MrPsych
MrPsych
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- MrPsych
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Instant invisibility is by far the worst thing of this event. What exactly is a killer supposed to be doing when a survivor goes invisible and doesn't leave any scratch marks or blood behind? Also it's somehow the only effect my games ever get?!?
Also I swear there are way more pallets than usual. Even when survivors are poisoned, they can make it to a new pallet easily… while walking.
I thought nothing could beat the original Blood Moon event in terms of unfun, but this managed to pull it off. Congrats Black Banquet on being the worst of the worst.
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Haters be damned, I like his rework. Being able to go undetectable at will and stay there using Stalker mode is the best part of his new kit. Being able to switch between Undetectable mode and his Pursuit mode gives all the benefits of the first two Tiers without the drawbacks.
Slaughtering Strike I don't like as much however. I preferred having him expose everyone and have an extended lunge. Eventually, SS will get the survivor without much thought, all it takes is perseverance and breaking enough palettes with his power. This is the only part I'd change because it's not great to use or play against.
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Make survivor worse and lengthen killer queues even more? No thanks.
I kinda agree that survivors still need buffs to be competitive in 2v8. If killer teams are any well coordinated at all, games likely end in massacres. I haven't played many killer games, but all of them ended in 6-8 kills, with hatch escapes being the only survivors.
If you think killer is underpowered in 2v8, you're not playing them well at all.
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If you can find a group of friends to play with, I highly suggest that you give killer another chance in custom matches. You'd be in an environnment where there are no stakes whatsoever and watching survivors counter you as a killer will help develop your survivor game. Not only that, but maybe it could help in due time help out with your killer anxiety.
You shouldn't let a few bad experiences as killer stunt you. Not every survivor is out there to make your life miserable. I can safely say I've had way more killer games where the survivors were well meaning instead of those where everyone was a total jerk, playing to make your life worse. We just have a tendency as people to focus more on the negative experiences than the positive ones.
Whatever you end up doing, here's to hoping you can find peace within yourself.
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@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983787#Comment_3983787
Yeah seems a lot more fun of a choice now. I want a Boon class though
That would actually be nice. It would finally give a reason for the Totems to exist in 2v8.
Boons could start with Shadow Step and Circle of Healing, then after being hooked once, your boons could add Exponential and Dark Theory.
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There's really nothing people of this community won't whine about, isn't it?
It's a player profile icon and has no bearing on the game whatsoever. Get over it and get a sense of humor.
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The new "map" is sad. The fact it's only 1 tile large means there's room for almost no detail and the architecture makes no sense. The condemned "cafeteria" entrance is just a large closet that sometimes makes noise.
Finally, the choice of color palette for the map is awful. It feels like you're trapped in a poop fog.
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After this many public screwups, Behavior no longer deserve hugs or kindness. How many times have they messed up, said they would do everything to change and then proceed to do nothing?
They've shown time and time again they are dismissive and flippant about their own fanbase and will only apologize when put on the spot after major backlash and never before things get ugly. That's not a healthy way to treat your audience or content creators and I'm tired of it.
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Thank you for finally adressing the state of the game and letting us know what's done about it. This was much needed.
Dev team, please don't throw your community managers to the wolves in the future, okay? All this trouble could have been prevented.
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The Walking Dead map is just a vaguely themed TWD building which is the size of a jungle gym, all surrounded by puke green generic woods.
You ain't missing anything.
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@Linkdouken said:
Does this bug not work in customs? That was the only way I wanted to try it for the amusement of using speedy flashlight for ages.
The bug works in custom games.
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Go hog wild. If someone blames you for playing that way, tell them to blame the devs.
Their lazyness is what enables this.
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The worst thing about this whole debacle was there was a precedent for that exact situation with Skull Merchant having an addon that perpetually stacked onto itself. It was disabled and that was the right move.
Yet, here we have the same situation, but on a much wider spree, using a perk from a character that comes for free with the game, yet this is somehow not as bad?
Yes, people can play trials to the end with Streetwise on right now. But at what cost? You are giving survivors infinite resources in a horror game. That means faster gen repairs, unlimited attempts at flashlight saves and hook sabotages, survivors will heal faster and whenever, the list goes on.
