YamamuraVideoRentals
YamamuraVideoRentals
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112972#Comment_4112972
S tier is truly a hot take. She sucks in chase and if you chase you lose. The point is if you manage to play around her aura perks and listen to woosh sounds when she charges beams she truly has nothing much to help her. Trust, she's nowhere near the S tier. Springtrap can hit you with orbital no matter what potentialy and yet he's nowhere near s tier either.
lol spring trap.
His axe will get blocked by walls, tree branches, invisible walls. Much shorter range, much harder to aim, and the axe only ever hits one survivor at a time.
Hitting survivors with an axe also does not give the old hex ruin effect, nor give him a free pyramid head cage effect….
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@Elan said:
trust, once you get out of loww mmr and people learn this killer will be considered C tier.
C tier is reserved for weak killers that don't even really have a power and are powerless at strong tiles.
This killer has an attack that pierces all obstacles and can hit multiple survivors at once. And built in moris and hook bypasses.
This killer is never, ever dropping below S tier unless heavily nerfed.
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Yeah I think that's actually very reasonable.
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@NeverSolus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112955#Comment_4112955
Sure, it can be tiresome. But it's counterable. Paying attention, dodging, and forcing Judgment to a loop scenario where they have to over commit or bail will break them. If it's fundamentally so much of an issue there are a lot of perks that work well against them: anything that blocks aura read will serve you dividends.
Judgment is both ridiculously underpowered, and ridiculously overpowered. High skill ceiling characters operate in that fashion. This is as was intended, is it not? If Judgment did not function with high reward at high skill threshold, no one would play it. But if it operated uncounterably, it would be unfair.
What would your changes be to correct the killer? I've seen people say making exile count as hook states needs to be accommodated to avoid perk invalidation, and I'd be fine with that: I'd love to have pain res and BBQ as valid options. What would your suggestions be?Um. Nah. Getting easy snipes across the map is not a high skill ceiling. What it is, is picking low hanging fruit and copying a build a content creator made.
What is my suggestion?
Well, I think it's time that the dbd devs rework the entire perk system and make all perks (both survivor or killer) behave slightly differently depending on what killer is in play.
Imagine, for instance, if Thrill of the Hunt is far less effective on high-mobility killers, but more effective of low mobility killers. Or since we were talking about aura reading specifically, if max aura reading ranges on the Judgement were reduced, or there were cooldowns, or longer times before automatically activating (deer stalker and celestial witness), or just shorter windows to read auras.
Imagine if stealth perks were actually much stronger on killers that already had innate stealth in their basekit. Or if maps had more/less pallets and windows depending on the killer.
Eventually, they are going to HAVE to do this, or we will continually be in the situation where X perk was nerfed to help reign in Y unbalanced killer, and all the other M1 / C tier killers suffer as a result.
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@drag27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112830#Comment_4112830
and what about the survivor side? you guys have aura reads as well
All the aura reading that survivors have isn't very comparable. They either:
a) Give you an idea of where the killer is on the map.. which is just as easily achieved via comms and SWF. And usually isn't too relevant anyway given the HUD and chase indicators.
b) Give you an advantage while looping so you don't get mind-gamed.
c) Don't work at all because the killer has Undetectable. And there's a bunch of killers with built in stealth mechanics, and many perks that just grant undetectable.
The reason I say it isn't comparable to killer aura reading is because killers can see the auras and directly act on them. Aura reading perks on killers allow them to easily find survivors that have stealthed, denying that tactical reward. They can let the killer know exactly where to go next, which saves a massive amount of time. High mobility killers (either with dash, leap, teleports) can really capitalize on this. Or most egregious, the aura reading allows the killer to directly act on the information and hit survivors with a ranged attack they otherwise would have never even attempted.
In contrast, aura reading on survivor is just "…I'll avoid going to that place for now," and so maybe you avoid the killer because of your aura reading, but the killer soon just finds someone else anyway. Or, it's a fleeting thing that maybe extends a chase by 10 seconds.
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But let's just be real for a second, folks. Certain streamers have been advertising playstyles and builds for the judgement, and opinions on her have gone from "oh no, she's way too hard to play!" to landing snipe after snipe and snowballing the entire game.
