trapners
trapners
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@vol4r said:
Look, what I am about to say, might be controversial. But i think we grew enough for this.
What if we add "killer exclude" system that would allow us to exclude 3 killers from our queue?
Personally I hate going against killers like blight, singularity - those killers make mostly terrible experience for surviviors. Especially those not experienced enough.
I can wait more time to find a match, if I have higher chance for better experience.
This would definitely make better experience for surviviors, would help a little with epidemic of DC and unaliving.
And I am aware that this would make harder life for problematic killers like blight, nurse mains.
But honestly, what kind of a match will it be, if surviviors just give up against you? I personally hate when surviviors give up against me, so I refuse to play miserable killers, just so I wouldn't play against bots or just stomp lobbies at 4-5 gens.
I believe some killers have too much power given to them and are too much for casual lobby surviviors.
Good idea in practice. Horrible execution
3 x 4 = 12 total killers blocked per lobby
Unsure if your aware, but there are 38 killers in game, thats 31% of the roster
…but that would only be 31% if every killer was played evenly, but their not.
youd effectively block 80% of all killers and force them to play other killers which you would inevitably block when survivors got sick of it -
@AdamZ said:
Please Behaviour just make it so totems cant spawn around gens and chests in a 24 meter radious! 🤞
Ever since i started using hexes i've been srewed over, SO many times by their spawn location that i lost count.
and i cant even post proof here :''''(
The thing is i wanna use hexes cause they are fun, but when they are getting cleansed at 5/4 gens its just gut wrenching.
The problem is, space
This idea was approached in earlier days, but when you consider the fact most generators spawn 15-30m from eachother, gens and chest spawn in most main buildings it becomes hard for x5 totems to have good spots.
The results were
1- They spawned in the open, since to many main buildings or side places were occupied, totems were forced into the open
2- Totems literally spawned where the survivors spawned, as the spots for where the totem could spawn were so limited
3- the totems spawn on the edge of the map.
You could argue to increase map size, but there are so many factors that im not bringing it up
All of these issues are still present in current times but its MUCH less. The struggle of running a hex build and seeing it actually get demolished within 10 seconds or never found at all was truly a experience
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@jajay119 said:
As the title says, I think there needs to be a change in how Lethal works. I’m so tired of loading into matches and being almost instantly ######### slapped by high mobility killers like Nurse, Billy, Wesker etc. it’s really disheartening being chased and downed within the first 5-10 seconds of a match.
I propose, rather than all survivors be highlighted to a killers at the start of the match. It changes to a token based approach. Start with 4 tokens, up to a maximum of 5 at any one time, tokens can be regained by hooking survivors. For each token gained, the survivor is revealed to the killer for 11 seconds when they first touch a new gen.
This still makes it a viable information perk for killers and makes it feel a bit more fair at the start of the match.
The perk is literally disabled after 9 seconds. Instead of hopping on a generator first 10 seconds of match maybe observe and you wouldnt have this problem.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857063#Comment_3857063
Well, it's nice you want to be on power trip, but I don't see a reason why it should be easy for survivors.
No, I don't like to get stunned. Who would have thought? When I get stunned, it should be something I had chance to avoid. So far that's true for all sources, except Headon.
- DS is mostly protective and can be avoided fully by killer.
- Pallets can be avoided and there are perks to help with them.
- Blast mine can be avoided with perks too (Surge, Ruin, Pain res etc), or just ignore gens
That's not true for headon, that's something that can be used basically only offensively. If you show aura to survivors, it won't even be difficult to get, even monkeys can get free stuns at that point.
If they ever buff headon, I am going to bleed out every survivor, who will try to use it on me and I don't want you to go cry on forum for basekit unbreakable after it.Except for the fact, its literally so weak its not even worth it
Compared to the normal exhaustion perk, it gives you no distance and you actually lose even more distance because of the locker animation.
It also has prerequisites of 3 seconds in locker-literally requiring the killer to walk into the locker
The risk isnt worth the reward, but you seriously want to prevent it? There are ways, like not waiting 3d for them to activiate it, mindgame them into a free down, or literally wait 60s if the perk is that provokative to you.
Also, not sure if your aware but slugging because the surviviors are being alturistic is insane, would you prefer survivors who just hid from chase whole game until endgame?
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@Nick said:
I feel like the 8-kick limit should only activate when there's 1 generator remaining for the survivors. I really like the perk Surge for example, but sometimes I reach the limit (or close to) before a 3-gen situation can even form. And when you can't kick a heavily contested generator, the game is pretty much over at that point. What do you guys think?
Itd seem nice, but it would be taken out of proportion
A year back it was possible to 3-gen when the game didnt have the limit, since then the limit was made. I think if the killer really wanted to and had enough luck, a 4-gen is possible, and if that is broken the survivors then need to break a 3-gen with each gen having 8 kicks
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@Lixadonna said:
They must not be friends if it'll be awkward for you.
Not really that, its more of thr fact sometimes you just want some you time, and dont want a simple game to become a chore
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@zazzau said:
Simple questions, why did i receive an email thanking me for my purchase of dead by Daylight (when i never purchased the game. In fact i have never purchased any game you have EVER made (i checked). Secondly why wAs i subscribed to your newsletter when i never did that either, in the email was a link here asking me to link accounts (no chance) do you not verify email newsletter subscriptions before stating thanks for doing this, i thought how odd.
Small recap, i never bought any of your games, no offence but they just don't appeal to me, nor did i request newsletter.
I do not know how this could happen that your system would think i purchased a game when i didn't.
Youll see fog engulfing you slowly, try to disappear with your most legendary fit possible, a pet, and a RX-78.
The community will appreciate it.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854202#Comment_3854202
Right, so, there are two points I'd like to make in response to that.
1: The first is a repetition. Remember, the buffs survivors can get from hook perks that aren't related to camping or tunnelling are pretty minor and often have comparably strong analogues that don't require hooks. Dead Hard is the only one I can think of off the top of my head that doesn't have a strict analogue, but there are Exhaustion perks that activate more than twice and are significantly easier to use, so survivors arguably have stronger options there.
Stuff like simply healing faster or getting information on the killer, though, they can just get from other perks. If those effects bother you, hooks aren't really relevant.
2: The second thing to mention is related to your assertion about how the meta would develop, with killers camping slugs to down them again immediately. Let's say that's true, and killers also won't lose the game on the back of it. Is that good for the game?
