duygu
duygu
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770352#Comment_3770352
Except they literally made auras visible for teammates in both survivors and killers, they are doing absolutely ridiculous amount of information when we compare it to basegame
a ping system in which you can tell what you're planning to do to your teammates is far more useful and not the same as knowing where your teammates are. compared to the basegame sure it is an improvement
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just like the main game it's swf sided good job bhvr just a little ping system would be too much info
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@GroßusSchmiedus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769827#Comment_3769827
With getting rid of the constant in-game wallhacks, you are talking about scout right? The perk that makes Trapper unviable?
nope i was talking about huntress's wallhacks, but feel free to complain about scout class if you want. i dont play it myself anyways
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769827#Comment_3769827
So to reiterate, Huntress is not bugged and the real issue is overuse of aura reading?
So why isn't that the topic?that is the topic, i think you need to take a look at the title again. it has always been "this will balance 2v8" not "fix this bug"
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they need to get rid of the constant in-game wallhacks. on the contrary hillbilly's chainsaw should be an instadown again. it should be concerning why huntress is more effective than both hillbilly and nurse in this mode. just the fact that there's another killer to force survivors out of cover makes her too strong.
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@Toystory3Monkey said:
i dont think wesker needs that.
it very much boils down to personal preference whether or not you want to use medallion or not. it's not necessary to plug holes in killer's power like soma's photo or motr
you litearlly canot use his power on most loops without it (unless you take egg instead)
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@ReverseVelocity said:
If you can't play Wesker without Medallion + Egg then you're probably not that great at Wesker.
who uses both medallion + egg? it's one or the other not both together, if you use both you're bad at wesker but you didnt know that, thanks for letting me know you dont even play the killer.
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@Mysore said:
Wesker doesn't need buffs
its literally not a buff its a QOL change
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746393#Comment_3746393
Why does Assassin move at 4.4 m/s AND applies deep wound then? What is the point of deep wound on hit if he is not suppose get the hit? He is definitely designed around being summoned and acquiring hits. It is in the guard name. He doesn't hits because of poor balance. Drawing long path right now with Knight is unrewarding. That is what this update aims to improve.
Your calculations are all fine until you think about the banner spawn. Any decent survivor is going to loop them around a Z wall and go back to the banner because it spawns too fast.
A decent Knight will just camp the banner. No good knight player will ever allow survivor to use Banner in chase. When Knight hits a survivor, the guard chases ends and so does banner. The banner is designed to make split pressure irrelevant for Knight. It completely rob of any ability to 3 gen because survivor can disable the guard chase if knight does not camp banner which is common in 3 gens as knight is using his guard for "split pressure". Despite this, many survivor are terrible enough to still 3 gen by the knight.
The knight is at his strongest when you chase 2 survivors at the same time who are also converging on the same area, meaning a surv runs to the same place as the survivor you're currently chasing, so now you're guaranteed a hit on at least one of them, and there's only 2 survivors doing gens.
Wrong. He is weakest because survivor are easily able to exploit banner. He is stronger when you are in the corner of the map, He summons a guard and he deploys a pincer attack where one guard goes right/left and Knight goes right/left closing in on the survivor. This updates aims to nerf this aspect of knight however i think that the numbers chosen are far too aggressive. 300% depletion rate is just an insane number. I suspect this number will be nerfed to lower value such as 200% post PTB. My other suspicion is that Assassin will still be ineffective because there is nothing in patch notes that says that guard may phase through pallets like they used when he was released. It used to work properly but something changed. They'll likely buff knight from PTB.
He summons a guard and he deploys a pincer attack where one guard goes right/left and Knight goes right/left closing in on the survivor.This is literally what I said in different words.
You dont need to spawn the guard in a corner to protect the banner. You can protect the banner by corralling another survivor as the knight into where the banner approximate area is and chase them both leading to other survivor. The second survivor cannot pick up the banner for the hunted one.
A decent Knight will just camp the banner. No good knight player will ever allow survivor to use Banner in chase.
