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StereoGang

StereoGang

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StereoGang
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  • Light's out wasn't a bad idea, but it's balance was terrible :

    • No protection when getting unhooked made tunneling easier.
    • No scratch marks but bloodpools also made tunneling easier.
    • No terror radius usually gave a first hit for free.
    • Some killer's power could bypass the confusion that fog was producing.
    • Kicking a gen at 5% made it completely silent.
    • Unhook where still noisy, pointing the killer's toward tunneling (yet again).

    I understand that it was meant to be scarier, but with such a poor balance when playing survivor just made the gamemode annoying to play for them.

    I remember sometime having 12 hooks game without using my power a single time, which is something I just wouldn't have been able to acheive in normal gamemode.

  • I have to disagree for Legion, they aren't addon dépendant at all.

    Sure mural sketch and mischief list are good addon's, but they are nowhere close to being mandatory. It's not like pre rework Knight with map of the realm, where you were shooting yourself in the foot by playing without it. Regarding Frank mixtape, it's almost a meme addon at this point.

    That being said, I agree with Myers and Freddy. One has the most unhealthy addon in game, combine with almost the weakest basekit, and the other has nothing for him.

  • Current monstruous shrine isn't that bad as people say : if you hook in basement and just stay away from the self unhook meter, coming back every time someone attempt a save, you can get nasty hook stages and kills with it. I even pull that off with killers like Legion which aren't that good at protecting an area (and got -reps for it).

    It's not a fun playstyle tho, and it's very annoying to face, so it's not a bad thing if it gets nerf.

    Monstruous Shrine should have a different effect imo. Current version punish disorganized survivors… I mean soloQ*, so that's not a really healthy design.

  • Ormond could use a map which isn't... flat, since it's suppose to be an old ski station. It would be nice to have different elevation. With a lot of fog, kinda like when a cloud is passing by.

    Swamp is also a good contender with unused maps and unused assets (bloodthree or something like that if I remember correctly). Considering they take a lot of time to rework it, I wouldn't be surprise if we get more than a visual update of that realm.

    Raccoon city would also being unique, but it might need a third RE chapter for that to happen.

  • @Tostapane said:

    simple: because the devs don't really care about their game to put it lightly… it's sufficient to see all the bugs that they reintroduce with the last update, not to mention the GAMEBREAKING bug regarding the generators… a normal company would have released the fix in the same day, but in this case they aren't willingly to do something about it (and no, the excuse of being a small company was acceptable in the 2016, today they have the tools to deal with those problems…).

    About the changes that no one asked i can do other examples for that matter… No one complained about Wesker, BUT they changed some numbers about his power: hooking a survivor will reset their infection and when fully infected their movement speed penalty was decreased (from 8% to 4%), when they nerfed the pig or when they reworked billy for the first time (adding the AWFUL heat mechanic)

    To be fair about Wesker nerfs : they were some complains about his effectiveness at tunneling. You would get unhooked with half infection, without possibility to cure it if Wesker was tunneling and you would suffer the slowdown on top of it.

    That nerf was mostly ok as it wouldn't impact you too much if you weren't relying on tunneling.

    Anyway, back to the topic : Knight rework make me think of Trickster rework with buffs nobody asked for, and weirds nerfs. Knight is in a worse spot tho.

  • I swear I see one of these thread each time I open that forum lol. Anyway they are kinda fun so here is mine :

    • Ghostface for his awfull reveal mechanic. That dude can be right on the midle of my screen that the game still considers that I don't see him well enough.
    • Wraith and clown. Not that strong but their powers feels cheap to face. Their counter play isn't really fun, which is why I dislike facing them.
    • Plague : no heal allowed, i'm not fan. I don't mind the extra interaction like Nemesis vaccine or Wesker spray, but plague remove completly base healing and using fountain makes her so deadly that it is better to stay injured. Also you get infected for doing your objective (gen, rescue...).
  • No he does not.

    Half of map of the realm have been removed to be integrated to basekit instead. So Knight have 10 m detection range at base instead of 8 m before. With map of the realm, Knight used to have 12 m range, and will continue to do so with map of the realm after the rework.