If there were a reasonably implemented basekit Unbreakable, killers would still be able to aggressively slug and get value, but there'd be some room for survivors to have active gameplay in response to it. Isn't it tremendously bad for the game if only one side of any trial gets to have active gameplay and a chance at outplaying their opponent? Shouldn't we be pushing for a state of the game where everyone gets to make plays and consider their options, instead of having no options?
I had a whole essay pre typed out but then I realized i was taking the forums like a discordian mod
Spin a wheel with my user and yours, if it lands on my user slugging is valid and u can’t complain
if it lands on your username ill back down and call slugging inhumane
And if you cheat these results may nothing but a p100 SM find you in your next few matches
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@missellievator said:
As a casual Chucky player, I'm so disappointed with the changes to this killer in the 8.4.1 patch.
He absolutely needed the initial nerf that came in 8.4.0. Especially the reduction of the cooldown to 12 seconds and the nerf to rat poison, and even the change to the cool down to 14 seconds didn't seem completely unreasonable but this alongside the speed changes have gutted a lot of the potential that Chucky had.
As a 110 movement speed killer, Chucky relies very heavily on his dash power to catch up and while the length of the dash is improved, the reduced speed makes this an overall nerf. He now really struggles to build enough momentum as a killer which has brought his strength down immensely with just a few small changes.
I would love to attend least see the speed reverted back to how it was before, if not reverting completely back to how Chucky was in 8.4.0.
110 and 115% is less than a 4 second difference across 50 meters, by the way.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852968#Comment_3852968
I'm not calling slugging useless, to be clear.
What I am saying is that if you decide to aggressively slug everyone instead of hooking them, and the survivors bring anti-slug tools, you're going to not get very much work done. Tactically slugging as a way to increase pressure while still fundamentally going for hooks can be a good decision depending on context.
The reason this doesn't seem the case now is because players don't tend to bring anti-slug perks. They do bring hook-based perks because hooks are a fundamental element of the game and they assume they or their teammates are going to get hooked in the same way they assume they'll have to repair generators and deal with chases. If people swapped to anti-slug perks as a rule, you'd find that slugging becomes significantly less powerful for winning you games on its own, that's my point.
You have to down and slug someone many times to bleed them out, if you aren't able to get everyone on the ground at once. You only have to hook people three times to kill them, and you get more from the act of hooking them too.
To address that last sentence specifically: The answer to that question is yes, if you are aggressively slugging. Anti-slug perks would be absolutely as oppressive to a killer playing in that way as DS and OTR are to a killer that's tunnelling, and easily infinitely more oppressive than those perks are to a killer that isn't tunnelling.
Okay, lets assume for a minute your right, and slug based perks are as strong as ds and other perks
…what does that have to deal with now? Currently all survivors run the same build. Inevitably yes they will adapt to meta slugging but I doubt the perks in question gives them a extra health state, 2nd chances and practical immunity from the killler. All slugging based perks do is pick you up.
You said slugging then hooking is practical, but when people do that, surviviors gets picked up and the pressure does a circle all over again, and then u gotta worry about ds, dh, exc exc. why not just slug for the 4k to begin with to avoid that? Yes the surviviors can pick themselves up but it takes time, doesnt buff them beyond that, and it takes a portion of their dying state timer each time. Inevitably they will die. Its a slow process assuming that by some miracle they all run no mither or boon expo but once u have a 3-4k slug even if they can pick themselves up theres not much they can do
I think its better to play rather than speak hypotheticals. Play as killer and youll notice how much easier gamestyle is.
..and when inevitably survivors do switch their builds, im sure there will be a new meta. Like there always is. My guess is that killers will simply camp the slugs so when they do go up, they go back down, immediately!
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@Atom7k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852964#Comment_3852964
If that is your only point go look at my other posts.
Tunneling at 5 gens is pathetic and nothing else. If you don't have any skill, train.
it's like complaining playing more complex music is unfair because you don't get it from the start…except for the fact, not everyone is like you, Atom. And not everyone wants to train to not be demolished in a game.
Tunneling at 5 gens isnt pathetic you literally have shoulder the burden which nullifies it. Maybe swap one of your 2nd crutch perks with it to cope.
Also, most killers wont tunnel at 5 gens, unless they notice you brought a map offering, 4x toobloxes or to many gens with progress. At that point it is crucial to tunnel for a minimum 2k…
and now you also have altruistic perks that counter hooking, slugging, and literally every single thing a killer can do to win. If you play alturistically instead of perks that benefit only you; maybe youll see a difference.
Its like complaining that someone played a easier music than you, when you also have easier music but decided to criticize instead of also using a easier piece
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@TheGoon224 said:
This is just going to be a list of changes I want to see for Ghostface because of good the devs are at ignoring the issue so here list of changes that I want to see
- Increased stalk distance by 2 meters
- Rework chewed pen, lasting perfume, and Olsen’s journal.
- While Ghostface is in Nightshroud he gains the a 2% haste effect, this effect is lost once revealed.
- Locker hide: Ghostface can now hide in a locker where he looses his terror radius and red stain. While in a locker Ghostface can peak out of a locker to stalk survivors a normal stalking speed, Ghostface can not be revealed while in a locker.
- Increased the time it takes to reveal Ghostface by 3 seconds.
Just thought this would be fun to do I don’t think any of these changes will happen, but aye who knows?
Everything but the haste for being cloaked and hopping in lockers are a bit excessive . Those 2 concepts though are really cool and id love for them to be basekit or addons
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@AriellesDove said:
I don't mind being left on the ground to bleed out from time to time, but this has gotten insane.
Whenever I'm one of the last two people left alive me or my teammate usually get slugged for the full four minutes just to get mori'd.
If it happens sometimes, I don't mind. But it happens almost. Every. Single. Game.
Please give survivors a "give up" button or I don't know but one match suddenly lasts forever before I can go next, and it's really, really not fun and makes me want to play the game less and less.Well when you have to fight against a rng hatch spawn which may or not be affected by offerings
Then have to fight against the gate spawn rng which may or may not be affected by survivior perks
Then have to fight against if the survivior in question even attempts to open a gate or just hides to deny you the mori
It suddenly just becomes a lot more viable to just slug to get your mori. Im not condoning it but its really hard to get a mori with hatch open if a survivior truly doesnt want you to. Its like locker standoff with tombstone micheal
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No 😞
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852752#Comment_3852752
Pick rate? How would pick rate show how powerful something is?