There are DOZENS of perks killers have access to that will reveal survivor auras or give the killer a good idea of where the survivors are. So instead of having to apply that skill to do those "trick shots" in chase, they just go after easy snipes. What's more is that there's an addon that reveals survivor auras when sent to exile. And wouldn't you know it, that just makes the game snowball more.
The exile mechanic makes it so that you cannot even get flashlight or sabo saves, AND THEN, there is a mori on top of all that too.
This killer is like huntress on steroids, with attacks that not only phase through all obstacles like nurse, but AOE damage to boot. Oh, did I also mention the debuff acts like the really really old hex: ruin perk that makes gens regress? The way she is currently being played now is just tiresome and ridiculous.
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Turns out, if you just load up on aura reading perks and addons, playing The Judgement is stupidly simple.
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Just wondering what your thoughts are when you face a killer running something like plaything, pentimento, devour hope, or Sadako or The Pig.
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Lots of things are annoying in this mode. Getting blastmined is annoying. Getting unhooked, only for the hillbilly that hooked you to sprint up to you 3 seconds later is annoying. Scouts with wall hacks are annoying. Oni is annoying. Sprint burst is annoying. Queue times are annoying. Other random team members are annoying. Gen speeds are annoying.Pallet density is annoying. Constantly having your aura revealed is annoying…
One thing I really think they should do is adjust the comeback mechanic so that repair speed does not increase per hook, but per death. A healthy survivor with no hook states can repair generators just as fast as an injured survivor on death hook.
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Let's have a guy that has to stare at a survivor for a few seconds, which sucks the fear out of him and puts them in the deep wound state. Then you transfer all that energy to a dull totem and conduct a 10-second ritual to power yourself up.
When in powered up mode, you move at 150% speed and lunges are 200% longer. You also phase through pallets and windows and can't be stunned. But your attacks don't down survivors and only put them in deep wound.
Once you have put all survivors into deep wound, you can then run to the basement and conduct another 10-second ritual to make all generators explode and be blocked for 2 minutes.
During this time you are undetectable and get killer instinct on all survivors every 5 seconds.
Now you can down survivors with your power, but the problem is hooks no longer work. You must place a survivor into a locker, which is a reskinned coffin, and it looks great, trust. The survivor cannot be rescued from the locker conventionally. Another survivor must search the map for a skeleton key. 8 spawn on the map per trial. If the survivor is not rescued from the locker within 100 seconds, they instantly die.
Alternatively, you can just M1 them and hook them normally.
Also, let's give this guy a 60 meter radius ability he can do to cause all survivors to scream, usable every 15 seconds. And lets give him mummy minions like the Nemesis zombies, because everyone loves those and they are fun, right?
What a cool and original idea if I do say so myself. Pretty good job so far.
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Devs implement ranked mode.
Queues split and wait times get very long to find an "appropriate match".
It becomes way too sweaty and soon nobody cares about ranked mode, or they whine about it.
Devs add incentives to funnel people into ranked mode, and add arbitrary rules that nerf some killers that didn't need nerfing.
A horde of degenerates flood into ranked mode and ruin it for everybody.
Pressure to win intensifies, and hacking tool sales skyrocket.
Ranked mode is an utter failure and is discontinued, only to be brought back some years later as a seasonal event.
Oh wait, did I just describe the history of Lights Out mode? 🤣
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People keep bringing up lobby dodging.. I guess people are doing that so they will search for good teammates as survivor, or easier prey as killer?
A really simple solution to that is adjusting MMR at the end of the game based on the MMR of your opponents.
If you do well against a baby billy and 4man out him, your MMR barely goes up, if any at all. If that killer is more skilled, you get a higher MMR adjustment. For losses, it's the opposite. Lose to someone of much more skill level than you, your MMR doesn't really go down much. If you lose to someone with lower MMR, you lose more rating yourself.
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I think Krasue's head form is way too clunky. There's a huge delay when vaulting or coming out of headlong flight. And it really does NOT feel like 4.8 m/s. Maybe the acceleration is off and it slowly reaches that at the peak after moving in a straight line. But rarely do you ever move in a perfectly straight line.