  • @Gmoore23 said:

    Idk why this is a hot take but I think he's way better now. It's just a different playstyle than before. Instead of shutting down loops, you can have your guards chase one survivor while you chase another, creating a stall for two different people instead of just one. You're spreading pressure more effectively and efficiently.

    On top of that, the guards do most actions faster, and they now have better ranges for spotting survivors. And if that wasn't enough, the guards chase longer and the standard takes longer to spawn in if the paths are longer than 10m.

    The devs aren't nerfing the Knight. They're making his playstyle less boring and, arguably, much stronger. Just don't follow your guards too closely if you insist on chasing one survivor.

    Knight could already chase two survivors at once before the rework. Nothing new under the sun here.

    Plus guards could (and still can) break stuff as fast and detecting survivors as far by using same addons (as only half of their effect have been added to basekit).

  • I'm expecting people complaining about carniflex spam over palets soon...

    Anyway, I'm surprised they didn't even lowered the pincer with closeby guards debuff to x2 instead of x3. Or at least make map of the realm full basekit as you still wan't to use it every time.

    It truly feel like they haven't bothered reading feedback but it is what it is I guess. Hopefully they will give some tweaks in a near futur.

  • @Massquwatt said:

    James Sunderland because every James main is a blessing in Dead by Daylight and stand tall as the beacons of light in the sea of ignorance that we call the Entity's Realm. God speed, kings.

    https://us.v-cdn.net/6030815/uploads/FPRAJ3Z2HCC9/pdl6cb0ffda81.jpg

    "Ah, I see you're a man of culture as well"

  • Ghostface - his reveal mechanic is the most infurious thing ever (And it is also infurious when you play as him). It's probably due to server delay, but I hate the fact that I see him and the game is like "nope, you don't see him well enough, get exposed now".

    Clown - not especially strong, but his power is boring to play against. Get slowdowned, hit, run away, repeat. At least, now you can see where you are going.

    Wraith - usually you get hit because you saw him too late. He isn't that strong but his power feels cheap when facing him. Also the fact that he is a good camper makes him annoying to face.

    Plague - the fact she remove completly healing at base kit, I'm not fan.

  • Add their old lightening to reworked maps.

  • It wouldn't work against soloQ either sadly : as soon as you would realise that you're facing a mimic, the best strat would be to split up and never get close to another survivor. If anyone come close to you, then you'll know it's the killer.

    Devs probably tough of an idea like that too, but it's probably impossible to implement considering how the game currently work.

    It would be fun to face as survivor, but likely to be too weak when playing as the killer.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745566#Comment_3745566

    This is kind of like Pig's traps again.

    They don't want you chasing the survivor with a trap on their head, because not only is it a no-win situation for that survivor, but you are actually executing more pressure by engaging multiple survivors at once.

    They obviously don't want you double tapping survivors or forcing them into no-win pincer movements, because it's too oppressive and risk-free lending to no cost tunneling, and they want you to learn to inflict pressure on multiple survivors to help you succeed at the macro gameplay.

    Pressure spread out among multiple survivors is ultimately healthier for the game. It provides innate game slowdown and reduces the power the killer has in tunneling scenarios.

    Oh yeah, I forgot you can get rid of pig's traps by just holding W for 12 seconds. Also forgot that guard's insta kill you if they manage to catch you. You're right, Knight and Pig are totaly the same !

    Ok jokes aside, guards usually don't hurt a survivor alone. If you aren't close by, they just waste a bit of time and that's it. What's the point of chasing two survivors at once if one chase is a garanted escape and the other is against a full M1 killer ?

    Sure It's the right call some time, but there is also time where you'll chase only one guy. And against that one guy, you'll get punished for using your power (other than just spamming carniflex over palets).

    And when double taping is unhealthy design ? It's harder to pull of than getting a OS with Billy, Leatherface or even Ghostface. And it's not like if double taping happen every chase.

    The 10m path requirement is enough to avoid insta guard drop and chase. Plus it's not like try to pincer a survivor was a 100 % garanted hit every time.

  • @Caiman said:

    They're all going to be useless in chase after this update.

    Pretty much as their hunt time will deplete super fast as soon as you get close to them (wich you have to since guards usually can't catch an average survivor by themselves).

    I'm not sure anyone ever ask to be able to choose the guard they wan't, but carniflex being useless for chase is far from being the main problem with this "rework".