In any case, it kinda doesn't matter what else hook perks do if slug perks just stop you from getting any work done. After you get a hook, you have directly progressed your goal even in the worst case scenario where someone uses Deliverance to neuter your hook pressure.
Contrast that to Unbreakable if your chase ends with a slug. Your pressure is neutered because only one survivor is occupied, and you're no closer to your goal. It's a far worse scenario for you than someone getting to heal faster once, or gain an extremely limited parry in their next chase.
Bully squads are kind of annoying, but even in those cases, you can ignore the most powerful off-hook effects by just ignoring the player trying to force your attention. The stuff left over to be worried about is pretty minor, in comparison. Much more in line with effects survivors can get that aren't tied to hooks.
The bottom line is, the perks you're worried about would just be replaced with equally powerful, equally damaging perks if slugging took off to become something most survivors expect the killer to do.
Your actually wrong about this.
As boring as it sounds per time you get a down is 180 seconds, pair this with the fact it takes 24s to heal urself with unbreakable and thats 7.5% of their bar gone, which doesn’t seem like a lot until you realize you can only use unbreakable once, so you have to repeatably go down after that and hope a teammate revives you in time as you slowly die, or bring expo or no mither which has its own drawbacks
Also, if your calling this method useless, how come your complaining against it?
“Bully squads are kind of annoying, but even in those cases, you can ignore the most powerful off-hook effects by just ignoring the player trying to force your attention”
I can also ignore the hook based perks by..not hooking them? In some instances I literally have to acknowledge the surviviors trying to get my attention if the surviviors are trying to get a save.Your giving me alternative routes when slugging is the simplest and most optimal choice
“The bottom line is, the perks you're worried about would just be replaced with equally powerful, equally damaging perks if slugging took off to become something most survivors expect the killer to do”
Would a build of unbreakable, boon expo, well gonna live forever and soul guard really EVER be as oppressive as lets say ds, dh or otr?
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@Yoshirama said:
If you’re gonna start a match just to watch for 4 minutes how everyone bleeds out, then don’t play. If you’re on a point that you need to slug every match because you don’t feel able to play normally just go to another game.
Slugging should be punished, same as tunneling
“Tunneling is bad, killers who hook repeatedly are playing unfairly and deserve to be punished”
“Wait, killers that dont hook me repeatedly play unfairly and deserve to be punished”
Whats next, your gonna yell at killers who win chases against you?
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@Qbahron said:
uninronically i think bhvr should dissable the dc penalty for as long as they dont stop this insta kill nurse that gives you a penalty, these unjust penaltys are seriously making me consider not playing this game anymore.
When you dc, you quite literally make a already struggling game into a impossible one for your teammates
Instead of beinr self centered and thinking you should be able to dc whenever you feel like you arent having fun, maybe try to be altruistic instead of having you replaced and ruining the fun for EVERYONE in the game
unironically i think dc Penalties should have a longer duration and longer time window
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@Memesis said:
What is the point of this post? The game heavily discourages spreading hooks. Average to below average killers already get stomped by not tunneling. Not everyone plays this game like a full time job to be able to win with 12 hooks.
Also true, killer gameplay has been incredibly discredited to the point where if you dont notice a frame of a survivior for a second, or fail to win a 50/50 mind game your called terrible despite having countless hours in the game
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@Atom7k said:
Sounds offensive I know but in the last week there was not a single game where the killer would not tunnel hard and/or proxy camp from the start of the match. These killers (mostly) did not make good use of their killers power but tried to outweigh that by tunneling hard and camping.
And I say babykiller even though Im no beginner (5 years in dbd) because these people actually do have hundreds if not more then a thousand hours in the game but play like it's their first week with the killer (while being p68 or smth).
While some people may be able to pull something off out of this situation, most of the players are not on coms and therefor will not be able to resolve the situation easily.
So basically you play like in a tournament against soloq casual players.
2 things are the result from this:
1. People don't want to play with you and if you start to face good teams they will stomp you and (rightfully) make fun of you.
2. You will win a few matches but your mmr will increase to a level you don't belong to, so if you don't tunnel hard at 5 gens you will loose every single match.
So this goes out to people who cannot play without tunneling at 5 gens:
Go back to the drawing board. Your strategy will only carry you for a little while and then teams will eat you alive. Watch streamers or youtubers to develop an understanding for your killers power and especially develop game sense.
If you need more then a minute for a chase and no gen has popped you are most likely not faceing a team. So stop playing like your life depends on it.
In the end its a win win if you learn how to control your killer and are able to win matches that way, while survivors get a fair match. Trust me it feels a lot better to simply play better then your opponments being a very lethal killer then being an m1 brisket tunneling hard.
Tunneling later in the game is a different topic not realted to this one.killer does well one match
killer, does horrible the next but mmr does NOT go down
killer in response uses meta perks
killers mmr is skyrocketed, and hes faced against meta surviviors
and losing over and over isnt fun, so the killer in response will win, by any means necessary(get the joke?)
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852458#Comment_3852458
I'm not sure what statistics you're referring to here, I don't think we have access to those kind of stats, but I do think you're somewhat missing my point which is that the hook perks are only stronger when you play into them.
For example, DS is a very very powerful perk, when you're tunnelling. If you're not tunnelling, it doesn't do anything, and if you're not hooking at all then Unbreakable is obviously going to be considerably stronger because whatever you're hoping to get out of slugging is going to be completely undone by that one perk.
You compare Exponential to Deliverance but Unbreakable is the actual comparison there. The difference being, Deliverance has a requirement, a penalty, and can be denied through sheer luck by that survivor being hooked first. Unbreakable, though, just works, outright.
If the killer is actually going out of their way to aggressively slug, the anti-slug perks are as a class as powerful as the hook-related perks and considerably less avoidable. You don't ever have to worry about DS, Reassurance, Camaraderie, Babysitter, or Blood Rush if you don't want to because those require you to act in a very specific way to work. There's no way of slugging that avoids anti-slug perks, though.