What I said:
The guards are at their strongest when the knight is zoning with them, so that the survivor can't freely rush to the banner and is forced to move to a useless part of the map.
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I would add an option to disable chase music
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745665#Comment_3745665
Knight meant to be summoner. he summons guards to do various actions for him. jailer is designed around flushing out. He has bigger detection radius to do that. By extension of flushing survivors out, it also involves pincers survivors that he flushes out. Carnifex seems designed around breaking stuff at base-kit and granting aura reading although i think he can be extended to grant utility to the Knight however most of knight's utility add-on are downright terrible. The Assassin is meant to get hits. He moves faster than other guards and inflicts deep wound.
currently for Knight to hits survivors with summons, the survivor gets an exact 6 meters of distance. This calculated by activation time x total distance that survivor gets from running forward. 4.0 meter x 1.5 = 6.0.
The fastest guard being Assassin is 4.4 m/s. at max distance, the guard lasts 18 seconds. 0.4*18 = 7.2 meters.
6.5 meter - 7.2 meters gained over 18 seconds means that Assassin should 100% get a hit.
The main issue is bug AI is suppose phase through pallets but it goes around pallets which is conflicting problem with 8 meter 300% depletion change.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745993#Comment_3745993
The mathematics do not support that.
Assassin is not meant to get a hit. None of the guards are meant to get a hit. BHVR wouldn't allow a killer design that gets hits 100% of the time. Actually carnifex with the dried horse meat is the one that's supposed to get a hit. Your calculations are all fine until you think about the banner spawn. Any decent survivor is going to loop them around a Z wall and go back to the banner because it spawns too fast. This isn't reliable against carnifex because his banner spawn is lot longer. Assassin is meant to punish hook rescues by spawning on top of the survivor as they finish the unhook. The animation takes too long to make enough distance and it's almost a guaranteed hit. At the very least, it's going to prevent bodyblocking so you can tunnel. Jailer's the worst out of the 3 at the moment. He's best used as a skull merchant drone.
The guards are at their strongest when the knight is zoning with them, so that the survivor can't freely rush to the banner and is forced to move to a useless part of the map. The knight is at his strongest when you chase 2 survivors at the same time who are also converging on the same area, meaning a surv runs to the same place as the survivor you're currently chasing, so now you're guaranteed a hit on at least one of them, and there's only 2 survivors doing gens. The chances of this happening in a real match are slim because to do this consistently you need to spawn a guard on a survivor outside of a chase and find another one immediately after. Such as in a 3 gen situation where a survivor is threatening a gen that you're leaving to defend another one or an unhook situation.
But this is too difficult to do at the moment, and even if you do spawn a successful chasing guard that doesn't just wander around, the survivor will simply run to the banner and cut the chase short unless it's carnifex. That's what these changes is intended to strengthen. You can now choose jailer at will with the longer chase and banner making it the best solo chaser guard, especially with a potential 36 second chase. That is nearly impossible for the survivor to outlast considering that already a 24 second chase from carnifex results in a hit or a very small distance saving the survivor.
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@Krazzik said:
How is he better at 3-genning than anyone else? If you mean he's using his pods a lot to check the moment anyone is on a gen, you can just use EMPs.
That's exactly why he's a great 3 gen killer. He can 3 gen most maps whereas many killers like ranged killers fail due to LOS blockers. EMPs are temporary and he can replace cameras as well. Sure you can break the 3 gen (eventually as the gen kick limit exists) but you need a very coordinated team against a smart singul. It's a cycle of emp → slight progress → tank hit → heal → repeat. If your teammates dont immediately get on gens as the singul is chasing someone else then you will not have enough time assuming it's 4 slowdown perks.
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Jailer 90% of the time, 5% on assassin for hook rescues and 5% for breaking pallet on carnifex. I like these changes because they should make the knight more rewarding to play with brain usage. Main reason the knight is weak currently is because trying to play him by predicting survivor pathing is just ineffective and inconsistent compared to spamming carnifex for breaking pallets and tapping power at a loop twice without thinking. But you can't have carnifex without using the other 2 garbage AI and it's just a bad antiloop power compared to other antiloops.