  • Nice changes, I'm so glad that I'll be using my guards only to bother survivors from a far, who will never get hit anyway since they just have to press W to evade the Hunt (and I won't be able to come to corner them anymore since if I get close, the hunt duration will deplete 3 times faster).

  • People still get mad at mori nowaday ?

  • If I hold the killer for 5 gens and my team escape, that's pretty much a victory in my book. If I follow your logic, we shouldn't go for suicidal saves in endgame either, as others survivors would "steal" our victory.

    The 1v1only serve for MMR, as a survivor, you only represent 25% of you team, so holding the killer is quite a win as a survivor alone is clearly at disavantage.The game doesn't even tell you that you loss when dying, you just have a "loss" sound when you didn't make enough points for pip.

  • I agree with map offerings. I especially hate Coldwind, Autoheaven and Mcmillan'sofferings as they are already realms that you play all time.

    I disagree with your take on OTR tho. If someone force you to hit him, then go after him, he is already injured. That's a two hit chase, same as if you were chasing a healthy survivor.

    You can tank threw OTR, it's a way less frustrating perk to face than background player for exemple.

  • If you try to go for grades, then letting a survivor killing himself makes loose points on benevolent.

    Saving him both provide you emblem points, but prevent loosing some.

    If a survivor kills himself, you usually won't pip.

  • Unbroken is the worst emblem. "Oh you died in a game balanced around 40% escape rate ? That's too bad, no more than silver for you". But you can get iridescent by hidding and letting your teamates deal with the killer alone. Very nice emblem mechanic.

    As killer, you can hard tunnel one guy then spread remaining hooks to get 2 pips.

    As survivor, you need decent teamates but not too good either or they'll steal your points. You also need a decent killer, but not too strong either or you won't make point because of his pressure. Oh and killer has to go for 12 hooks, otherwise the game goes too fast.

  • @CrypticGirl said:

    I believe the key to ranking up the Evader category isn't to have long chases, but to escape them. That means shorter chases would be better. Sadly, that is yet another thing out of the Survivors' control, since if the Killer keeps committing to the chase, they will catch you eventually, and you've lost the chase, no matter how long you manage to keep them running. If you get a Killer like the Wraith, you escape those short chases easily, since chasing you while cloaked doesn't count as a chase. But again, that's out of the Survivors' control, since you can't choose which Killers you play against.

    During a time when I was struggling to earn two iridescent Evader emblems for a challenge, I went against a Tombstone Myers. I played like trash, just hiding in lockers and not contributing to the objective at all. When I died, I was shocked to get that first Evader emblem. So either I had a bunch of short chases, or the time I spent hiding in the lockers added up the Evader points.

    Points are indeed cut in half if you get hit, so yes a short escaped chase can bring you a lot more points that what you would expect.

    Also, staying hidden while inside the killer's terror radius count as well for the evader's emblem, and the closer, the better. God bless Wesker and his big terror radius, he offered me some pips I wouldn't had otherwise !

  • We are on the same boat you and I. I'm currently sitting at gold 4, climbing the grades slowly.

    I wouldn't say that it's super frustrating (I try'ed once when depip was a thing, and that was true frustration back then), but it sure takes way more time than iridescent 1 killer. To compare, I played 70 games to reach gold 4 survivor, when I got iridescent 1 killer in only 86 games (with depip still existing back then). I estimate that I'll reach my goal around 120 - 140 games.

    So far, I found that this formula works ok :

    • two gen worth progress alone (200 lightbringer points when iri require 270)
    • One safe hook rescue + one heal is enough for benevolent, as long as every one get hook rescued. Don't let anyone suffer a free hookstage.
    • Clean every totem you find (dull totem is worth 1/5 gen progress for lightbringer).
    • Do your best for chase and escape, but these emblems don't soly rely on you, so you can get lucky or not. Try to survive at least 9 minuts.

    Worst scenario is definitively getting chased first, so try your best avoiding it. Pick a tool box with addon, but use it only alone on gen.

    Sometime, you'll have to play selfishly, especially when on death hook. You won't make a lots of friends but hey, who need friend when you get pips ?

    Good luck.

  • Yes, tho I doubt it come from FOV. It seems more related to latency with the server : on your screen, you're out of the palet's range, but not quite yet for the server, which will have a slight delay.