I referred to pick rate, and you kind of missed my point
while yes, ds is a tunneling perk that actively only works if your being tunneled, but survivors can force killers to chase them off hook to get value. Its present in nearly every bully and meta squad for a reason
And the difference being slug perks only function to help slugging, nothing else. Hook perks offer 2nd chance perks, extra health states, healing total health states, and just general buffs that seem overwhelming. While the most “powerful” slug perk that does more than help slugging is plot twist, which heals u a whole health state. Perks like unbreakable, expo and more only serve to stop slugging. Nothing more
And once again, theres nothing wrong with hooks giving alternative effects like stopping tunneling and stuff, but it gets to a point where a killer can decide whether to deal with all of those passive buffs or just slug and watch them get up once or twice
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@jesterkind said:
I've never understood this argument about avoiding survivor perks, largely because a solid half at least are ones you can easily avoid even when you go for a hook, but reading this made something click for me for another reason it's a silly argument.
Let's say that slugging really picks up as a tactic, and a huge majority of killers start going for slugging straight away. Survivor's hook perks and anti-pickup perks no longer work!
…Why wouldn't they swap to anti-slug perks?
Unbreakable, Exponential, We're Gonna Live Forever, Buckle Up, Made For This, Soul Guard, Plot Twist, Tenacity, For The People, even No Mither all make slugging weaker.
The reason it looks like slugging is the best tactic to win right now is because fewer people expect it. If things shifted, people would just start bringing anti-slug perks, because a basic reality of this game is that your opponent is gonna have tools to respond to what you're doing, because it's a PvP game.
Spreading your hooks and pressure is more than enough to win if you're doing it properly, too, there's not much reason to buff it. Buffing individual hook perks could be appropriate, but only because some of them are kinda weak without considering anything about slugging and hooking in general.
Because the perks you previously mentioned arent neary as overpowering compared to hooking
Ds, a 2nd chance perk is 10x more powerful than unbreakable, according to statistics
Soul guard + unbreakable is 2 perk slots which only gives endurance for a few seconds, compared to dh which grants endurance whenever you want it
Boon: expo? Takes time off gens, compare this to deli which literally removes all pressure of hooks
Killers dont mind anti slug perks because they actually work as their intended, unlike perks like ds,dh, and more being exploited. Its actually manageable
“Spreading your hooks and pressure is more than enough to win”
Its really not. The statistics really prove the only killers that can aim for all 12 hooks are high tier killers, its literally impossible for some killers at high Mmr
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@Oputeeva said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852144#Comment_3852144
Nope I wanna basekit, end of it! I don't wanna run perk that barely gives any value, it's unfun - empty perk slot
Cool, so if it barely brings value, why do you feel the need to make it basekit? Plus there are x3 other survivors, im sure you could delegate 1/16 of your total perks to help against something as trivial as slugging, according to you
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@BugReporterOnly said:
Just saw a streamer go against a Wraith slugging right at the start of the match. It shouldn't matter if it isn't done often enough but killers like him need to have something that prevents them from doing that right at the start just to ruin people's fun.
Didnt know killers were responsible for you having fun, but I see what you mean
Unfortunately, begging players to be nice is figuatively impossible, your begging for a literal universal evil to be eradicated. But internet trolls will always prevail in one form or another, no need to re-adjust actual game mechanics
You can fix slugging, but these same specimen will just camp the slug, if that gets fixed, maybe theyll just afk in lobbies with full slowdown
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@Oputeeva said:
Nope, it should be basekit, I'm tired of being be downed and doing nothing most boring thing in this game when you are not playing the game!
If your so tired of being slugged, and begging for unbreakable to be basekit so you dont get slugged,you could always just… bring unbreakable?
Or do you just want another passive power up?
Speaking of boring, im sure doing 90 second generators x5 per match isnt fun either, but apparently its justfied because it helps you win… that sounds a lot like… slugging?
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@Hanuka5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852029#Comment_3852029
But dont you see the pattern? BHVR is trying to do something against camping → killer switch to a different meaner tactic. BHVR is trying to do something against tunneling → killer switch to a meaner tactic.
If they now do something against slugging, what do you think will happen? How about you try to incentivise the "right play"?
Making Hooktime 16% longer in patch 8.2.0. was not a good idea because as higher Hooktimers are, as more worth is it to slug survivors. But they did it to prevent camping.
A couple of years ago the "hit and run" tactic was the strongest tactic for killer, so dont go for the kill only hit and than later go for the kill. The survivors dindt liked that since there was not mutch they could do against this tactic of short chases and 1 hit. So BHVR buffed the medkits, ruining this tactic.
Your idea "nerf xyz, that killer will play in a way i like more" did not work in 8 Years of DBD. They will just find a new optimal way. So how about you buff the "play in a way i like"?
What is the tactic survivors are liking the most? That the killer hooks everybody 2 times, before he goes for the first kill. But nothing for killer benefits from this tacitc, the opposide is the case the way to play that the survivor enjoy the game the most, is by far the hardest way to play for killer.
Exactly, if one playstyle is ethical but not optimal, if your a underperforming killer youll have to play unethical. Simply nerfing these playstyles instead of fixing why it happens literally just brings up back in a loop
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@jayoshi said:
About 7/10 Houndmaster games have been all hex builds with the add on to make survivors scream when the dog senses them. With TotH being one of the hex totems, of course. It has gotten to the point where I have noticed people will DC as soon as they see it's her or they will wait until something makes them scream because they know what build they have. Hopefully BHVR does something about this because it's annoying to go against and annoying to have people DC or give up. I mean even when they see that the dog picked up someone's sense and didn't scream, they will still show up to the hex.
Honestly I hope do an update where totems progress doesn't not go back to zero when you let go of them.
-stated by someone who saw 1 match of houndmaster with a build that wasnt meta, dc and then proceeded to say everyone dcs against her
but like seriously, would you prefer a full slowdown build? Hexes are cleansable if you dont spend the first 5s of game on a gen and actually look around the map for secondary objectives
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@Oputeeva said:
This killer main in the video says that it is correct way to play and that he is going to ruin all next matches this way, if this trend continues people will not want to play as survivors...
https://www.youtube.com/watch?v=qX1naPZPwEI
the whole video in question literally explains why killers
Going for hooks was only viable when it actually had a impact. Hooking now is stupid because it activates 60% of all perks that can get you off hook, increase heal times, extra health state, 2nd chance perks and more. Pair this with the fact that killer perks that rewarded hook states got nerfed and the new shoulder the burden perk and— quite frankly hooking survivor’s seems more like buffing them
Compare this to slugging now, where killer perks actively help with the playstyle, every second not spent saving them is a a second wasted, let me list ALL the pros
-instaneous, no need to leave, hook then reapply pressure
-perks like deerstalker and knock out actively support it, unlike hooking perks which recently got nerfed
-survior perks centered around hooks are nullifed entirely
Im not justifying slugging as im good enough to still hook and play, but seeing lobbys will deli
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When a survivior wins quickly, its the games fault, when killers win quickly, it is a testament of skill? Id like to include the killers “less than 2 minute victory” included hooking and killing every survivor. While the less than 3 cuts at end game interestingly
There are faster records, with faster killers. But the point stands
I watched the video, and what I concluded is
He used a weak killer, a meme build, against a possible or if not gen efficient team, on a survivor map, with them spawning on generators, The setup alone isnt good but it doesnt end at that.
