steamed_hamzzz
steamed_hamzzz
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@Nun_So_Vile said:
A quality of life change, at this time of year, at this time of day, in this part of the country localized entirely within BHVR's PTB?
Seymour! The game is on fire!
No mother it’s just the midchapter update
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@Another_LegionMain said:
we've known for years the PTB does jack
true, and fair enough a lot of things tested in the PTB don’t end up making it to live, but given how pallets play a HUGE part of the game and their location and amount determine the outcome of chases, you’d think something like this would actually be tested first
The fact that it wasn’t and was instead just labelled a “quality of life” update shows the devs don’t actually play or understand their own game
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classic BHVR not thinking things through as per usual.
Always going by ‘what looks good on paper’ i.e “let’s make match details slightly easier to access” without looking at things practically and thinking how it’s gonna effect people with disabilities or simply just prefer custom keybinds
10/10 patch
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Micheal Myers, could even pair him with a survivor like Laurie. Have the film take place on a spooky holiday perhaps? Call it something like “Black Friday” maybe?
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@AbsolutGrndZer0 said:
Killer Main (The Pig) Here: This has to be a bug, and if it isn't it's a terrible design decision.
I thought it might be a bug at first but I checked the perk description and Weaving Spiders says “press ability button 1” while Treacherous crows says button 2
So clearly it’s intentional…
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@[Deleted User] said:
That dosnt make much sense, Pain res dosnt give value to tunneling, then you want to look at perks like Scourge instead. Anyway, a killer can only dmg a single gen 8 times, so it evens out.
I’m not saying it gets value from tunnelling, I know it’s only once per survivor. I’m saying the killer can hard tunnel a survivor out of the game at the start, then still have Pain Resonance to use when the game’s now 3v1 at 4/5 gens. Seems a bit unfair. Whereas if it deactivated on a survivor death then the killer might be encouraged to tunnel a bit less and further spread out hooks before they finally kill someone
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@Green_Sliche said:
Would be fine if every hook was scourge hook in the match.
The way it is now, you may get a survivor killed without having the perk activated at all if you are unlucky with scourge hook distribution.
But then surely you don’t need Pain Res anymore then? If someone’s gone out of their way to kill a survivor when only 1 or 2 gens have been completed then the match is already tipped in their favour. 3v1 with 3 or 4 gens still to go AND Pain Res still available seems a bit unfair, and further encourages a hard tunnelling play style
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@coldflame said:
exhaustion perks should deactivate when a gen is completed
I think there’s a bit of a difference between one gen being completed and a survivor being hard tunnelled out of the game right off the bat
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they should definitely extend it at least until the new chapter comes out in a couple of weeks
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@Junylar said:
The funniest thing is that it didn't happen in the first day, so it actually took them a day to realize that they can tunnel at will now.
Yeah it is a shame, had someone yesterday hard tunnel a survivor out of the game instantly then literally proxy camp every hook they got until you were forced to trade and I was just sat there thinking
“Come on man, it’s just a fun random party mode, chill out and have some fun”
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So the pay to win skin is no longer pay to win and that’s a bad thing why?
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Realistically the game should always be slightly killer sided, in a 1v4 game the 1 should be the power role
That being said, assuming everyone’s around the same level of skill, the hierarchy of power of DBD goes:
SoloQ survivor - Killer - SWF
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To all the people saying “just bring Lightborn”
I want to make this clear, Flashbang and flashlights aren’t the issue here, Background Player is
By themselves flashlight/ Flashbang saves are perfectly fine and good for the game, it’s Background Player that makes them an issue and removes all skill and planning and makes every pick up a “free” save
Again, Background Player is the issue
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@MaddieMage said:
yes you can equip lightborn every match. The same way if survivors want to counter ultimate weapon we would need to equip calm spirit every match just in the off chance that a killer brings UW. That’s the sacrifice you make if you want to counter a specific playstyle. That’s what perks are for. This game does not guarantee that you will always be able to counter every single perk that the other side brings, and asking for changes or even perk nerfs/buffs so that you CAN counter every single playstyle is silly and frankly unrealistic and unreasonable. There are hundreds of perks in this game.