This cheapens the experience for the survivors by giving them a huge advantage and makes the killer's game much more complicated, and with the nerf that Franklin's has got, this doesn't even have a counter. In a nutshell, you're saying you don't care about how the trials play out and don't give a damn about the playerbase, as long as the game "works" it's all okay.
Devs, keep doing the bare minimum and this game will not reach a 10th year. You only get what you deserve and right now, you deserve nothing.
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I played 3 games as Killer and chase mechanics bugged out in 2 of them. That's enough for me to say the game's broken.
Also the lack of any updates over this debacle has been very alarming. Streetwise generates infinite item charges, Clown got a rework nobody asked for yet still went live with additional buffs, the new map is atrocious… and yet no news about anything?
Am I to take that somehow everything's going just as planned and the core mechanic of the game not working correctly is fine?
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@CLHL said:
The Doctor's power was bugged and interrupted you to make you scream at the start of a vault animation.
So that would be the thing? This makes more sense now. The way the note was phrased makes it seem like that shocked survivors could still vault, as opposed to saying "Survivors in the midst of a vault no longer have their vault cancelled when shocked."
I just hate we have to overly question these changes time and time again because this game has had so many weird changes over time that we end up having trust issues about the devs.
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@Shroompy said:
"Fixed an issue where The Doctor's Shock Therapy prevented Survivors from vaulting."
erhhhhmmm... mr developer.. isnt this how its supposed to work ☝️🤓
Quoting this because this comment is too good.
Really Behavior… you are forgetting how your killers are working now? The power is to allow him to get hits around pallets and vault points. By removing half his power, you've made Doctor worse than Trapper in one fell sweep.
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It is not uncommon for multiple survivors to spawn together near a gen and have them immediately work it. This is fine! Most of the time, this gen is likely located in the corner of the map and may haunt the survivors later when they are down to only 2 gens.
As a killer, the beginning is the hardest part. If you want an extra edge then, consider Lethal Pursuer if you have it. But remember, the end is as important as the beginning, if not more. It's often very possible to come back from a bad start, so don't give up!
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It would be great to know this info. But again, maybe they don't want to say the correct numbers just to give people an incentive to not stay around hooked people, or to start calculating how far away they can stand from a hook to still facecamp to an extent.
But then, I'm willing to bet people will figure out the specifics the hard way in due time.
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I feel bad because generally, the players who just freeze and give up are not gonna be the kind who just gave you problems in the trial as a killer.
If people just do that or I accidentally see the same person always, I will either slug them and let another survivor heal them back or sometimes I just flat out ignore them and go for someone else. If people do that, they usually are having a ######### day and I won't want to make it any worse.
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As long as your aim is not to rank up at all costs, solo queue isn`t all that bad. You get the odd game once in a while which gets very dire (for reference`s sake, the game had the first survivor kill themselves on hook, and when I got hooked, the last two survivors decided to ######### around in the killer basement doing nothing) but in general, the experience is pleasant enough. The new status indicators for survivors help tremendously in making solo queue more playable (although bringing kindred along will still help of course).
When I decided to grind for Iridescent Rank 1 for the first time, I needed friends to make it happen because I couldn't possibly let even more randomness get in the way of the quest. Even if I was the best survivor in the world (ps. I`m not) your team having an especially weak link can make everything crumble fast. Ranking up as survivor also requires your survivors to do well to an extent, but thankfully I don't have to think that way anymore since I finally managed to get to the top of the mountain.
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You're free to play the game you want, but so do the survivors you face. For better and for worse, you are the GM of a game and the way you play will define the experience the survivors will have playing against you.
As a survivor, I like repairing gens because I find the experience chill and calming. Failing that, a chase offers some nice thrills and is welcome too. But you're playing a character and playstyle that denies me both of these things and your intent is to be as obnoxious as possible and stretch the proceedings as long as humanely possible.