Even though he could of used a strong killer, a strong build, against a bad team on a survivor sided map thats probably not enough for you, so let me show you WHERE he could of improved, tied, or even get a 4k.
0:09: Sees a survivor on top gen. Ignores this survivor on top gen. Does nothing of value besides get in runner mode and then return to the same place at 0:38.
0:29
There are two survivors visible working on the said top gen now. Survivor 1 baits him around main at 0:38 and he takes it whilst survivor 2 stays on the gen.
0:46: surviviors 3 & 4, who were left unoccupied, doubled on a gen with a toolbox complete it and continue doing other gens, this is important for later.
1:01. He downs survivor 1 in 16 seconds, He hears survivors 2 directly above him almost done with the generator. Interestingly he decides to hook and go to the generator, with him being just seconds away from interrupting it from being completed.
1:40: Begins chase with survivor#3 and ignores the 60% gen. He later leaves survivior #3 to chase survivior #4, who leads him away from ALL GENS
1:57: survivior #4 leads him to unhook on survivior 1 At this point we can visually see survivior 2 leading survivior 1 to the gen he was doing, instead of switching targets like he was doing, he commits to chase with survivior #4
2:19- Downs survivior#4 is surprised when survivior#3 completed her gen after he left chase with her and didnt kick it
2:38- Is surprised yet again when survivior 1 & 2 complete the gen he saw them go to almost a minute ago, he also looks at a gen thats nearly completed, but ultimately ignores it
2:58: last gen is completed, this gen was the one previously being worked on at 0:46 from survivior 4
Endgame happens, he gets a 1k?
WHAT COULD HE HAVE DONE DIFFERENTLY?
1: Focus on chasing maybe? In total he chased 4 survivors, during all chases he often left at the worst times and literally refused to leave chase even when it was disincentivized to continue chasing. He also did tons of side objectives like kicking doors or checking on other survivors, which he ultimately ignored. This adds up when ur facing a gen rushing squad. He broke more doors than gens.
2:Slug- 2 times was he was SECONDS away from stopping a gen, but he saw the gen almost complete and just went to hook a survivior, it was also apparent the squad sucked at chases, with 16 second chases. If he prioritized gens like the survivors, he could of gave a secondary objective without the need to waste time hooking
3: Poor gameplay- He sees a survivior on other gens but doesnt do anything, he failed to have common sense in so many scenarios, like choosing a healthy survivior over injured, chasing in a dead gen zone, hunting 1 survivior when 2 are in display, exc
Also, during endgame he waited to hit a healthy survivior for some reason until they went to a pallet. He then hits them on the wrong side which results in them using their speed boost and yet again, JUST being out of reach. If he literally just hit at the beginning or WAIT to hit until he was on the side towards the opened gates, he would of tied against a team WAY BETTER than him, or if that’s offensive WAY BETTER EQUIPPED on a map that FAVORS THEM. Victory, or at least a tie was very possible
All of which doesnr mean he was wrong for playing how he did, but if your a average player with a meme build with a mid killer on a survivor sided map, dont expect to do exceptional every match you play. Not every match is a comp swf same way not every match is a comp nurse. Im sorry he went against a squad that insist on playing and winning so fast and boringly, but killers can do & prevent that if they choose to
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@JumpscareMyers said:
As a Myers main i've had Zero problems with the new Shape changes.
I get a Tombstone at 5 gens now which was a lot harder to do with his old basekit.
Now i can hide super far away and stalk someone with lethal pursuer.
genuinely give me tips because HOW!
If i do bad my first time stalking the survivor Knows and just goes to LOS blockers, the genuine only way i get kills is from bringing addons,but my bloodpoints are looking a little iffy…
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@Matherios said:
Like i am sick and tired of having to use every single build gen slow down perks when i play killer.
No matter the killer i will play if i don't use gen slow down perks the gens will FLY.
Just nerf the survivors gen repair speed or increase regression of kicking gens (which is worse and boring).
I don't wanna keep using gsd perks just to have a chance of keeping the game for more than 5-6 minutes.
People say it's hard to balance the game because is asymmetric and everything else… but it's not hard to balance game at all. Somebody who has good knowledge on both roles and has played many and many games will have already a good idea of how some stuff could be better and the game to be in a more healthy state.
A good example is why the f is the change of not being able to kick the gens more than 8 times still a think??? You nerfed cob/eruption/oc etc to the ground (eruption isn't that bad but still you can only proc it at best 4 times and it's a big waste of time dropping chase to kick a gen) plus you are rewarding survivors for messing up the gens that they repaired… if they decided to repair the 4 gens on one side of the map and left the other 3 gens at the other side of the map then that's their mistake for not having game knowledge and the killer shouldn't be punished for it.
Another thing that could be done as an idea is make skill checks on gens harder to do as in their current state it's beyond boring and easy to do them and it will provide a challenge to those who sit and do gens and it's not the person who gets chased who has the fun and challenge only.
I can keep writing more stuff for how unbalanced and wrong some stuff are in the game but my point is all those stuff should be fixed and be looked into.