No one is going to be able to counter every situation in every match when you only have 4 perk slots, (and you shouldn’t be able to) and that goes for killer and survivor. You roll the dice when you choose your build and you win some and lose some. That’s how it goes.What about cross map pallet saves from the insane speed boost and duration of Background Player? As far as I know there’s no perk called “Palletborn” to counter those. There’s plenty of clips online showcasing this
As for Ultimate Weapon, the devs acknowledged this was a problem and are changing the screaming effect to aura reading next patch, which can in fact be countered by a regular gameplay mechanic rather than a perk, and this temporarily hiding in a locker
The whole “equip x strong perk to counter y strong perk” isn’t the best way to handle to health and longevity of the game and eventually leads to power creep where it’s the same perks run every game. A much healthier alternative is to address the overly strong perks with little to no natural in game counters to encourage more varied play styles
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/409872/background-player-flashbang-counter
Bring Lightborn instead of one of the 4 slowdown perks that carried you.
You're welcome.
What? Who says I bring 4 slowdown perks every game? If you’re gonna make stuff up at least keep it relevant to the conversation. The discussion is about the over tuned Background Player and a current bug/ exploit surrounding it
“Just bring lightborn” doesn’t help as well, a solution to an over tuned perk shouldn’t be another perk otherwise you just end up with power creep, where strong perks are countered by other strong perks and the strong counters get buffed to counter the counter ect, instead we need to work towards better balancing perks in the first place
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@Mr_K said:
You can’t realistically equip lightborn every game just in case they bring 1 perk
Why not? Does it unequip each match or something?
It’s just a waste, it’s already 4 perks vs 16 so permanently reserving 1 slot is just unviable, and unlike flashlights the killer has no way of knowing if they’ll bring a certain perk, or if survivors are even in a group or not
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@Blueberry said:
Yeah, I'm all for flashlight/flashbang saves as they take skill and have lots of counter play but Background Player with all this just removes all killer counter play.
Exactly, same with pallet saves. Ordinarily fine, but with Background Player someone can by legit halfway across the map and still get the save. A good survivor in a SWF will purposely go down on a pallet and know you can’t do anything and will be forced to slug
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The reason old DS was so strong wasn’t because of the stun time, it was the fact you could use it end game and paired with Unbreakable survivors could pretty much guarantee a free escape,
even killers who didn’t like to tunnel would often time be forced to just to get rid of DS early
But now you can’t use it end game the stun duration nerf felt like overkill, it takes a second or so to finish the animation and start running again so all in all you’ve got about 2 seconds to escape, and that against any killer with any form of movement ability is absolutely useless
In my opinion they need to revert the stun time back to five seconds, maybe a second or so more to further discourage tunnelling, and finally buff the duration from 60 to 80 seconds to bring it in line with Off The Record
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But not showing hooked teammates seriously effects solo queue, SWF can pretty much counter it by call outs “I’m hooked next to shack” “I’ve been hooked to the left of main building” ect
Kindred is a really popular solo queue perk for that very reason, you can’t communicate with your team so you’re reliant on aura reading perks to help bridge the gap between solo and SWF, perks like Ultimate Weapon completely countering Kindred, a perk which is only used by solo players anyway is bad enough, but making it so you can’t even see the aura of a hooked teammate is adding insult to injury
like I said I’m fine with Blindness effecting every other aspect of aura reading, just not the one that makes solo queue saves unnecessarily hard
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@BlackRabies said:
It's a double edge sword and idk how I would feel about it. One side seeing others perks could be great and make more proper plays around it. Other side of someone sees someone else with a perk they really don't like they'll just dodge.
Easy solution, only show teammates perks once the match starts that way technically they can still “dodge” via DC, but then they’ll be hit with a DC penalty
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@ReverseVelocity said:
There's a lot of lockers, it would add a bunch of visual clutter. A huntress addon used to do something similar but nobody used it because of how much it filled the screen with yellow auras:
True, but remember you’d only be affected by this if you brought the perk anyway, and it would be no different than having your screen filled with yellow auras from Windows of Opportunity, and to players with perks like Head On & Quick and Quiet they wouldn’t see it as visual clutter, but instead “safe zones” per se
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Place flame turrets at places like shack, TL’s, jungle gyms ect then lead him there when he chases you. The turrets will then turn him into an M1 killer, job done
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662570#Comment_3662570
I agree she is well done. I just wish she was more fun to play/verse. I didn’t realize she never touches anything!
