil just isn't really that interesting amongst the amazing characters we've already had the pleasure of reading about.
I'm sure she was a passion project that someone spent a very long time to write and design. I just personally don't like her.
The Skull Merchant's commentary on the wealthy is thought-provoking, but to make the character more interesting, the motive could have been linked to a tragic backstory, rather than just pure greed. Alternatively, a wealthy character who was wronged by society and seeks revenge could have been a more compelling take on the theme
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@Zeidoktor said:
I've personally wondered if Skull Merchant's lore isn't a deliberate reference to Mark Twitchell, a.k.a. the Dexter killer, a serial killer wannabe out of Edmonton who was big in the cosplay scene and was as wannabe a filmmaker as he was a serial killer.
He decided he wanted to be a serial killer like the title character of Dexter but, where Dexter would go after criminals who slipped through the cracks, Twitchell seduced men by posing as a woman on a dating site and luring him to the warehouse he was using as horror film set he'd made to be where he'd kill his victims. He only got one, two if you count the one he attacked but who got away, and was very swiftly caught afterward.
That theory is pretty cool! The Skull Merchant's story and Mark Twitchell's deeds have a lot in common, so it's totally possible that the writer got some inspo from real-life stuff. True crime often inspires and sneaks into various forms of art and pop culture.
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I'm so hyped for the bloodweb and visual terror radius updates! It's gonna be great to finally be able to jam out to some tunes while playing without worrying about missing any important sounds. Although, I do think the bloodweb changes could be a bit faster, but hey, beggars can't be choosers, right? At the end of the day, I'm just stoked for any improvements to the game that make it even more fun to play.
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Toss a coin. In my opinion, I'd opt for Birkin, as Blight is a more powerful and enjoyable killer.
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@Doomzilla said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3386778#Comment_3386778
Every game that has ever existed has had the goal be for someone to win, what are you talking about? If winning isn’t a big deal in the first place, being tunneled out shouldn’t even matter the , since the goal isn’t to escape but have a fun game, and there is no single action more fun on survivor side than getting chased/interacting with the killer - which again, is exactly why I said hood players WON’T complain that much about tunneling, not that they CAN’T complain.
As far as tunneling right off the hook at the beginning of the game, of course it’s annoying and not the most effective strategy in all scenarios, but it’s never a bad idea to attempt, and frankly it’s about as annoying as anything the survivors can do to progress the game that you have little control over. That doesn’t mean I expect survivors to stop trying to tilt me at every opportunity by throwing in some extra bags after the pallet drop because they know they chain directly to a safe structure and can’t do anything about it. I take it all in stride and at the same level.
Have you considered that not every survivor cares for chases and a lot want to play with non-meta perks and get value out of them? Many players who get tunneled use non-meta builds and perks like Autodidact and Flashbang for fun. But killers view them as weak links due to their lack of meta perks. These survivors end up feeling forced to use meta perks just to stay in the game, ruining their fun. They don't have the support of SWF and are left with no choice but to run stale meta builds.
Winning may be the main goal, but it's not the only goal. Players also want to have a fair and enjoyable experience. Being tunneled out of the game by the killer early on can ruin that experience for the survivor. While survivors may enjoy being chased by the killer, they also want a chance to escape and prolong the game. It's not about complaining or tilting the killer, it's about wanting a balanced and engaging gameplay experience for all players involved.
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@Marik1987 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3386778#Comment_3386778
Gen-Tunneling ruins the fun of killer players too. And you see it every single game. I cant blame the survivors, becausd Chests are useless and Totems arent worth using anymore.
So the only strategy left for an M1-Killer is to tunnel in higher MMR.
You make a great point. It can be frustrating when survivors only focus on generators and ignore other aspects of the game, making it hard for killers to enjoy themselves. However, I believe there are still other effective strategies than just tunnelling.
There are frustrating mechanics on both sides of the game, and it's important for all of us to work together to find ways to make it more enjoyable. It seems like many players are currently dissatisfied and just complaining without trying to come up with solutions. Let's put our heads together and see what we can do to improve the gameplay experience for everyone involved.
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@Doomzilla said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3386277#Comment_3386277
That’s actually not true, there is a single way the game is played. You eliminate survivors or they escape. You lose points based on how many survivors you don’t kill, and survivors lose if they die.
Now, I never said you have to play the game correctly. You can develop your own meta game where you are the friendliest killer and only go for fresh hooks, or you can straight try to force someone out at 5 gens, which might not seem nice to the person on the other end of the screen, but also that’s not really your goal.
I liken Tunneling to spam in fighting games. The people who just want to have fun, who don’t care about winning in the game are the ones most upset about spam. Top players? They don’t care, they realize it’s part of the game and it doesn’t necessarily work against other good players. They aren’t above introducing or using spam to condition opponents or eke out a clutch win, but they aren’t starting the game spamming either. But there’s one thing any good fighting game player will tell you, and that’s “If it works, keep doing it”. You don’t stop spamming the lowest frame d1 in neutral in an MK9 tourney just because the crowd finds it boring, and likewise if you want to win in this game, you will do what works.