Lastly for those who will say it's only the toolboxes that cause the issue of gens flying you are wrong. Base gen speed compared to regression is the issue. Toolboxes just throws salt in the wound.generators are the only objective survivors have unless you, the killer give them other objectives, such as healing,hexes,hooks & slugging. If you are struggling with gens it means your not putting enough pressure point blank. I bring deadlock as huntress and put all pressure onto getting chases and most of the time if the survivors dont see me fixated on the gens, they to wont be fixated on the gens or simply dont have enough time
And the same way you hate gen speed is the same way survivors hate repairing, its a boring mechanic, thats why excess gen regression was nerfed, or replaced with blocking the gen
Im actually not against the skill check part though, after some time they should get harder
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@TwinsMain2004 said:
TLDR: Houndmaster is pretty weak IMO and needs number changes and new features
She's undeniably weak in most peoples hands because of her skill floor IMO
Definitely not a killer anyone can pick up and play, you really have to learn her to do well
But even when played good (Pixel Bush gameplay Mostly ATM)
She does not seem worth the effort to master her when you can play literally most other killers and have way better results with comical levels of less effort
Her search is still awful IMO No lingering haste So despite how fast you go it doesn't really matter because you are forced to walk a rigid line or lose it instantly it also somehow misses survivors sometimes, and I can't explain why
It's also Bugged I think as sometimes Snug takes ages to find his way back to you, leaving you without a chase power
A change I'd like to see to it would be that snug bites people he comes across and starts dragging them to Portia like her chase power
So a survivor working on a gen and refuses to leave with snug is there would get bit like they have got hit by the chase power
Or snug bites them on his way back or when he's going to the gen/area Portia marked if they run into his circle
Her chase should also get some changes, I think
Currently, it has way too high of a skill floor for how easy it is to counter / avoid and how much it gives you in return when you actually hit it
That's the best way I can describe it, as I don't know what to change about
I just think it should offer more than "maybe an injury sometimes if they're alone with no pallet nearby…"
Anyway that's my opinion of her I don't play survivor so, but I've seen people give up vs her a bit, so I guess she's also frustrating to go against and IDK what to change about that
So what's y'all thoughts on her? Weak?, OP, Or just meaty ogre?
ino nobody asked for a chapter, there was no hype for the chapter, and when the chapter did come out it felt so unfunisehed to the houndmaster is almost worst than when the twins came out
and yeah pinheads m2 chains is basically her power but more buggy
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@yocieg said:
The day before the update I had already faced a Demogorgan who was running Thrill of the Hunt, Devour Hope, Pentimento, and Undying. After the first hex totem was cleansed (took me forever because he just teleports to the totem), he was able to place penti. This game style is just annoying and with the new buff to TOTH, survivors can spend 47 seconds 2x cleansing DH and an additional 28 second for both penti totems. Surely you cannot just leave DH on the map when it’s been activated, as well as penti. It makes doing all of the objectives punishable and extremely difficult to cure when a demo places their portals on the totem. Want to clear the portal? Now the killer knows where you are and you won’t have enough time to cleanse the totem
its a 4% buff, up to 20%, a total of 70% increase on a totem build,which is a lot, until its a HEX BUILD
devour hope needs 5 hook activations to mori someone, the build in question lights FOUR totems as hexes at the beginning of the game
Yes, the build is hard to fight against if you only fight against it when its to late, BUT!
This is a foreign concept, but what if instead of hopping on a generator first 5 seconds of the game you do other objectives, like….. cleanse 2 hexes??
Totems are extremely rng based which is why nobody uses them, but if YOU decide to take the risk and not bother checking to see if literally any of the 4 hexes that are glowing and instead decide to hop on a gen thats on you, not the build
Also, just a tip but if the demo is busy guarding the hexes, just do gen while u wait for him to get in chase;which he HAS to do if he wants value from his build, when he inevitably does get in chase(there is a visual indicator on screen) do a hex then
Though, i did try this on demo then scratched mirrors myers in a indoor map, with DH, TOTH, undying & hex:face the darkness and I noticed if i hit a survivor early, they take 23.8 seconds to cleanse a totem, with them screaming & resetting the progress every 25 seconds, do what you will with that
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@Alen_Starkly said:
I've seen a lot of people just demonize map offerings and wanting them gone. I understand that, because it can be really frustrating constantly getting sent to certain maps when you play a role. Sadly, most people just keep asking devs to remove the map offerings. I very disagree with this proposal. We need to look deeper, not just at the surface issue.
Map offerings are a tremendeous, fantastic help for the game. How? If you see the Eyrie of Crows offering get used so much, then there is great info in that. What is the info? The map gives survivor considerable advantage. Great, we've established this! What does that mean? Remove map off—- NO! It means that the map needs balancing. This is where the devs come in — or they should have already. If survivors have been burning the Eyrie map offering en masse, then that shows that the map needs urgent rebalancing. But sadly, it's been untouched for probably a few years. The devs need to take action. Please devs!
Removing map offerings will guarantee that you won't have ton of Eyrie offerings as killer in one day, but guess what - when you get the map randomly, you'll still struggle as killer, and then complain again about the map anyway (understandably). Removing the map offerings does not solve the issue, in my opinion. The issue is still there. Map offerings usage by a role shows that that map needs balancing.
Let's look at Withered Isle's offering, "Ichorous Loam". Before the "Greenville Squre" was added to the game, the offering guaranteed Garden of Joy map. The map offering was constantly used by survivors. What could that have possibly meant? Duh, the map has been very survivor sided. Now you rarely see survivors burn the offering. Why? Because you could get sent to GS, a map that doesn't favor survivors that much. So, this realm got "pseudo balanced", by introducing a map that doesn't favor survivors that much. Why burn Ichorous Loam as survivor to potentially get advantageous GOJ, when you're risking getting GS instead and having a hard time?
I am not saying that this is necessarily the way to balance realms. However, just look at what has happened and make some conclusions, please. When things get balanced, the "abuse of the strong stuff" stops, because that "stuff" suddenly isn't "strong" anymore. If instead of introducing the GS map, the devs did proper balancing of GOJ, the ichorous Loam offering frequency would have decreased either way.
Survivors use Eyrie of Crows offering too much? Well yeah, too many safe pallets. Survivors use Ichorous Loam offering (before GS) too much? Maybe the map is too big and has a few busted safe loops. Badham offering? Too many safe loops/buildings. A killer uses a Haddonfield offering? Maybe the map is toooooo small and doesn't have many good loops. A killer uses an indoor map offering? That's just scratch mirror mikey, leave him be :p.
TL;DR - The map offerings are NOT a problem imo. They are instead a great tool to show the DEVS what maps favor a certain role TOO MUCH. The missing component is the devs taking that feedback and balancing the maps. How soon they can do it depends on their workload and other things, but this is how I see it.
problem being, with thousands of possible swf builds, 30+ killers with hundreds of addons and perks, and now 28 maps, or its literally impossible to balance some of these maps
Why?