I'm a killer main and I can't even understand what you enjoy with this playstyle. I play the game to chase people and hunt them down and put them down forever. To me, there's nothing fun with just making progress impossible to achieve. It's just like these terrible gimmicky RPG bosses that spam spells to protect themselves and then continously lower your levels, up to the point where you can't possibly win because you can't damage it at all anymore.
If I see you as a survivor, I will kill myself on hook because I don't play the game for the reason you play the game and the experience you offer me is akin to being kicked in the balls repeatedly. I don't want to face you because it'll be a waste of time for me and you.
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Singularity needs to be played as a half setup, half reaction killer. Place pods at critical places to monitor gens or places where survivors will often go by, but don't just stick to that. Otherwise, your power will get 100% countered. Don't hesitate to use its power mid-chase, especially when the survivor is about to get to a strong pallet. Shoot a pod in front of the survivor, infect them, then quickly switch back and teleport. It doesn't matter if they have a EMP in hand, they won't have time to use it to prevent a teleport from happening. And if they use the EMP mid chase, they will get hit.
It's a shame that people have not bothered learning how it plays because they'd realize his power is incredibly oppressive in the right hands. But hey, the people playing this game love to find excuses and point hands at everything instead of actually playing...
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Gen rushing is just the end result of the killer playing poorly. I had a solo survivor game once where me and every survivor just went on to find a generator of our own and kept working on it nonstop. The killer was dedicated to chasing this one survivor but was unable to win the chase. Instead of moving on to something else, they just continued the chase. By the time that survivor got injured, we completed all of our respective generators in about only 2 minutes. The killer was persuaded we were gen rushers and just rage quit.
Did we plan on doing this? Hell no. We all were on different devices (no pregame chat) and most survivors had flashlights and medkits. It happened because the killer didn't do anything to try and hinder us.
You don't have a complete control of the situation as a killer, but it's your job to ensure the 4 survivors aren't doing what they want. You do control what most survivors are doing with your presence alone. Move and act smart.
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I saw a bot take over in one of my killer matches... but then the survivors didn't want to save them.
I know they're not real players and all but come on guys.
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@Uxoxe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493056#Comment_3493056
I'm in the EST and never ever see Killer BP incentives. It's aways survivor BP incentives.
I really honestly believe there are two boogeymen in DBD.
The first one is the dreaded SWF, which lives in my closet and when it isn't stalking little children, it's laying waste to Killer-mains who have recently done drugs. Then there is the horrifying Killer 100% BP Incentive, that attacks teenagers in their dreams when he's not causing survivor queues to last 5 hours.
I had a 10 hour queue last night as survivor, because of the Killer-100%-BP-Incentive and all I did was successfully use Dead Hard.
Strange, I'm also EST located and Killer Incentives were 100% for me. At this point it's safe to say I fail to understand how the mechanics of incentives work at all.
Personally I like 100% BP incentive because it gets your BP up fast and queue times are almost non existant. You sometimes get a mismatch here and there but this is to be expected for an asymetrical game. Even then, I typically get matched with proper survivors more often than not.
I tried survivor out of curiosity yesterday once, I waited about five minutes to get a game going. Not as bad as people around said, but still pretty long.
And yeah I wouldn't worry about SWF, at this point it's just a catch-all excuse for killers who do poorly because it's easier to blame others than themself. As you say, it's a boogeyman.
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This kind of update is the best thing for Killer Mains. Perpetual 100% BP incentives and so many survivors to sacrifice.
I will be doing my part to allow people to enjoy Nicolas Cage.
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The bots are there to fill in for survivors rage quitting games or unwillingly disconnecting and not as your toy for ranked matches.
If you want to see bots in action, play a custom game as killer with bot survivors.
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Good post. I agree with about all of it. The killer is supposed to be a feared, overpowering foe and yet survivors can lose them just by running circles around a car. You'd see this kind of thing in a comedy, not an horror movie about an omnipotent tentacle monster warping worlds and who organizes trials to see killers massacre survivors because it's soul food to it.
