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  • @kin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/392418/the-basekit-unbreakable-idea

    Can you just give the survivors the opportunity to "give up" in losing situations and move to the next match faster without losses? Don't you think that such a solution would be better and allow the survivors to avoid more unpleasant situations?

    Than the mechanics that almost completely forbid the killer to do 4k because you forgot about commands with lanterns (which can even be solo,). 

    You forgot about the toxic sorry for the word scum with "bend over" them then even No Mother you don't have to take it. Oh, you also forgot about the fact that there may be a situation in the game when there are almost no hooks in a certain area and the killer has no choice but to leave the survivor on the ground (and this, by the way, also opens up the possibility of taking the game hostage, because the survivor will stupidly resort there, every time forcing catch yourself catch, catch and so on indefinitely, thanks to your mechanics)

    No this should never be in the game. Don't just think about the "toxic" killers, think about the REALLY toxic survivors, who are not few and who will create a situation for the killer in which No this should never be in the game. Don't just think about the "toxic" killers, think about the REALLY toxic survivors, who are not few and who will create a situation for the killer in which he can't do anything to them

    I was afraid that this forum has a killer-only player majority but unfortunately it is what it is... :/ Bit sad.

    Anyway:

    So yes, having the option to instantly quit the game (without being punished for it!!!) is also a good solution. If getting 4 kills in a videogame means this much to someone that they're willing to waste 2 people's time along with their own so be it. I just don't want to be on any end of this stick. I don't want to be the slugged survivor who has to lay on the ground doing nothing while the killer tries to chase my teammate nor I want to be the one who has to hide while my teammate bleeds.

    So if survivors could just "insta-give up/insta-die" so the hatch can open that is fine too. Just please don't make us have to wait on the ground anymore. It's not fun.

  • @BubbaDredge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549117#Comment_3549117

    What about killers? What changes will we make so killers don't have to "waste minutes" playing this game?

    Every killer should have some basekit aura-reading so we don't have to be bored. It's toxic when survivors hide, when are the devs going to address this problem of immersed survivors? Is it fair that I have to try in this game?

    "What changes will we make so killers don't have to "waste minutes" playing this game?" believe it or not there's actually a solution to this already in the game: pick up and hook. That's it.

    You have 2 survivors left alive in the trial. You down one of them and then....... you pick that survivor up and put them on a hook. That way that survivor dies and the last one either gets out (via hatch or gate) or you find the hatch first and kill the last.

    Simple

  • @rvzrvzrvz said:

    They need to let us die on ground if only 2 people are left in the game, killer will play normally then hook the 3rd and find the last one

    This could be an idea as well. Anything to stop killers wasting surviovrs' time so everyone can just go next as quickly as possible.

  • @Farya said:

    Thing is I mostly see biased-killer mains who never played more than 2 games of survivor so they just instantly reject any idea that makes unfair killer playstyle punished and balances the game :D

    Yeah, I am not that. I play both roles nearly even. Most times go for the BP bonus and shorter queue times. They are both fun to me and I think myself as quite neutral on that, because I know the struggles and I face all the annoying things on both sides.

    Besides I don't agree with swfs who only log into dbd to bully an unfortunate killer. I don't bully the killer and I don't join squads who do.

    Then again there are people in this community who unironically want to undo the SM changes (you just know they liked to 3gen for 1 hour with her) :DDDD

  • @Farya said:

    I never said survivors can't be annoying. I just said that in my experience slugging and 4l slugging is waaaaaay more annoying and infuriating than getting t-bagged

    I thought we compared "Slugging the second last Survivor to find the last one" vs "Don't Slug them and be kept hostage as a killer". Now you compare Slugging vs t-bagging, which is something totally different. You just threw in there.

    I was trying to show which scenario is worse in my opinion.