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slinger and leatherface
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freddy's actually not a bad killer, but his power is an inferior mix of different killer's powers. at least trapper is unique despite being garbage. nobody's gonna complain about a killer that has nothing special. if you play freddy for invis, you can play sadako or wraith, for better antiloop you can play clown, and for mobility you can play blight. if you want a killer that can do all of this but isn't trash then something like spirit or hillbilly. why should anyone play freddy then. even though legion is bad, he still has a high pick rate because his power's unique.
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i guess everyone who is in denial forgot about mettle of man, mft, decisive strike, eruption, circle of healing, legion's first design which should have never escaped testing or rather brainstorming, or freddy's rework. these are all obvious cashgrabs. if you say "you shouldn't have paid for an OP thing and not expected a nerf", that's pretty much agreeing.
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Survivors can also vault the pallet right after you finish vaulting it without getting hit because his collision is too small.
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Yes, it would reduce hook suicides.
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I agree, devs should bring back the flashlight scroll tech so we can go back to the good old moody atmosphere dbd era.
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I dont think the other games are doing things fatally wrong, I think it's just that DBD even with its own wrongs and shortcomings is too big to be defeated. Let's not pretend that DBD doesn't have its flaws that put off many players. There's way too much content in this game which attracts players from depraved fanbases like silent hill and the metagame is addicting.
Also, the difference between the mediocre player and the good player in DBD is decision making and knowledge. There's nothing mechanically hard about guessing right, but it feels really good anyway. No difference in the flashlight save of a bad player and a good player, but it feels equally satisfying. This game is so simple to play for the most part which makes it accessible and allows the bad players to feel like they're good at the game. The most tryhard players can play killers like wesker who have their own techs that are actually hard to execute, so there're options for every type of player.
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@HexHuntressThighs said:
They will be removed. It would be a double standard not to after removing Chuckys 180 flicks. Then I assume Wesker would be next because his hug techs are definitely not intentional.
if wesker gets nerfed then this game would truly be hillbilly/nurse simulator for anyone who wants to have an enjoyable tryhrad killer experience.
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nothing gives me the urge to dc more than seeing a survivor on the other end of the hall prerunning to the courtyard just from hearing my tr or running to the god window on the side leading to office every time they're in a chase
thinking about it the entire map is one main building with god pallets and windows. there are only a few pallets that you don't have to break.
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@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727472#Comment_3727472
then why have all these other killer?
so you can play them. my response was for OP's troubles against swf.
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anything that reduces the cooldown of missed attacks or reloading time
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DO NOT play a killer that has to hold W. you're just gonna get juggled around. pick hillbilly blight spirit or nurse. for your mental health and for a better gameplay experience.
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here's the easiest way to shock and discombobulate most swfs
trickster on dead dawg → hook survivor in the 3 gen in the back open area → camp → main event every time they go for unhook
mind the anti-camp meter
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724511#Comment_3724511
But would you agree that the mindset is the same?
And with that, they are linked in that if you condemn one you must condemn the other and both have to be removed together or neither should.
This is effectively the crux of my argument.
i agree with your argument. both should be penalized. ruining a match that players readied up for and put their offerings and items in is a lot worse than dodging lobbies. i think there should be a slight stacking penalty for dodging lobbies and not a complete removal, because there're often moments people have to dodge such as an obvious hacker or IRL moment at the worst time. this way a game is less likely to start with AFK players who were forced to play. also it's nowhere near as impactful because queue times in dbd are not very long.
sacking yourself on hook however should give the equivalent of a dc penalty or completely removed (if devs are fine with eliminating 4% with it). while it's not technically dcing, it's done because it's the only way to get out of a game prematurely without penalty. the only people that support this premature disconnect option are the griefers themselves. why BHVR listens to griefers and not the players trying to play their game i dont understand. if the argument is that the game is designed to be casual, let killers do the same thing or remove the DC penalty altogether. but they haven't and won't because the 'casual game' arguers are hypocrites who tend to play only for simple wins and cant handle playing out a difficult match.
if you're a sad griefer, just dont queue up if you cant put up with it. there's thousands of other players out there who are. the game's not gonna die, in fact it'll be better with less trolls.