Even with a 3rd person camera, the whip attack is completely obnoxious. There is no short attack.. only a massive lunge with a lengthy telegraphed windup, and I would bet you that ironically blight and oni dashing would have an easier time curving around obstacles than this ugly mess of head and intestines. Even just the ability to tap M1 for a short attack, and hold it for the intestinal whip lunge that is current would be something better.
Mushrooms are another totally unbalanced detriment entirely. You use your power, and the body you leave behind turns into a mushroom. The killer is being punished for using their own power. I would just forget that mechanic and keep the mushrooms passively spawning every 90 seconds randomly around the map. At least this way, the mushrooms will spawn randomly around the map, and sometimes in out of the way places. Not places where you and survivors have just been, which makes getting those mushrooms all the more convenient.
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It's just strange how some killers (The First or Pyramid Head trails) have their abilities drastically nerfed when trying to use them anywhere near the hook…
And yet other killers somehow get a free pass, and Bubba is absolutely permitted to proxy camp, follow any survivor up to the hook, and rev his chainsaw, instant downing the unhooking survivor and inflicting deep wound on the unhooked survivor in the same instant. With the right addons, chances are he could even quickly down the hooked survivor.
Shouldn't his chainsaw at least charge a lot slower near a hooked survivor? Get less max charges? Anything to make the camping less stupid? -
@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106338#Comment_4106338
You really don't see people complaining about bully squads? Regardless of that it does regard some empathy. If everyone goes full optimizing cut throat what happens? A large amount of players leave the unfun cesspool it becomes. If the lacking a certain level of empathy causes people to leave then there's no game. Yes this applies to swf bully squads and they need to do it too.
Very true. I don't complain about bully squads. I 4k them or let them bleed out on the floor, depending on my mood.
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People here are trying to play detective, wondering where the orbs are coming from. As if that changes anything.
Regardless, he's ALWAYS in power in 2v8, so maybe it's a bug or some other thing the devs did. It is problematic.
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@Rokku_Rorru said:
The killer experience isn't bad, you're just over reacting. Queue times contradict what you're saying lol
Nah, it's pretty bad unless you play some certain killers with powers that ignore the darkness or are OP granting instadowns. Then the game flips on its head and becomes unfair.
The main complaint I have as killer is the gen speeds. It's always the gen speeds. And there's just zero tracking, so 9/10 times, even if you JUST hit a survivor, they can run past the blackness of your limited vision, break line of sight, and then you've got nothing.
A lot of games I've had, both as survivor or killer, consisted mainly of "sneak up to survivor, get a free hit" followed by "lose track of survivor, go patrol another gen"
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@Royval said:
how can you actually look at current dbd and say it looks totally fine.
Guess some people aren't picky.
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If there is a ranked mode, what would you think if it was ONLY for solo queue?
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Weird. I think there's already a hindered effect applied to me when I crouch to avoid hatchets or skeletons.
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A new class would be good. Passive buffs to killers that get taken away when totems are cleansed is good.
Even just a massive BP bonus for finding and cleansing a totem would be something.
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Boons are very powerful. The 15 or so seconds you spend setting up COH for instance, could save your team way more time than that healing if the boon effect persists and isn't snuffed. Not to mention that COH lets your team see your aura when inside its range and injured, which is extremely good info that also saves time and could even let others know where the killer is. The killer also has to waste their time snuffing it.
Shadowstep, exponential, dark theory are all good. Heck, even though people love to s*** on boon illumination, the info is really nice and gives you a clear picture of the map and what gens should be done to spread out the last remaining gens as much as possible.
Meanwhile, a lot of times unlucky killers are getting their hex totems cleansed 20-30 seconds into the start of the match and get no value from them.
It's common consensus that totem spawn/placement is absolutely terrible. When killers get bad totem placements right next to generators in the open, right next to where survivors spawn in, it really makes you wonder what's the point?? Meanwhile, survivors can pick and choose their totem spot, and even if the totem spot is obvious and out in the open, big deal? They can just relight it.
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Agree. Graphics in this game are already pretty good, and I don't want to have to get another new PC just to run it. Guess I could just lower settings though.
I really think instead of a whole graphics overhaul, a coding overhaul is more needed to streamline the game, make the code easier to manage, fix bugs and inconsistencies that frustrate players, and eliminate cheating once and for all.