I love playing her personally, but I do wish they would rework her condemn and instead give her a bit more chase power
and yeah she uses her power to do everything, from picking up survivors, breaking walls and gens and even injuring them (the kanji on screen when she attacks means “curse” so she’s literally just willing someone injured with her hand/ mind
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Sadako
her jump scare lobby animation, the TV static effects, her mori which mimics the movie scene, crawling out of TV’s, the fact she uses her power for everything and never actually physically touches anything in the trail giving her really unique pickup and breaking animations
all that combined with fantastic sound design makes her aesthetically the best killer in my opinion
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Easier?!!! How haha no Wraith bell, spirit phasing, Chucky laughs ect as survivor and no injured survivor grunts of pain, footsteps or gen noises as killer? Like genuinely how is it easier?
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@mikewelk said:
It'll actually make you 15% hindered in order to promote tunneling! They are going to nerf Sadako's tunneling potential as compensation though.
Sadako is the new Pig confirmed
“nerf pig” memes have now been replaced, all hail the new queen
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Survivors injuring themselves purposely with killer special attacks or items (bear traps) is fine. Yeah you lose stacks, but that survivor is now injured so it balances out
The only real issue is if survivor perks also cause the killer to lose stacks, a healthy survivor who’s the obsession could ‘For the People’ into ‘Plot Twist’ and cause the killer to lose 4 stacks, I’m not sure if that’s gonna be the case though, I haven’t seen everything on the PTB so hopefully you won’t be able to do that…
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@humanbeing1704 said:
I’m glad I haven’t played against this because it sounds like a build I would give up against tbh
I’ve played against quite a few unfortunately, yeah it’s not the most fun build to go up against, especially combined with duration add-ons to make getting a trap off near impossible on a smaller map
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@C3Tooth said:
https://us.v-cdn.net/6030815/uploads/2J930YGEZO02/image.png
Joke aside. Its been a while I havent play against a Pig, if interupted, is the bar progression completely removed?
If so, I think they may only need to keep the key searching progression saved on each box.
Yeah that’s currently what happens, you could be at 99% progress on a Jigsaw box and as soon as you scream via the perk you have to start all over again, quite frustrating to go against.
Good idea though, saving your progress if you scream is all they need to change about her
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@humanbeing1704 said:
This game is extremely boring to watch and is why no mainstream streamer with a 30k plus viewer average plays the game
this game is extremely fun to watch, it’s just an asymmetrical horror game is never going to be as popular as a multiplayer FPS game, not to mention the game is 7 years old. That’s why no “mainstream” streamers play it, as it doesn’t appeal to the masses or is the new flavour of the month
the fact that it’s still getting steady twitch numbers after 7 years proves it’s fun to watch
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A none killer aura reading version of Kindrid should be base kit, there’s absolutely no reason why it wouldn’t work and would only help bridge the gap between solo queue and SWF
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@usesPython said:
It's very much counterable with perks, just bring Deliverance and don't get hooked first then go pull the person off the hook and unhook yourself at the last second. If done properly you waste 3 minutes of their time and they have basically nothing from the facecamp
Deliverance requires a “safe hook rescue”, something you can’t really do if a Bubba is face camping
Remember he can hit multiple survivors with the same chainsaw sweep, not only downing the un-hooker but even catching up to the recently unhooked survivor EVEN after hitting BT/ OTR thanks to his increased movement speed during a chainsaw sweep
Or he’ll just chainsaw you before you even get a chance to unhook
Also your entire premise is based on bringing one perk every single game for the off chance you encounter a Bubba, which like I’ve pointed out wouldn’t necessarily work anyway if he’s truly face camping, not just proxy camping
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@appleas said:
There is a counter, it’s called get better at looping Bubba.
Survivors don’t start the game on hooks.
I don’t know what kind of bot lobbies you play in, but generally speaking most survivors aren’t experiencing 5 gen chases in 100% of their games. Eventually someone’s gonna do down, there’s only a finite amount of pallets in a match
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@Pulsar said:
Because it's fairly difficult to fix in a way that won't be abused by either side.
Fair enough it may be hard to balance, but they could at least try. Maybe something like
“While in close proximity to a hooked survivor, after downing one person, any subsequent survivor hit by the same chainsaw sweep will be put into the deep wound state”
this would still allow trades like other killers and make some rescue’s possible
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The main issue is maps not gens, if you’re playing a 4.4 killer on Red Forest for example it’s gonna seem like gens are flying simply because it takes so long to traverse the map, a group of survivors can complete a generator while you’re walking from one end of the map to the other
the issue isn’t generator times themselves, it’s gen spread and map size
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311173#Comment_3311173
What part of this is hard to understand??