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@mbombarda said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723904#Comment_3723904
Okay so explain to me why I won 600+ matches in a row as a survivor with my squad? I'll wait patiently for your serious answer.
vids or it didnt happen
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once again the same lame excuses for arguments:
"solo q is horrible, we need to buff it without buffing swf"
but when you bring up that tc/vc would equalize things, they respond with this
"it's not gonna be enough to matter and would be worse for the game overall" just false
"there's gonna be toxicity"' name a 2024 multiplayer game that has vc but not a mute option alongside. this is also the same community that finds literal gameplay mechanics and SKINS toxic.
"ruins the immersion" there's no immersion to be had past 20 hours.
"language barriers" regions are separated and most people in the world know enough english, this is maybe a problem in 1/100 games.
"moderation nightmare" bhvr is not a small company anymore
"swf will always be better anyway" so lets not bother making soloq experience enjoyable. sound logic.
sometimes i wonder if the dissenters are actually dedicated killer mains in disguise.
here's why they dont take the only real way to equalize swf and solo q. it's because it would expose how stupidly balanced this game is and how useless a vast amount of perks and certain killer aspects are while also making certain perks OP. they would need to change that much in ONE patch, and bhvr simply isn't up to that task.
they can't admit that the game isn't balanced. they've placed an inaccurate MMR system so killers are satisfied with free 10 wins and 2 losses. meanwhile soloq players are told to accept this 60% average kill rate because it's the norm when you can't trust your teammates and it makes the rare wins more satisfying.
just sad how the same people that want a better gameplay experience will make nonsense arguments against it. the community has no right to complain about this glaring balance issue that has been here since forever if they can't accept the one real solution.
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@bearr_trap said:
I enjoyed the randomness that came with the Chaos Shuffle.
What I haven't enjoyed so far are the proxy camping Killers who tunneled - I kid you not - one match after the other. I've returned to normal games for the time being.
I was even told at one point 'I had to because of the build I got' Killer had Haunted Grounds pop AND was in close proximity to a survivor who had Object of Obsession pop - nah, gonna hang around the hook.
i also found a squad with 2 instaheals and a loaded toolbox who responded with "what meta its random perks"
kudos to bhvr for being consistent on making every aspect of dbd anything but casual
im still gonna play this mode though because the pros outweighs the cons. the game feels fresh
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agreed, i dont think this should be an unpopular opinion. hillbilly has better antiloop, no cooldown, faster mobility, missing is less punishing, and instadowns which means he negates bodyblocks and eats pallets. blight is 3rd and billy is 2nd on my list as well. honestly the overdrive makes him OP.
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cuz theres no separation of ranked and casual queue and losing to things outside your control isnt fun
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if there's nothing to break line of sight you're gonna die. if you're at the corner of the map you're gonna die. if you are going for a rescue and you get spotted youre gonna die in this instance too. if she walks and saves blink you're 100% dead. vaulting a window or pallet while she's watching guarantees a hit because you're stuck in an animation and can only go 1 way.
the easiest way to avoid a blink hit is to 99% sprint burst and use it right after she blinks to you. the ideal counterplay is not getting in a chase with her in the first place which means stealthing. distortion can help a lot. prerun from generators that cant be stealthed and prewalk those that can be stealthed (lots of objects nearby and paths to take). once again sprint burst is great here because you can make a lot of distance to avoid getting 2 tapped even if you're found.
keep OTR endurance or DS and tank hits. very important point here if you want to reduce her snowball momentum, especially if she gets hooks as soon as you get rescues. although if this is the case you're most likely gonna lose the match anyway because chase times are too short.
besides all these things nurse is actually counterable but it's a 50/50 each time she loses sight of you. if she guesses correctly where you are then you lose. because the chase is mostly dependant on nurse's skill, it's more about just wasting as much time as possible before you die and stopping her from snowballing, whether it be by countering slugging by going into a locker as you're about to go down, dying at an useless corner of the map, dying at a pallet or open area to make her check surroundings or potentially get saved, reset quickly with medkits or full reset with circle of healing, stealth, extending W time by increasing distance with exhaustion perks, etc.