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Killer main here, I'd like to chime in and say that for a very short time, DS was well calibrated. 60 seconds of protection that can be nullified by doing a conspicuous action was good. But then they nerfed the stun down to 3 seconds and that's what rendered the perk hard to use at all. Unless you go down in the right place, the killer can often catch you back even after a DS.
Personally I'd bring the stun duration back to 5 seconds and the perk would be good.
I had a nuclear option for tunneling, which would be to have the unhooked person teleport to the hook that's the furthest away from the killer. But then this would ruin the ability to fast heal after an unhook with perks like We'll Make It, Botany, Desperate Measures and so on...
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I was wondering "what's so special about hitting skill checks right" but then the ending hit. Good job on keeping your cool.
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Sadly your post also describes why people don't wanna play as Hux. People don't wanna lose their games due to learning the killer who happens to have a high skill floor (but potentially a high skill ceiling as well).
In the end, it boils down to "if i'm to spend a lot of time on a killer, it should be blight or nurse because then I'll win all my games". People are scared of the unknown, even though there's no need to be.
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@BarnesFlam said:
The Blindness status effect is very weak and easily countered by SWFs. It needs an update.
I think the problem with Blindness is that most of the time, it does nothing. There's only 2 perks in the game which I'd say make the Blindness status work and it is Hex: The Third Seal and Fearmonger. Any addon or perk that says "this inflicts blindness for 30 seconds" might as well do nothing. At least the first perk denies you information until you break the Hex and the second one stops you from passively gathering info when working on a gen.
I genuinely don't know how you could change the status without it being too weak or too oppressive, though.
Anyway, hot takes huh.
Knight is the second best killer made last year after Wesker.
Hawkins was my favorite map in the whole game and I lament the loss of it every day.
...and I'm out. Sorry, I'm bad at controversies.
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Survivors don't wait out on the hatch that often. Don't be a baby.
You're asking for fixes on a problem that do not exist. Cocky annoying people will always be annoying and cocky even with a time limit. Let it go and move on.
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As a killer main, current DS feels too easy to thwart and not an issue. 3 seconds is not long enough of a stun.
Bring it back to 5 seconds and the perk will be at a good place.
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@DavidHypnos said:
How many games do you guys usually play a day? I don’t see him nearly as often so am I just not playing as much?
I'm in the same boat as you. I play survivor only every now and then and I rarely see Wesker at all. If anything, my most played against killers nowadays are Ghostface and Knight.
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Thought I'd just mention how much I'm playing every killer and what I think of em in general.
Trapper: I play him every once and then. One of my weaker killers but I love it when plans come together. Grade: C
Wraith: Mained him for a while but I got tired of his simplicity eventually. I'll play him sometimes. Grade: C
Hillbilly: Not the strongest but I have a soft spot for him. He's the first killer I played and I will come back to him out of nostalgia and hoping to further hone my craft. Grade: B
Nurse: Will only play her for dailies. Her Fatigue mechanic which forces her to look down so often disorients and annoys me. Nothing's more miserable than picking Nurse and doing bad. Grade: D
Shape: Will play him once in a while. Definitely weaker than the typical M1 killer but Tier 3 can be a fun diversion enough to go back to him. Or do jumpscares. Grade: C
Hag: Will only play for dailies or even skip them altogether if in a bad mood. I'll enjoy Hag on indoors maps but otherwise, I hate playing her. Her playstyle is just meh. Grade: D
Doctor: One of my favorite M1 killers. His add-on system makes it hard to get bored of him. Plus I like making people scream. Grade: A
Huntress: Bad at this killer but I'm willing to improve. Started to play her a fair amount lately and will continue to come back. Grade: B
Cannibal: A little too mindless for my taste. Fun to cut people to ribbons but as weird as it sounds, I prefer Hillbilly. I usually play him if my brain feels like switching off. Grade: C
Nightmare: I hate his Dream World filter and I hate how weak and unfulfilling he got as a killer. Will only play for dailies since his is easy to do. Grade: D