You all stand and waste 2 minutes of every match, because you want the killer to force you out.
You do this day in and day out, all week, and you have no issues with the time wasted. But as soon as the killer waste 4 minutes of your time, then hell breaks loose and its a whole different issue...NO IT IS NOT... both sides are wasting time.
And you are completley fine with it as long as its the survivors that do it
You keep saying “all”, are you saying all survivors are toxic who need to be pushed out? I think you’re exaggerating a bit don’t you think, FYI I never wait and teabag, I hate that kind of toxicity and will always just leave as soon as I know the team is safe and able to leave as well
You're saying all survivors should suffer because of the toxic ones out there? That’s your conclusion? “A survivor made me titled and made me force them out so all survivors deserve to be slugged for 4 minutes”
Can a killer choose to end the match when he wants to by forcing the survivors out? Frustrating and tilting as it may be? Yes they can
Can a survivor chose to end the match by bleeding out instantly and giving up? No they cannot, they HAVE to wait 4 minutes, while the killer simply CHOOSES to wait at the end instead of forcing survivors out, see how they’re completely different?
I honestly don’t know what’s so hard to understand, how can you not see the difference?
One is annoying and tilting but completely counter able I.e. push them out.
the other is annoying and tilting but completely un-counter able
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you seem to be mistaking toxicity and BM’ing for bad game mechanics
Yes toxic survivors will wait at the exit gate and tea bag and it is frustrating but at the end of the day, they can only stay their for as long as the killer allows, they can be pushed out at any minute, though I’m not denying it is frustrating and they should stop being toxic and just leave
Being slugged for 4 minutes is completely different. Granted yes there is people who slug to be toxic, but most of the time it’s just because the killer wants to play the game and get more kills, which if you’re the 3rd survivor it means you have to suffer for it and stay on the ground for 4 minutes. It’s not the killers fault it’s just how the game is designed, and that’s the issue
it’s a system that forces one party to suffer so the other can succeed. Instead of just losing and instantly going back to the lobby like most games, DBD forces you to sit and wait for 4 minutes, that’s what I meant when I said it’s outdated and boring. Let survivors just take the loss and finish the game instead of holding us hostage for 4 minutes
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@Dwight_Fairfield said:
I'm a Mikey main and I'd love to see him get some attention. He doesn't even need a full rework. Just some adjustments to his existing power to put him in a more comfortable spot.
Trouble is his stats in both MMR brackets show him having both a very good pick rate and kill rate. I bet they use those stats to sway their decision on which killers to look at.
The problem there is I’ll bet a large percentage of those kill rates are because of his top add-ons
Add-ons should serve as the icing on the cake to an already viable killer. Myers problem is his best add-ons are the entire cake itself, take them away and watch his kill rate plummet
But then from a survivor POV, playing almost exclusively against infinite tier 3 or tombstone Myers can get incredibly frustrating, that’s my perspective anyway whenever I play survivor and go against Myers, which granted isn’t often but when I do it’s usually someone running those add-ons
So maybe small buffs to his kit, QoL changes and add-on reworks will put him in a more balanced state
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@AverageKateMain said:
Yeah I don't feel like getting sandbagged by my bot teammate just because I run perks they don't like.
So you’d prefer to get accidentally sandbagged by teammates because they have no idea you’re running Deliverance and they bring the killer over to you as they’re coming over for the unhook?
or they have no idea you’re waiting to stun the killer with Power Struggle and they drop the pallet?
What about not opening the exit gate in time when you would have because you had Wake Up?
Or not letting you solo heal another teammate so you can activate Renewal?
Situations like this where teammates think they’re helping but they’re potentially costing you the game could all be avoided if we could see each other’s perks
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@HaunterofShadows said:
It was never even guaranteed to be added to the game. So it'll be a good while, if it comes at all
Unfortunate
Don’t get me wrong I understand slugging is sometimes necessary and I do it myself if I’m trying to secure kills
But in cases where people slug for the 4K, even if they have to spend 4 minutes searching for the final survivor while you bleed out, or people doing it simply to be toxic and refusing to hook, those situations just aren’t fun and there’s nothing you can do about it without UB, and if you’ve already used it then it’s game over, enjoy your 4 minutes on the ground
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@DEMONANCE said:
it has been said a 1000 times
dodge 3 chains then start solving and you won't get interrupted ( you have to dodge them and not make them hit you) use a rock or a wall to your advantage or just spin.