No, that’s not always tunneling, in fact, again, if you’re complaining about it, you probably are not in high MMR, you probably aren’t the best solo survivor, so it makes sense that it upsets you SO much, and it’s ok you aren’t the best btw. Just realize that when you want on the survivor side, you never hold back, and learn to accept that sometimes the killer feels that way too.
I disagree. There are multiple ways to play the game, and the ultimate goal isn't always just winning. Playing as a friendly killer or trying to help survivors can be just as enjoyable. Tunneling is unfair and ruins the game for survivors, regardless of skill level. It's not a valid strategy and shouldn't be encouraged. The game should be fun for all players, not just those who are highly skilled.
Insinuating that only the best survivors can complain about tunneling is just wrong tbh. It doesn't matter how skilled you are, tunneling is just not fair play. Playing as a killer should be about using all your abilities to win, not just going for the easy target. It's not okay to ruin someone else's experience just because you want to win in a damn video game. If you want to play a competitive game, you should be ready to face the challenge and not just rely on cheap tactics. The killer's perspective shouldn't justify poor sportsmanship. Let's make sure the game is fun for everyone, not just the ones who only care about winning.
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@Gamedozer7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3386316#Comment_3386316
Please no keep running around people like you make the game playable for killers and we do appreciate you trying to do that crazy thing called having fun.
Heyyyy, I'm just trying to get my cardio in for the day! Who knew running around from a fictional killer could be so good for your health?
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@LostSpirit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381921#Comment_3381921
maybe because we all are so against this changes that we are creating accounts to complain
Yeah, I get it. These changes aren't sitting well with a lot of ppl, and it's cool to see everyone banding together to speak their minds. We gotta keep vocalizing our worries and working together to come up with a solution that makes everyone happy.
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@Gamedozer7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384941#Comment_3384941
Gen tunneling doesn't exist that's just survivors doing there objective as fast as possible they are totally different 😉
So what you're saying is, if I want to get out alive, I should just stop running around like a headless chicken and focus on objectives? Mind blown! 😂
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@TicTac said:
Its not about mobility alone. Its about chase power. And its even more important than mobility. Like you see with the billy example. Or Wraith.
And the easier way to fix mobility is to make maps smaller.
Agreed. Smaller maps can help improve chase power and make matches more engaging at the same time.
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@Doomzilla said:
Tunneling has been a part of the game since it first started, I don’t care what anyone tells you. What bothers me is how many people support crying against tunneling like we haven’t been playing the same game for 6 years, like seriously?
It’s a grievance for the survivor side to deal with, just like the grievance killers face when playing against most survivors. It is what it is, and technically, whether or not you need to do it in every situation in every game, fact if the matter is it is simply the game, you try and eliminate the other side or escape, there is no other objective.
People can agree or disagree with how that result is achieved, but ultimately there is no more or less shame in playing a video game the way it was intended, whether or not it is well liked.
I completely disagree. Just because something has been a part of the game since its inception doesn't mean it's not problematic. Tunneling ruins the game for the survivor being targeted, and it's not a fair or fun experience. It's not just a "grievance" for survivors to deal with, it's a major flaw in the game's design. And to suggest that playing the game as it was intended means using such a tactic is ridiculous. There are plenty of ways to play the game without resorting to such cheap tactics, and it's sad that some people find it necessary to do so.
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Totally agree with ya.. Billy is indeed a challenging character who shouldn't be messed with. Nerfing engravings would just make him a nobody. The overheat stuff is whatever, it's not rocket science to manage. It's totally fine to have a high-skill character like Billy in the game, and I hope the devs show him some love. You're totally right to be passionate about the game, and I hope the devs hear you out. Thanks for sharing your thoughts!
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3386019#Comment_3386019
There needs to be a mandatory tutorial on how to run tiles- that would be a good start
Agreed. However, it is important to note that there is still a significant learning curve that needs to be addressed for new players, especially in terms of perks. It's worth considering that the mechanics of DBD were originally designed to be more casual and resemble a party game.
However, as with many games that have PvP elements, players tend to optimize their strategies to the point where the game becomes less enjoyable for others, as is the case with tunnelling in DBD. It's also not ideal that perks for fixing said unfun mechanics are restricted by paywalls.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385971#Comment_3385971
You do that by teaching players how to play the game, not by dumbing down perks and gameplay. It isn’t fair to people who have put in time to balance the game around new players.
Disagree. While it's important to teach new players, it's also crucial to take into account the experience of seasoned players. Especially with how inaccurate MMR currently is. Neglecting the needs of either group could lead to an unbalanced game that is not enjoyable for anyone. Instead, finding a way to balance both sets of players will result in a fair and enjoyable experience for all.
Do you have any ideas on how we could make it easier for new players to learn the ropes of the game, while still ensuring that long-time players can enjoy their experience? Lots of new players quit the game early because of not-so-fun mechanics and the overwhelming number of perks that need knowledge to counter.