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The main issue is the counterplay to Jason's Ominpresent Evil is also boring and stalls the game.
Normally, survivors would be on a generator, or doing something else productive. But Jason's power lets him travel everywhere super fast, and then usually he'll just phase into that window or pallet, blocking it.
Survivors have to stop doing their objectives and get into a better position because otherwise they are caught in a dead zone with Jason blocking the only resource they have.
Now if there was some kind of time limit like krasue's headlong flight or spirit's haunting, coupled with actually being able to see survivors ratting, then we simultaneously solve the problem of Jason's power feeling too OP, and remove the boring stalemate element.
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@pidgeon said:
Not a huge fan of these changes tbh, it made it easier for killers again but now killers can also get preran against so it kinda ruins the scare factor imo.
My goal with these ideas was to make totem cleansing actually a useful thing to do. Gives you points, and a side objective that slows the game down a little. And also, the jumpscare factor where killers round a corner and get a free hit or grab gets a bit old after a while. Especially when they then immediately lose track of that survivor and are back at square one again.
My experience is that even if you hear a terror radius, you still don't necessarily know which direction the killer is coming from, unless they just hooked or downed someone. Just hearing the terror radius and knowing the killer is nearby but not where can add dread and excitement to the game, not to mention depth, that a completely undetectable jumpscare grab cannot.
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Well, if a killer is going to proxy camp the hook and try to get a free trade/down out of it, I will attempt to take that hit so that both characters are still standing.
Like, I get how annoying a full minute of endurance with off the record and decisive strike is and body blocking to that extent, but killers shouldn't act so entitled to either a tunnel or another free down because they chose the most blatantly unfair and boring strategy possible, and were denied that immediate gratification 0.5 seconds after a survivor gets unhooked.
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This is a game where graphic violence happens constantly and is featured. Survivors are hacked and stabbed and thrown on meat hooks, many killer designs are bloody or downright disturbing, some mori animations are particularly bloody and gruesome, and we even have some people running around in their skivvies.
But saying "lmao" is TOO FAR and has to be filtered out?
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Well the OP has a fair point. Since abandon was implemented, the bleedout timer CAN actually use a change. All hostage scenarios can easily be fixed by fine-tuning the abandon mechanic.
But mainly, I would like to stop the situation where ultra-sweaty killers do every unfun tactic to win imaginable, which not only includes camping and hard tunneling, but sometimes bleeding out a select unlucky survivor because they had already been on the floor a while. The killer made the decision to slug to make more pressure, and then after a while of it, it just turns into, "well, it'll be easier to win if they just bleed out."
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Apparently the easy anti cheat is the free version! So that's something wild.
But honestly an overhaul of the client-server design would be ideal to begin with, seeing as the game is extremely vulnerable. But given how many bugs there are in the game, it is apparent that a complete rebuild from the ground up is going to be necessary.
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The change does kind of seem pointless, and I don't understand the reasoning behind it.
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The system definitely needs to be polished. I am thinking something similar to how the old hatch spawns used to behave. No penalty for killing a survivor after 8 hooks, minus 1 for each generator done.
So let's say the survivor team is just getting steamrolled. On the 8th hook with 0 gens done, there won't be a penalty.
When 1 gen is done, this lessens to 7 hooks. 2 gens makes it 6 as we have now.
3 gens complete means we are down to needing 5 hook actions.
4 gens complete means 4 hook actions.
And with all 5 gens done, it's down to 3, which is still pretty much the minimum you'd need to kill anyone to begin with.
I hope that's more constructive!
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@YukariTheAlpaca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994511#Comment_3994511
I would agree with you if it wasn't mathematically impossible to win as a killer below B tier against decent survivors without tunneling. I'd love a more fun and efficient way to play and win be possible; but it isn't. Efficient survivor gameplay in the current state of DBD literally just boils down to each survivor spreading out and completing different generators, running away if the terror radius gets even remotely closer to them, avoiding healing to maximize gen time, and only looping when it is absolutely necessary.