    As a Surv: being slugged for three minutes without your suggested "basekit-bt". For the killer: *second last Survivors stands up with his basekit unbreakable and as a revenge the two remainings Survs hold the killer hostage, hiding and lengthen the game*. Just compare three minutes of being slugged, to a maybe much longer time the killer isn't able to find the last two hiding.

    Also, basekit BT would make "bullying the killer" easier overall.

    Of course I played killer but I never wanted to slug anyone just to get a 4k instead of a 3. So what if the last one gets hatch or opens the gate? I got a 3k=I won already.

    I get that, and I am on the same side. But when we discuss something like BasekitUB, we have to see the whole playerbase.

    So, I still stick to my opinion to make playing "fair" more attractive instead of punishing, like WilliamSN said, too.

    Gotcha. Thing is I mostly see biased-killer mains who never played more than 2 games of survivor so they just instantly reject any idea that makes unfair killer playstyle punished and balances the game :D

  • @Farya said:

    Your post seems a little one-sided to me. Did you spend some thinking on the killers side as well?

    "Bleeding the third one out and holding them hostage" you say. It seems like the time it takes to bleed out is considered long enough to get the chance for help, but also short enough to not be "kept hostage" and go for another game after bleeding out. How long does bleeding out take? Four minutes? Three? I am not sure. When I play Survivor, it sure feels uncomfortable, but after rolling eyes I go for a new match.

    Now on the other hand, killer who doesn't slug the second last survivor to search for the last.. How long can he be "held hostage" (just sticking to your wording) by the last two survivors? Hiding in lockers, just taking a small action every few minutes so they don't get crows, makeing no noise, not going for the last gens to repair?

    Don't get me wrong, both sides are uncomfortable if faced. But I think it's easier for two remaining Survs to stretch the game for the killer, keeping him in the game, than it is for the killer with two survs left. The Survivors are at least able to get out of the game by bleeding out, in a reasonable time frame. Even if game is lost after that.

    I would love to see a solution for kind of unsportsmanlike gameplay like this not by pampering one side and stir up the "us vs them" discussion. I would rather like to see some rewards for players being "fair". Be it only, that they are doing something about the thumbs up system, giving more BP for playing with good manners and so on.. The old Barbecue and Chili for example at least, which gave BP for "not camping" kinda.

    But aside from this, I don't even consider being slugged as second last Surv "unfair". For me it's part of the gameplay and a strategy a killer should be able to use. Using a surv as a bait for me is kind of strategic gameplay. If exaggerated, it sure can be annoying but that's why Survs bleed out, so at least you are not at this state for too long, if you don't like it.

    These types of arguments are always weird to me.... :/

    Of course I played killer but I never wanted to slug anyone just to get a 4k instead of a 3. So what if the last one gets hatch or opens the gate? I got a 3k=I won already.

    Also I'm not on either side and never claimed survivors can't ruin the game for the killer.

    I don't like flashlight spammers and head-on bully squads, I never bring a BNP to genrush, I never even bring any item (unless I have a Tome challenge to use a specific one), I don't like the boil over+sabo abusers; etc....

    I never said survivors can't be annoying. I just said that in my experience slugging and 4l slugging is waaaaaay more annoying and infuriating than getting t-bagged

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539401#Comment_3539401

    I think that is fair, because legion is a really easy killer, if they were strong and easy to play why spend more time learning a harder killer if it is not worth the effort. Legion requires survivors to be bad for him to capitalize on that, which works great in two ways 1. Macht making is terrible, so most survivors you go against have no clue what they are doing 2. The survivors you encounter when starting with an easy to play killer should be rather weak (if matchmaking is working), because Legion has such a low skill floor he does not take long to master (m1 killer gameplay taken aside, only looking at the killer specific things you need to learn).

    You can still do good on him basically every match because he is so consistent but you need to use the frenzy more as an easy first hit/slowdown and not down.

    On the other hand making him really annoying to go against is not the way, there should always be something fun and interactive on both sides. Legion is just the run slightly faster and stab people killer, if that's your thing good foryou if not there are 30 other killers to try.