One map seems normal, until a swf abuses the totem range
One map seems normal, until a trapper makes a effective 3 gen with the trapped corridors
One map seems normal, until a swf abuses main structure vault window with a practical infinite vault
the possibilitys of what is exploited and what CAN BE exploited is endless, its not realistic to have expectations that will balance a map for killer and surviviors, because your generalizing the indefinite possibilitys of perks,addons,items,powers,alturism that can all be combined to virtually make a infinite amount of things that could be exploited
People standarize pallets and vaults with balance but that literally is only the tip of the iceberg, so many more elements come into play that literally cant be balanced out, and even if they could bhvr updates are so inconsistent its more likely to see the game shut down than see actual balance changes to every map
map offerings should just not exist so balance can play out normally without the risk of players abusing the map with their builds and 90 offerings to burn through… just for a balance change from behavior 6 months later
Last thing is behavior can see the killrates..so theres no need for map offerings to work as a community outrage
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@Jay_Whyask said:
For starters, the new inbox tab is really cool (unlike my PS4 lol).
I like being able to read patch notes in game very nice 👍
Unfortunately that's all I'll be doing because DBD overheats my console to the point where an actual ⚠️ warning screen ⚠️ pops up telling me to shut the game off.
This wasn't a problem yesterday, nor was it a problem for the past 7 or so years.
No other game I've played has triggered an actual overheat warning before & I'm very disappointed that all of the console optimization threads we've had here on the forums have been all for naught.
ps5 here and dbd has been the bane of my ps for awhile. A few patches ago it would heat up to the point id need a ice patch or something to cool the ps5 down while playing, was really effective and i think that would work with you
Later though the ps5 would just shut down naturally without it even getting hot, i realized it was from insulation and bought a ps5 holder with i think a fan on it to hep with it. If the ice didnt work this definitely would
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@Boons123 said:
A very powerful killer, stronger than any other killer. However, the killer has a downside, which is that the killer can be killed by the survivors. In a way, the survivors face a difficult time in order to kill this killer.
Once the killer is dead, the entity will powered the Exit Gate and the survivors have one minute to escape.
However, if the survivors choose not kill the killer or they failed , they will have to repair five generators as usual.
This topic has been on my mind for a long time and I wanted to share it with you.
how would generators weakening the killer and exit gates could only open after doing a certain objective work?
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@OutlawRacer666 said:
I know this is going to cause a lot of the community to be upset and disagree, but I am going to make my argument below.
- The Cages: Once a survivor is caged, the killers patrol the edge of the cage and wait for them to become uncaged and rush in and down the two players. The cages also do not give a player the opportunity to struggle and escape. Remove the notification when a survivor is uncaged.
- Generators: If the survivors do not get 2-3 middle generators finished, then the game is over. The patrol patterns become too easy for the killers to patrol.
- Generator Regression:
- Aura Perks: I feel like I spend 50% of the match with the killers seeing my aura, from either generators being completed or other perks the classes have them running. We are legit being punished for playing survivor when a generator is completed across the map and my Aura is revealed to the killers. If Aura perks are going to prominently be what the killers are given to use, then there needs to be a cooldown associated with the Aura actions.
- OP Killers:
- The Wraith- If the wraith is invisible then I should be able to pass through him. It is unfair with the generator locations that the wraith can sneak up and body block you in a corner and ring his bell and hit you. It is unfair when you are in a chase and they are way faster than you and they can go stand in the pallet you need to escape and block you. He also needs a cooldown on how fast he can go between being invisible and visible. I am fine with an instant visible from invisible and let him skip ringing the bell. But to back to being invisible should have a 30 second cooldown to make players choose their moments.
- The Huntress- This Killer is OP in 1v4, now she is buffed in 2v8!? What dumb logic is this? Her hit box and aim assist are atrocious! I am getting hit with axes thrown 10+ feet behind me (Video Below).On top of that I am getting domed from across the map. She has too many axes and needs to have a 30 second cooldown between axe throws. Now if she goes and picks up the axe she just threw then it should be an instant cooldown. Also add a maximum range to the damn axe, it is absurd players are getting domed across the map.
- The Trapper: He has way too many traps. It feels like every pallet, every window or narrow walkway in the game is trapped at this point. Traps also need to be easier to escape with 2 killers, it took me 10 tries once to escape 1 trap and then I got downed right afterwards.
- The Deathslinger- This killer gets to hold on to survivors for way too long. The players using this killer in 2v8 are holding survivors to wait for their buddies to show up so they can double slug them and instant down. Yes it is a good strategy, but frankly unfair given many of the other points. If a survivor is fully reeled in, they should be able to escape before he slugs them. Make the reload time slower for the gun.
- The HillBilly- This guy needs a cooldown on his chainsaw and 1 hit down ability. He is able to use this ability way too often and even in 1v4 it is game breaking.
- The Nurse- No major complaints. It would be nice if she couldn't warp between floors.
- The Spirit- No Complaints
- The Blight- No Complaints
- I am also noticing that Pallet stuns and flashlights do not seem to be working to rescue survivors. Perhaps adding a longer delay to when a killer is able to cage the survivor would be a benefit?
- Hatch: I appreciate there being 2 hatches for 2 players. The only changes I would suggest are; Once they spawn and are open, give survivors a speed boost for 20 seconds and showing the aura's of the hatches and killers once they are closed. Once they are closed, also perhaps spawn a chest with a key that can open it and reveal the Aura to the survivor.
- Exit Gates: In 1v4 there are 2 gates for 1 killer to patrol. In 2v8 there're 3 gates for 2 killers to patrol. It is nearly impossible for a survivor to open a gate an escape in this mode. My suggestion is to add a 4th gate to keep the 2 killer to 1 gate ratio and to increase the gate opening speed of the very last survivor if there're 7 dead. Spawn the exit gates on all 4 sides (N, S, W & E). Right now (1v4 included in this comment), the gates seem to spawn too close together.
- Maps: Make the maps bigger. I might be wrong but the last 2v8 seemed to have bigger maps than the ones we have this time around.
- Survivors: All survivors should have an additional perk.
- The Escapist- Give them the lucky break perk.
- The Scout- Give them the Leader perk.
- Guide- Give them wire tap.
- Medic- Give the medic off the record perk.
When the que to play killer is a half hour wait and there's a 300% bonus to play survivor.. You know the killers are unbalanced and no one wants to play survivor.