Most killers do not have the tools to deal with survivors who maximize their running distance from the killer and then start looping only when necessary. Getting a single down as an M1 killer can take upwards of 60-70 seconds alone if the survivor just runs in a straight line from the killer at a distance of about 30 meters away. There is a reason that the top killers are where they are. The top killers right now:
- Have a consistent chase tool that can be used almost anywhere.
- Have a consistent mobility tool that can be used almost anywhere.
- Are consistent across all maps if the player is good enough.
Not to mention that over the course of this game's lifespan, basically EVERY OTHER KILLER STRATEGY has been either nerf'd into oblivion or is just not good enough to compete with competent survivors.
Mathematically impossible? I have done this with Sadako. Many times. It's just like 50% of the time, not 99.99% of the time.
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Well guess what… tunneling and slugging are no longer "efficient strategies"!
Time to "learn and adapt".
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@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989871#Comment_3989871
The further in a match you trigger the proposed effects the less impactful they are. Faster gen progression and not being able to trigger blocks or regression means a lot more at 5 gens than it does at 1 or 2. The proposed changes simply won't be as impactful in matches that have been going on for a while.
Being discouraged from focusing on and killing a single person early in the match - yeah, that's kind of the point. Do you think it's somehow less of a crappy experience for the player you're doing it to just because you're playing a Sadako and not a Billy?
Sadako is not incapable of getting 6 hooks in a match. She doesn't need to kill the person she just hooked in order to win. These are things you might WANT to do, but lets not confuse the two.
The main point is that Sadako's power is LITERALLY the ability to be able to instantly kill a survivor. I'm not saying this should be happening every game, and in fact, good survivors won't let it happen. But when they royally screw up, or they deliberately ignore the TVs because they want to gen rush, Sadako should not be punished further by giving the remaining survivors even more gen pressure.
If the survivors get mori'd by Sadako this is 100% on them. The TVs are super easy to locate and her power has been made far too easy to counter in this iteration.
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The whole point of the "compensation" was to compensate players who were trying to play during that period when there was an outage.
If you extend it that ridiculously long, you are just giving free rewards to random people who were not negatively impacted at all for no reason.
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/455056/new-2v8-classes-and-revamps
This is cool, but where is the incentive to play survivor? They're the ones who needs more classes, Killer class equivalents are when we get a new killer to olay in 2V8. Survivor needs something exciting about it, other than just being the stronger role.
One thing at a time… 🤣
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Okay. Derp. That's one kink in the plan, sure. But as long as YOU bring the hatch offering (everyone just assumes it's a black ward or mori anyway), then you have the upper hand and can just go to the hatch spawn immediately when you hook the 3rd survivor.
At that point, it's pretty much just a question of how the gates spawn. You can ALSO try not to slug anyone at all until the very end to get the full 90 seconds before the pickup.
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Or they can just run a hatch offering + no way out.
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@Negative_Xero said:
https://forums.bhvr.com/dead-by-daylight/discussion/454838/you-literally-just-murdered-sadako
This is going to come off kinda rude, and I don't mean it as such, but if you're good at killer, you shouldn't need to rely on condemned. It's not meant to be her main playstyle, it's to punish survivors for not dealing with it when they have the chance. That's why the stacks become permanent when they get hooked. I run a scourge hook build on Sadako that pressures the survivors enough that they hardly ever get all gens done. I think this a great way to punish people who exploit her power instead of playing the game normally. It forces Sadako players to get better at the game by playing normally rather than resorting to a crutch playstyle that can't be fun for either side. Can you honestly say that you have fun playing like that? Your bloodpoint gain is probably slower too as a result because you're not taking part in mechanics that would normally give you a lot of bloodpoints.
Uh huh.
Well if you never play "optimally" and don't threaten to mori people, then you have no passive slowdown, which means less pressure. So let's assume you are playing optimally and threatening to mori people.. which means that yes, they CAN be instantly killed if they make stupid decisions, or hard gen rush, or just get some bad luck.
Now this scenario that you think is perfectly fine is… the survivor team gen rushes and ignores their tapes for the most part, one of their team gets killed, and NOW they are rewarded by being able to do gens even faster? And I believe now the gens won't be able to be blocked or regressed either?
That makes no sense, and is why your opinion is garbage.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990502#Comment_3990502
Imagine if sadako moris 2 survivors without getting any hooks. Does that mean the remaining two survivors now have +50% repair speed?