Pig: I hate Ambush Dash so much. By far the worst special attack in the whole game. Her stealth is bad and I swear I'll always forget to put funny hats on survivors at times. Also has one of the worst dailies. Pass all the way. Grade: F
Clown: I love this guy's enthusiasm and attitude. He might be weak, but it makes it even better to shred survivors to bits as him. One of the characters I'd dare call a Main. Grade: A
Spirit: She's strong and all but I can't track survivors with sound alone. I suck as her and I usually do poorly. Will only play when dailies arise (and I often need multiple games to do it!) Grade: D
Legion: Meh. I don't care much for the edgy teens. Power is fun when you can get a down from it, but I otherwise don't care for them. Will play for dailies. Grade: D
Plague: Puking on survivors is always fun for my third grader mentality. Grade: B
Ghost Face: My go to character to do all these Undetectable and Exposed hit challenges. A well designed character that I like returning to. Grade: B
Demogorgon: One of the game's most interesting killers in my opinion. I play it very often. Grade: A
Oni: I just don't get it. I like Hillbilly and I feel like I should like this killer too because they share a similar dynamic in power, but it just doesn't click. Will play once in a while out of curiosity that I will eventually get it. Grade: C
Deathslinger: Similar scenario to Huntress but I like him a little less. Grade: C
Executionner: Probably my most-played killer in general. Out of all killers, this might be my current favorite. You gotta respect the killer who can mori all survivors without using any addons or perks. Grade: A
Blight: I like being a pinball. I'm not good at it, but I certainly will try time and time again. Grade: B
Twins: Too clunky to play. The constant switching between characters is not worth the end payoff. Will only play for dailies or skip them altogether because I don't like downing survivors as Victor. Grade: D
Trickster: I'm a fan of his trial demeanor. His sinister giggling as he chases survivors is infectious. He's trying his best and I will definitely play him a few. Grade: B
Nemesis: Used to like him, but I feel he's super underpowered nowadays. I do like his overall trial presence with the loud, slow stomping sounds. I will play him every once in a while just to see if the zombies will actually help out or not, they're always good for a laugh. Grade: C
Cenobite: I'll always giggle when he talks about his box. Definitely grown on me ever since they added voice lines to him. Among my most played characters now. Grade: A
Artist: Her power is a little too boring and clunky to use. Not a huge fan of the daily either. At least her visual design and caws are cool, so she gets a passing grade. Grade: D
Onryo: Weak, but fun to play. Dunno how things will go with her when rework time comes, but I like teleporting around and being stealthy all around. Plus her mori animation is cool. Grade: B
Dredge: I like his concept, power, looks and about everything about him. But I hate facing him as survivor because of Nightfall, everything becomes sickeningly dark. Due to this caveat, I don't like playing him much in case the players I go against are just like me. Grade: C
Wesker: He's so fun to play as. Picking up survivors and throwing them against walls will never get old. Grade: A
Knight: This poor guy never got the love he deserved. I love him and the many things you can accomplish with guards. You finally can multitask in this game! Grade: A
Skull Merchant: PASS. Her power is boring, leads to boring games and is way too passive for its own good. Grade: F
Singularity: Power is a bit on the clunky side and killer is very hard to get into. I perserve time and time again and the more I play him, the more I want to keep playing as him. Grade: B
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The big deal breaker to me is that Dramaturgy will not make you invulnerable as Dead Hard would. That alone makes the perk a million times more fair.
Also, people will need to make a choice between running Dramaturgy and Made For This because both perks will not work well together. Dramaturgy makes you exhausted, which in turn will disable Made For This since it doesn't work while Exhausted.
As for the item getting part of the perk, think of it this way. How often do you get game breaking items in chests while running Ace In The Hole? Are we gonna start nerfing chests too because of that now? Can people finally stop being pointlessly neurotic when it comes to this game?
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Skull Merchant because her design is so goddamned bad and encourages boring gameplay.
Dredge because Nightfall makes me physically sick due to how much I must squint at the screen to see anything.
Ghostface because I see him in over the third of my games and I never do well against him. People who complain about facing Wesker too much, send him my way please. If there's one killer I won't mind facing time and time again, it'd be Wesker.
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Survivor: Any Means Necessary.