    It's pretty much the same for survivors when they get hit very far after vaulting a window. On their screen, they were safe, yet not for the server.

  • Legion : very simple yet consistent power. Not getting downs with power will force you to go for mind games which is nice, and give knowledge that you can use on ever other killers. Plus Legion can use a wide variety of builds, and some perks get mad synergy with his addons (dark devotion & susie, spirit fury & iri pins, ruin & fuming, thana and pins...)

    That being said, Legion can feel weak sometime and don't have crazy tech, so he might feel boring if you wan't to go up to 100.

  • While I agree that it has been over nerfed, UW coulnd't stay as it was before : free informations on command, following you, interupting action such as healing or totem cleasing, while still having a ridiculously short cooldown.

    This perk was a crutch and was both unhealthy and overtuned.

    In it's current version, I just would think a shorter cooldown would be nice as it's far less effective than it once was.

  • Fully agree on this one. Coldwind is the biggest offender, but Ormond and Crotus pen also have lost so much of their charm with map rework.

    Why is there daylight maps in a game called dead-by-daylight is beyond me. You can't even see the moon on most map while it use to be their signature.

    Few years ago, farmer John did a video from the unofficial server showing that lights can be switched instantly, so it doesn't even look that complicated to implement especially when seeing that old lightening looks good on most reworked maps (Coldwind aside...).

    At this point, they could make a side Dlc with old lightening in order to gain a bit of money for the extra work, while not forcing people who like the current lightening to play a darker game.

  • I could be wrong, but I beleive both 25% offerings in all categories give their bp bonus for everyone in the trial.

    It's not clearly stated on their description, but escape cakes for exemple are stated to be "personnal", which is not the case for hollow shells.

    Anyway, the bloodweb is bloted with useless things : too much BP offerings who barely refund their initial cost, too much map offerings, iridescent items not worth this rarity (maps & keys), useless shrouds for killers & survivors which should have been inverted years ago, too much luck offerings considering how bad luck currently is, and so on.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707206#Comment_3707206

    If every match is ten minutes, which iirc, was the ideal at one point; then it would be about 40 hours worth of match time.

    And if we count on average 5 minuts of matchmaking (including starting lobby and loadings), that's was around 60 hours of playtime in the span of a month...

    According to OP, without depip, it would now take around 120 to 150 games to get it. So between 30 to 38 hours.

    It's still a lot of playtime, but nowhere close of what it once was. And at least, you won't have the frustration of regressing when loosing a pip.

  • I don't see the point of running this perk instead of Noed.

    Terminus don't prevent protection hit from uninjured survivors, don't have a speed buff, is revealed instantly if someone is injured, have a timer when gates are open for some reason.

    On the other hand, Noed only down is that it can Be cleansed, but that will very likely happen after you got value from it anyway.

  • These are pretty detailled stats !

    Honnestly, when I see your 240 games in a month just to get Iri 1, this is pure insanity. I don't know how long a game last on average, but that's a lot of playtime in only a month.

    And despite that, there are still some YouTubers thinking that removing depips was treating players like childrens...

    I'm really glad they removed the depip mechanic.

  • I don't think I have ever bothered going for the banner. When chased by jailer and assassin, I usually just hold W, even assassin won't catch up most of the time. Carniflex is more annoying as he chase you for 24 seconds, but the same "strategy work".

    It's probably less fun than going for the banner, but it's less risky. Considering the Knight himself is usually close by, you are also at risk of getting two tap if you mess up.

  • Yes you should. Everyone should play both roles.

  • The problem of "unfun" killer design is that it's entirely subjective.

    On your whole unfun killers list, I only agree with Wraith. I find the others fun, or at worst, I don't mind them. On the other hand, I hate facing Ghostface as the reveal mechanics is clucky, and I often get revealed while staring at him for what feels like ages.

    I doubt there might be an ideal solution that would please most people. Also as some have already pointed, some player's playstyle or perks help making their killer fun to face (or not).

  • Depend what I'm doing, what the others are doing and how far I'm from the hook.

    If I see my to others teamates occupated (gen, chase), that's when I know they expect me to make the save.