    Whatever....

    I guess if I want my favorite killer to be stronger and fun is bad but Blight can have 8 S-tier add-ons.

    It is what it is :)

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539318#Comment_3539318

    I mean at least he cannot down you in frenzy, unless you are the last hit, but then again from a gameplay perspective it is still not fun to not even get a warning, there is already not too much fun interaction with legion in his power, this would not make it more fun for both sides.

    That's the point... it's not fun to play AS legion because they feel too weak

  • @MB666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537891#Comment_3537891

    fun fact : susies mixtape already removes that check by allowing legion to see you outside of the 32 meters TR.

    No. Susie's mixtape creates a circle outside the terror radius in which it can detect but it still doesn't do anything for survivors inside the terror radius' range.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537908#Comment_3537908

    The again there is not really much to learn about legion at all, he doesn't have hard to learn mechanics or anything, so it is kind of fine if he is easy to learn but rather weak. However I thought his power only does not detect if he himself does not have a terror radius for example with something like plagues perk... Not if the survivors are oblivious as well? But I don't know so I guess they should adjust it in that sense. Also generally speaking it is fine if some perks don't work on all killers by design, there are more than enough persk in the game, I would even say too many. Therefore I don't really mind if some of them don't work on legion.

    No.

    Frenzy detection works if a survivor is is in the terror radius. which cannot happen if:

    A.) Legion is undetectable (a.k.a. don't have a terror radius)

    or

    B.) The survivor is oblivious (which means they're not affected by the terror radius)

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538075#Comment_3538075

    The point of the clip wasn't to showcase *him* dodging, just that it is possible and there's audio and visual cues.

    In that specific spot any survivor worth their salt would move out of that hallway since you'd effectively be stuck in a straight line against a ranged killer.

    Please stay relevant to my question.

    The question still is: When will the devs nerf the xenomorph.

  • @Zokenay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538067#Comment_3538067

    The final point is just wrong, dodging the tail by reaction just isnt really possible.

    Jund even made a vid about it frame by frame, and the survivor only dodged cause he started moving before the attack even started, there just isnt enough time to react dodge to it.

    https://youtu.be/xUnmq7z6ZvY?si=HoQjav8-rbWR5Veg

    I still don't think it's fair.

  • I asked when the devs nerf it.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/390886/xenomorph-nerf

    1 - having access to M1 in crawler mode is quite literally *required* otherwise hitting survivors in melee range would be impossible thanks to the tails delay and finecky hitbox.

    2 - the turrets are an audio and visual cue with a 41m radius, it works similar to the visual heartbeat, closer xeno is, the faster and louder it beeps.

    3 - one turret can and DOES knock him out of power, you just need to learn how to place them to the *side* of the loops instead of inside them , force the killer to choose between losing his M2, or dealing with the turrets and granting you distance.

    4 - there's an audio and visual cue for the tail strike, https://streamable.com/cnvuyj the M2 is pressed, the tail visually goes up aswell as a whoosh sound. Theres enough time to dodge. All in all dont spread misinformation.

    -----

    By design Survivors aren't meant to be able to loop a killer for 5 gens, stop demanding xeno to become a pushover killer just because you can't be bothered to learn a couple of things to counter and delay xeno.

    My question was when will the devs neft it. It's the last sentence of my post.

  • @Milo said:

    The killer instict terror radius check shouldn't be taken from surv's pov. That's all.

    I'm a survivor main and yet I find Legion to be extremely weak compared to other killers. Most Legion I played against struggled to get even 2-3 hooks before the 5th gen popped. If survivors spread out (it doesn't even need to be a coordinated swf) frenzy does nothing but get an injure and that's it.

    There is NO NEED for the terror radius. Killer instinct should be separated from it.

  • @xneo said:

    ya and killer and characters

    cost so much

    Oh yeah and that too😆 9000 shards for 1 character... A bit too much