I'm bad at chases and tend to be quick on dropping pallets. When the killer doesn't bother breaking them, I will most definitely reset all of those dropped pallets.
Finally, there's nothing funnier than stunning a killer with a freshly reset pallet.
Killer: Trail of Torment
This perk is so underrated yet deceptively powerful. I expect it to no longer be underrated after next patch's announced buff. No survivor take this perk seriously, yet many will fall for it. The ability to be Undetectable for a undetermined amount of time is not something to be taken lightly.
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I had no idea about that whole "camera going down after a hit" thing, so I looked it up and oooof.
Please don't let this go live. Forcing any kind of camera movement against your will is something that will likely make players motion sick. If people were sick playing Doom in 1993 with the bobbing and weaving feeling, things like this will not go any better, especially if you can somehow still move the camera vertically while the game is forcing your camera angle down without your input.
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I feel the latest buffs on Singularity has done him good. He's in a good place now.
The thing is, he has quite the learning curve. My first few matches with him were really rough and I barely could use his power well, but nowadays I feel more comfortable monitoring survivors, switching to biopods to shoot survivors and then teleport accordingly. There's a certain amount of juggling required to play him well and once it sinks in, he can become oppressive quick.
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@Anti_Alpha said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466861#Comment_3466861
How does Monitor help when the terror radius becomes smaller when not in chase?
Monitor and Abuse will change the way you use Static Blast. Instead of using it to locate survivors when you don't have a lead on anyone or during downtime, you wait to go in a chase, which will then jack up your terror radius. Then, your Static Blast will have a much bigger range and you'll be able to apply madness much more easily.
As written above, if combined with the Calm add-ons (which lower your terror radius when Static Blast is on cooldown and raise the TR when it's ready to use), Static Blast can hit about every survivor no matter where they go, which helps spread madness faster. Survivors with madness are easier to spot and at tier 3, they can't progress on with the game until they snap out of it.
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To me, Singularity is what Skull Merchant should have been. He's a surveillance/tracking killer with a very interesting (albeit hard to use) chase power. It also helps you have far more agency and control over the use of his power and it doesn't feel boring and passive like SM's. I also love his art direction and design, he's an interesting yet frightening looking sci-fi robot monster.
I have mixed feelings on the map. It's beautiful looking and is a welcome change gameplay-wise from the run of the mill realms we've been having lately, but sometimes I feel it's a little too overwhelming for the senses, there are so many colors and sounds that sometimes I get distracted by them and lose track of either the killer or survivors.
Perks also have been good on both sides. Genetic Limits might be the weakest perk in the set and even then, it's obvious to see why it was included (it's to counter Made For This). Last chapter's perks mostly were duds and it's cool to go back to perks that I'll want to use on other characters.
All in all, well done team. Chapter's a good return to form after a rather lackluster chapter.
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Sprint Burst could be handy when used right. Slowly walk away from the killer then sprint away as they go for the hit.
Of course this might not work on more seasoned killers, but it's worth trying.
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Poor doggos are all in the F tier. Hopefully we get better looking and playing perks with dog icons :(
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Nothing. I wanted to P3 Singularity so that every killer perk would be unlocked at max level.
At least I'll get to play during this anniversary!
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If you don't want survivors to repair generators quickly, chase survivors off the gens. Injure them and make their prospect of repairing a generator more risky. Don't chase survivors that are leading you nowhere until the end of time.
If generators are done fast, it means you have failed as a killer. Don't be a pushover.
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I don't like Skull Merchant but I especially dislike selfish people like you who tell people how they should play the game.
Just because of that, I hope you get to play against many Skull Merchants. 🙂
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I never found Any Means Necessary to be a great perk but I have a soft spot for it and I like running it. Thanks for reminding me it's back.
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First time I ever heard anyone call Lery's survivor-sided. If anything this map is mostly killer-sided. Not the best map for mobility but a lot of killers do thrive on this map.
The Game has a lot of pallets but I hardly would call it survivor sided either. Why? Because once the pallets are gone, the survivors have nothing. There are no good loops or strong vault locations and some killers like Nurse, SM or Doctor can put the whole map on shutdown really quick.