In this hypothetical scenario, you've won the game.
Who gives a single crap about how much gen speed survivors might get when the only strategy with any gens remaining and two survivors is to wait out hatch?
Maybe you should actually read and comprehend the rest of my post.
Everyone's going to care if the servers wind up crashing due to some buggy code.
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Oh hey, one thing I just realized is that if everyone more or less gets a bbq-like effect, then I guess I don't really have much complaint in saying I can't find a new chase… hopefully…
I have no idea what that system will be like though.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990457#Comment_3990457
Its not playing effectively when you are playing against a survivor who dont know what they are doing.
Ofc Survivors need compensation if that happens and then you can just slug them before the 6th hooking is done.
Don't worry. You get enough kills and experience on Sadako, and you won't be dealing with potatoes who don't know about TVs and tapes for long….
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Wow. This is literally going to break the game. And I mean seriously. Could be very unintended consequences.
Imagine if sadako moris 2 survivors without getting any hooks. Does that mean the remaining two survivors now have +50% repair speed?
What if she mori's all four? Will the server crash due to a bug? 🤣
Dear god I'm a sadako main and I just realized how much this is going to suck.
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@Emeal said:
Why does it matter if the killer get a notification once a survivor is unhooked?
Cause then the Killer knows the unhook has happened and they can hurry over there to tunnel.
Ofc it matters and BHVR is right to address this.Do you know how easy it would be to check this though? All you would have to do is ask the dbd stat guys how many Killers decide to run back to the hook after that notification is displayed and in my experience, its a lot.
Anyway you make valid points about Proxy Camping, but this isn't the PTB where BHVR addresses that.
Well that's what I'm saying. It's that if the killer is already preoccupied, they have very little reason to care if someone was unhooked or not.
But if they DID want to tunnel someone out, as I have pointed out, proxy camping is very easy in and of itself to do. And killers never needed a notification on unhook to tunnel someone out.
Admittedly, if I have absolutely no leads and haven't found anyone else to chase, and I see an unhook notification, I might as well head back towards the hook so I can get a chase. But yeah, now without that notification, makes me feel like I'd need to actually proxy camp more.. which is dumb.
So now I'm in a position where I must proxy camp, or get reaaaally screwed over because I went very far from the hook and still have no one else to chase.
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I am pretty tired of 2v8 as well. And I'd rather that if I have to put up with it, it doesn't last long, but bhvr keeps extending it! Every time! Well anyway, here are my main complaints about 2v8:
- aura is constantly revealed. Killer kicks a gen 20 meters away from you? You get your aura revealed. Killer finds you? You get your aura revealed. Killer hits you? Also probably aura revealed. Your team does their objective, and you have been skillful enough not to go down in the first two minutes? Aura revealed. This seriously needs to stop because it makes your presence a liability to your teammates if you have not been hooked yet. And it's just exhausting dealing with the killers all the time. At the very least, the aura reveal on gen completion should reveal the people who ARE NOT BEING PRODUCTIVE. Kind of like how the new crow system was supposed to be.
- Killer classes make no goddamn sense. Mainly because their effects seem random and are mostly triggered by events that are out of players' control or perception. For example: shadow class gets 5% haste when within 32 meters of their teammate. Fearmonger grants the other killer 10% haste when they injure another survivor some distance away. Brute gives their teammate 10% haste when they kick something within 32 meters. I mean, it seems hard enough for the killer team to know this is happening, even if they are calling out everything on comms.. so how are the survivors supposed to have any idea? It literally just feels like the killers randomly speeding up for no reason.
- The 2v8 teamwork mechanic. I've been in a lot of situations where I'm doing pretty well looping against one killer.. until their friend comes along. Or like just running for my life and I keep bouncing between the two killers because for some reason no matter where I go they're always in front of me. I don't know. I guess this is simply the appeal of the game mode, and it's like "Yeah!! We got him!! High five!". A great fun moment for the killers, and a miserable experience for the survivors. But I guess that gets flipped around in short order when the killers get gen rushed because they teamed up too much. However the feeling of getting gens done doesn't feel so glamorous. It's more like. Oh. My aura's been revealed. Again.