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name a popular killer without antiloop
also all of those killers have counterplay to their antiloop except chucky who is getting nerfed anyway
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i think itll work and be very fun if they let you communicate with your teammates, both as survivor and killer, via an ingame text/proxmity voice chat system. it's obligatory at this point because of classes for each survivor and special team buffs with killer combinations. also it's just gonna make it so much more fun and chaotic. there's no immersion to be had so hopefully they wont pull that excuse if they dont add ingame comms.
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im on maximum fov and literally the same thing
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this is not a fair comparison. your tier list considers the best addon combinations for each killer.
when you look at the other tier list on the same website (link), it puts michael into C tier like otz. that's with mediocre addons.
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cant have fun skill expression in dbd. every loop must be played the same boring way. hold checkspots and predrop if you're not sure.
fun unintended things that are discovered by the player make the game more fun, that's just a fact. its not like hug tech was OP anyway, you could still play against it.
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yeah wesker is overrated, he's good but not really. i mean he has everything needed to be good but he does them worse than the better killers
his antiloop is countered by playing safe and predropping. this is assuming you either use unicorn medallion or golden egg. without one of those two he practically doesn't have antiloop. using power to close distance works but you still have to hold W anyway. it's better used for zoning. his slowdown is mediocre because survivors pick up sprays early, it's honestly better used for information.
overall good killer and can win hard games but you need to be flawless to match the really good teams.
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the game literally boils down to whether your choice of killer can force predrops and skip the "hold W" part afterwards. no wonder hillbilly and wesker are the most picked killers. congratulations devs you have achieved true balance.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716995#Comment_3716995
Yes, thats why I am questioning the decision up to the killer
because nobody likes to play matches that are already decided from the beginning
this is why loading with less than 4 survivors was changed to stop the game from loading
there's also a human player behind the killer who most likely doesn't want to waste time in an easy autopilot game just because survivor(s) didn't want to play
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716985#Comment_3716985
Why the killer though? Is their objective to kill the survivors
it's also the objective of survivors to do gens and escape?
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i would prefer instead that the killer has a way to quit the game prematurely for any reason just like survivors can. the perfect balance. if the killer doesnt want to play the game anymore he should open exit gates at any moment not just after 5 gens. this is also a counter to survivors giving up because you dont have to be stuck to play out a boring guaranteed win and you also give the rest of the survivors an escape for the inconvenience.
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they're probably thinking of hook trade scenarios when the killer is camping a 3 gen and the survivor at the same time. it's not hard to punish hook trading and activate pop.
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no reason to improve if the matchmaking gives you 10 easy games for 1-2 hard games
it's designed this way to hide the balance issues at the top level because bhvr simply cannot balance the game
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lets make it impossible for killers then balance from there (seriously)
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i used the perk when it was 3 seconds and will continue using it. 3 seconds was usually enough to get to a loop. 1 second off 5 is not that bad. maps arent entirely weaker so im not sure where this fallacy came from. some maps are bad for survivor and some are bad for killer, thats how dbd is. if every map was horrid like certain players claim, people could not be looping for very long times even today. considering that the 3 most popular regression perks and 2 strong killers chucky and wesker are getting nerfed in the same patch, this is overall big buffs for survivor regardless of ds. its only expected that they nerf DS. people need to stop exaggerating this nerf, and do not unequip without trying it out first. as a solo, there is not much more disappointing than seeing your teammate get put back on the hook right after rescue bc they didnt pay the $5 tax.
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curious how you see this as "sexual imitating harassment". this is the first time I've heard of the killer's equivalent of tbag called that.
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every killer could be nurse with the lagswitch tech