You shouldn’t need to do all that though, seems like a workaround for bad design
the second you start solving the box no more new chains should spawn on you
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@Marik1987 said:
Where is exactly the problem? Lets say Eruption, Overcharge and Call of Brine is in play.
And? You know a hard skillcheck is coming. Apart from that, there is only 1 Perkslot left. So no Spirit Fury/Enduring, no Chase-Perks etc.
I want to mix my perks from Gen-Regression, Gen-Block, Info and Chase.
Example: Pain Res, Dead Mans Switch, Barbecue, STBFL on Freddy.
Eruption is a big problem in solo queue as you never know when your teammate is about to go down, pair that with Pain rez and you’ve got a double gen explosion with no way to stop it as you’re incapacitated for 25 seconds
I just think stacking all these perks on already strong killers like Blight, Nurse, Artist ect is a bit overkill
Maybe it’s not so bad for SWF I dunno, I just know it’s painful to face in solo queue where you have zero communication
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@Veinslay said:
It's pretty funny and sometimes people just wanna chill and troll with some Bubba after getting mismatched against some sweat team that sent them to Garden of No Joy
There is nothing “chill” about camping with Bubba, it’s about as sweaty as you can play
camping someone at 5 gens, making sure to bring them to basement, not allowing a single unhook all game? Yeah that totally sounds “chill” lol
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Maps also have a huge impact on the game and will often determine whether you need to tunnel someone
I had a game yesterday playing Sadako on Badham vs a solid team who knew how to loop efficiently. It was my first game of the day so I tried to play as nice as possible with a pretty standard build. 4 man escape
Next game was Midwich with slowdown and I showed no mercy tunnelling someone out of the game as soon as possible. 4 kills
personally I don’t like to tunnel and in an ideal world we wouldn’t have to. but if I’m sent to an awful map and I’m becoming more and more tilted from repeated losses then I just say “screw it, I need a win”
Killers are just as entitled to feeling powerful and winning just as much as survivors are, until the devs balance the maps and buff the weakest killers then don’t feel guilty about tunnelling someone.
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Every Wraith seems to have NOED
Every Nea seems to have Dead Hard (unless they’re wearing the default skin)
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@IlliterateGenocide said:
I legit think they throw challenges like this in to make one side to play worse instead of balancing
Sounds about right
“uh oh escape rates are too high!”
“Oh I know: Escape using only the perk Calm Spirit…
“Perfect!”
”Kill rates seem to be soaring this month, any ideas?”
”make the killer get a 4K using only the perk Nemesis…
”brilliant”
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@[Deleted User] said:
"IT’S SAD THAT SADAKO RELIES ON AN IRI ADD-ON"
I don't think you play Sadako well if you say "relies", honestly.
To get condemned kills she does
Play against good survivors and you’ll see
Unless survivors are either new, bad or intentionally trolling/ throwing then you’ll never get a condemned kill without this add on combo and aforementioned play style
Without those she’s just a worse Freddy, M1 killer with cross map teleport but with no chase/ anti loop power
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@Crowman said:
Honestly Iri Videotape is honestly just kind of nuts.
It's not the strongest addon in existence, but it goes above the power level an iri addon should be providing. 4 TVs is more than half and against Sadakos without iri videotape, interacting with tvs is just not nessecary. If you try to pre-emptively counter the addon, you are hurting yourself and if you don't you can easily give the Sadako a chance to snowball.
I fully expect it to get nerfed when the devs address Sadako in a mid chapter.
I feel like that’s a big problem in the game right now, Devs not addressing weaker killers because of strong add-ons, it’s exactly the same with Myers, weak killer-insane add-ons
A killer should never be only viable because of certain add-ons
Nerf the really strong add-ons, buff the weak killers
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I love going against bully squads who are constantly going for Head On plays, flashy saves ect, bring on the stuns!
the longer survivors spend trying to stun the killer the less time they’re on gens
To me nothing is scarier than an efficient team who slam gens, I shudder at the thought
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A “3 gen situation” is supposed to be bad for survivors? That’s literally always been the case, it’s a feature that’s meant to favour the killer
best way to avoid it is don’t immediately gen rush, identify generator locations first and start to spread out. If you’ve repaired a gen don’t immediately go to the closest one, find another one further away ect
If you get to a point where the final 3 gens are all on the same side of the map spaced really close together then only you and your team are to blame