    If one of them is doing nothing, you can suppose that he is going to the save, but its not always true. Usually, when I'm not sure, I try to see if the hooked survivor isn't getting too close to an other hook stage. If so, I'll go for the save just to make sure he is unhooked before that happen. Sometime, it's a missplay since someone else is coming, but it's still better than giving a free hookstage to the killer.

  • Wesker - since 7 minutes was all he had to spare.

    Also, despite some people saying pinhead wouldn't come, he came.

  • Flashbang are mostly fine I think. You still need to get close by to make it work, which puts you at risk and open counterplay for the killer (same as flashlight, where you can bait by making look like you're about to pick a downed survivor).

    On the other hand, background player sure is an unhealthy perk. It make saves way easier while almost nullifying the risk of getting close since... well, you no longer have to be close to make the save. You even have enough speed to get to safty is you mess up the save. If the killer down someone under a palet, then gg, he might as well not even waste his time trying to pick-up.

  • Some already said it : Myers.

    His power isn't great, but he have busted addon for some reason. I don't really understand how an insta kill addon can remain so long in the game.

    I wouldn't mind if the addon granted insta kill only on deathhook survivor (and would grant the kill also when they are downed, so people can't abuse lockers to avoid it). That with a basekit rework.

  • What annoy me the most :

    • Map offering (especially cold wind, autoheaven and Mcmillan when we already get these realm so often)
    • Ultimate Weapon...
    • When I whiff a feral frenzy attack with Legion.
    • Facing Ghostface and being marked despite the fact that I m staring at him since half an hour.

    And the last one : seing on forum/twitter how [survivor/killer] sided this game is, or how biaised devs are toward [survivor/killer], or how playing [survivor/killer] is so ez and free win. Ok game's balance isn't flawless, but anyone who play both roles knows that it's just not true.

  • The rift pass cost 1000 Auric cells, but also grant you 1000 Auric cells if completed. Which mean if you bought/unlocked it once, you can unlock it every time without using a single penny. That wouldn't be true if you were to lower the Auric gain from the rift.

    Don't get me wrong, I would also love to gain more iridescent shards, but they are meant to be slow to encourage player to pay. And people paying is what keep the game getting updates and new content.

    So iridescent shard current gain isn't that bad : it won't get you many skins, but you still can unlock a decent amount of content without paying.

  • I don't really see where it discourage tunneling or camping : the perk is going to work no matter if it's the hook n°3 or 9 in the game. As a killer, you'll have to tank threw these perks no matter what you did or how you played. And since it will buff the 3 remaining survivors, killer might as well kill someone early as it will give him more time to get the 3 others despite a debuff that will happen no matter what.

    Also giving a gen buff to last survivors, why not. But decreasing the killer's power... you get punished for doing your objective, it's kinda rought.

  • Adrenaline isn't getting gutted...

    And Woo is mostly fine, but it can be annoying to deal with on maps with lots of palets (gideon), where you can easily spot who is running Woo and who isn't.

  • I like your idea for Leap of Faith : it's decently good without being too strong, and not too situational either. But it might be seen as a weaker version of balanced.

    The two killers perks seems very niche. A 6m terror radius change won't give you much, and getting good skillcheck instead of great barely change healing speed.

  • I think they are both still pretty good :

    Adrenaline still allow you to finish the last gen on the killer's face, and ultimate Weapon still gives you information on command.

  • Probably something like Bbq or gearhead I guess.

  • I remember quiting my attempt at Iri 1 survivor after being stuck at iri 4 during a week because of how easy it was to depip. I even made a topic on that forum about it back then.

    Big win indeed, I'm going to try that Iri 1 again !

  • Zombies into a Resident Evil chapter ? I wonder why devs did that.

  • Pain res and Pop require downs to make them work. They are among the strongest regression perks, but they won't do all the killer's work by themselves. I don't think these two deserve a nerf, it's just that other regression perks aren't as good, so we see them alot.

    On the other hand, Ultimate Weapon is a very frustrating perk to face. Free info on demand, short cooldown, and stop action (on top with blindness for some reason). I know some don't see this perk as OP, but it's clearly overtune.

    Grim embrace over that just add an other annoying perk to face.

  • Pretty sure I got both item of obsession and haemophobia by running into farming bot killers.

    They are offered when it happen, but these are indeed some very bad achievements if you have to make them versus a killer playing normaly.

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