- Teammates are absolute blockheads. If the 1v4 solo queue experience wasn't bad enough, now instead of having to deal with 3 idiots and a sweaty angry killer, now it's 7 idiots and 2 killers. There is simply no MMR, none in the slightest, so match quality, duration, and closeness varies wildly. Sometimes you might get a chad gamer who loops like a god and who comes to rescue you during end game collapse when everyone else left. And sometimes you get potatoes who refuse to do gens and want to get a heal instead of completing the gen by them at 80% progress. Or who body block you. Or who take the killer straight to you or completely ignore the guide's highlighted gens. etc. A LITTLE BIT OF MMR might be helpful to pair good survivors together with good killers and bad survivors together with bad killers.
- LEGION LEGION LEGION LEGION LEGION ONI LEGION - 90% of games have legion in them, and it's extremely annoying. Might as well just stay injured the entire game. But it's still really bad when paired with Oni. Oni is itself an overtuned menace that should not exist as is in 2v8.
- Gen regression is still ridiculous. I mean it's one thing all the killers have a basekit Nowhere to Hide, but on top of that is a superpowered Call of Brine. It truly feels ridiculous how much progress a gen loses after being unattended for like 30 seconds to a minute.
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@bm33 said:
https://forums.bhvr.com/dead-by-daylight/discussion/454770/developer-update-august-2025
The part under anti tunneling where it says a handful of killers will have the effects lessened - can this start happening with perks? There's so many times where a perk will be miserable to face on a handful of killers but fine for the rest of the killer roster. There is then a back and forth of nerfs/buffs trying to make the perk work because when nerfed it becomes fine for that handful but then useless for rest and then buffed it's back to miserable to face with the handful but fine for everyone else. If maybe the effects were lessened for the handful of killers the perk is a problem on it could save time/resources that are normally used doing the back and forth nerfs/buffs.
I agree with this sentiment.
And I think that what bhvr will need to do is start personalizing each killer more. Maybe give each a unique hitbox size, or breaking speed or stun duration, and tweak each perk individually for each killer.
Take predator for instance. The way it works now is fine for your basic slower M1 killers, but for those with higher mobility like blight, kaneki, or the infamous nurse, the perk could just work as it did before: simply making more consistent and easier-to-see scratch marks.
Stealth on bubba is also a really nasty thing, and I could see the duration of stealth being reduced on him. On the other hand, since many people feel bamboozle is necessary, I could imagine buffing the duration of bamboozle slightly when using it on bubba.
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25% isn't nearly close enough of an estimate.
Let's say one survivor is on hook, one survivor is in chase. That leaves two survivors free to do gens, heal, go for save, etc.
Once one survivor is tunneled out, things quickly turn into a situation of.. One survivor is on hook, one survivor in chase, only one free survivor left.. who needs to go get that save or else the whole team will probably be dead.
It's anywhere from a drop in efficiency from 50% to 100% depending on the situation.
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@lettuchia said:
Stop disabling anti tunnel/anti camp features in endgame, jesus christ
Plenty of downvotes but hardly any counterargument because I'm right :)
I think at this point the devs also need to take a close look at the end game. It's been turned into something where literally anything can happen to flip the game heavily into the killer's favor, and so it incentivizes the least interaction and gameplay so survivors will just leave. No I'm not talking about tbagging at exit gates, but rather when someone is inevitably left hanging on hook and then people have to make the tough choice of even attempting a save or leaving them to die.
Perks like noed and no way out flip the game around into what was once a decisive victory and back into terrible danger. Or what was just barely a passing win into a crushing defeat. Blood warden still keeps survivors afraid of opening exit gates, or panic leaving before one of their team gets hooked.
Everyone is always saying "What else is the killer supposed to do!" but camping the last survivor on the hook is by far one of the most boring parts of the game, and arguably still frustrating if you happen to be a killer without any instadown or multi-hit capabilities.
Something really needs to change about the endgame.
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Are these things that were actually published?
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I think at the very least, they need to change it so that survivors only get a catchup bonus for DEAD survivors.
Survivors that merely lose a hookstate or two are just as effective as ones that haven't, plus they get skill unlocks and no longer have their aura revealed.