1- the cages are teleported to a place away from BOTH killers, if a killer trails a survivior to the cage,thats their fault. Not the killers. Notification after being uncaged doesnt exist, and the no struggle is to prevent YOU from ragequitting at 1st hook.
2- there are so many excess generators that unless surviviors intentionally only do one side of the map there should never be 5 gens all close to each orher. Also even if thar is to happen theres usually 30 meters from the farthest
3- yes, regression is buffed, theres 8 surviviors and 2 killers
4-Aura is given in response to prevent you from going generator to generator and to actually make you play the game, your not discouraged from popping gens, your discouraged from playing generator simulator and not even attempting other objectives
5-Killers-
A-Wraith does have a cooldown from invisible to invisible and vise versa with a audio cue. Hes also even somewhat noticeable if you pay attention. If you dont pay attention to him and allow yourself in a position where youll be stucked if he does come, thats on you.
B-The huntress is buffed because if you dont go in the open her power is basically nullified with the amount of structures and pallets.
C-the trapper max amount of attempts is 6,not 10, with it statiically being nearly impossible on 5th attempt. The time is increased because the map is increased in size. Also you arr able to disarm his traps or better yet not loop in the area you saw him come from. It takes time to make a web of traps and if you fall in it, thats on you.
D-The deathslinger, if 2 killers are in the same spot focusing on one survivior, that leaves 7 surviviors unoccupied. Thats virtually still losing for the killers if they use that strategy. Also you have basekit infinite unbreakable. Slugging isnt possible
E-With the amount of structures if you get 1 tapped by a hillbilly you were literally walking in the ope?
F-No way you had no major complaints against the, NURSE, BLIGHT AND SPIRIT??
I, your right. Flashlight saves have to be somewhat accurate to work, flashlight saves that are terrible wont work anymore.
6-theres 3 hatches actually, no further buffs should be needed if you fail to get THREE hatches then fail to open exit gates
7-theres 3 gates to help endgame,not help the last 2 surviviors. As is this allows killers to get a extra kill or two if the surviviors play bad.
8-Maps can be bigger.No complaints. Just spread out the pallets and structures and see how much harder it is when a pallet isnt 5 meters away and every killer power is blocked by a convenient wall
9-Honestly i dont mind the classes getting buffed,though i hate the guides ability to repair pallets
Also, the queue time is because exponentially more fun to play as killer, currently the queue bonus ranges from 150% to 50%, because its survivior sided which i think isnt inherently wrong
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@TheRivulet said:
I don't know why nobody ever replies to these posts
because hearing the most interesting and unique build that will bring nothing but joy and tranquility to the game will never be nothing more than a suggestion. Ill read them, upvote them, and the discussion of the power or dlc will be nothing more than that because quite frankly BhvR doesn’t really care about the community’s interest in killers and powers, they cater more towards balance
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@MissClove said:
It’s happening that when you’re caged, you aren’t around anyone and it’s not moving spots fast at all.
I got my first hook and everyone was so far away and it me never moved me. I went into struggle and nearly died.Give the caged person an option to move cage to another place in map to avoid this from happening?
It’s really unfair.
If you think thats unfair you would of hate to see the previous version 2v8, where u could spawn next to the killers and repeatedly be teleported across map til death 💀
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@starfall25 said:
150%? Thats all i get for signing myself up for punishment in solo against killer duos. Sometimes 250%. Thats it. In all this time that 2v8 has been out, at least this new version, i have managed to escape only once. Constantly i see 5-7 kills and sometimes even an 8k. This is more than 40 games i have played now and only at start of this iteration of 2v8 was it 350% extra bp. Last iteration i escaped much more often, so whatever you did to this one, thanks for killing the fun mode. The only people i see having fun are the killers, and this measly 150% bonus for survivors seems more like telling the survivors to go eff themselves. Last time we had 2v8 i played at least 10-20 games a day. Now, after 4 or 5, im just too depressed to bother and seeing that 150% staring at me from the ready button, i just ask myself "why should i? what am i gaining? i cant even escape with new tools anymore so its pointless." So the reasonable thing i do is just quit instead. I dont even feel like playing this with my friends anymore. Already got my rift to deep and beyond so unless there are some changes coming, i dont think ill be buying the next pass anymore. Why bother if there is no fun nor incentive to playing anymore? Certainly no point in cosmetics if im not gonna be using them.
Apparently im not alone in this because i see players just disconnecting after going on stage 2 from killer chasing a player near a cage or when they get slugged for the 8k. Some just give up after the second hook for no apparent reason. Although ive seen it happen more often when several are hooked and only 3 or less gens have been completed. Honestly, im not even sure if ill bother finishing the second page of 2v8 archives when that opens.stopped listening when you said you played 40+ matches with constant 7-8ks
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@Angerydoge said:
After playing survivor on 2v8 quite extensively here are my observations and suggestions, I haven't played killer to clarify but I'll have noticed frequent situations that are also unfun for killers so I'll include them here:
-Getting double tapped, I know that it's currently are marketed feature but being able to do literally nothing and going down isn't fun. This is exacerbated in tunnelling situations. Furthermore Deathslinger can hold a survivor on the chain for long enough that some high mob killers can secure an instant down without the survivor being able to do anything. A suggestion to discourage this this would be to give survivors endurance if they are within a close range of both killers.
-Lack of interesting objectives, base survivor gameplay changes little compared to normal DbD, potentially new objectives could be a fun idea. Furthermore this could also give killers a much needed breather.
-The genrush, on the killer side gens get done really quickly, I've seen games where 3 gens get done before killers get a single down. As I said before, I think the best way to rectify this would be adding other objectives for survivors to do rather than just the 8 generators.
General complaint:
Latency and Desync, this problem has been getting worse for a while now, idk if this is just me but sometimes ill be in a chase and then randomly get teleported to a different location, and usually get hit because of that, furthermore so many hits I receive genuinely don't connect (there is more than another survivors width between me and the end of the lunge).
These are some suggestions I have, feel free to provide input.
didnt really agree with double tapping but YESS theres needs to be some secondary objective, maybe even make endgame more diffucult or something just something thats more engaging than 60 seconds of skill checks
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@MaTtRoSiTy said:
Dear survivors,
Doing chests and dull totems doesn't help your team, sure you may get a nice shiny flashlight etc if you're lucky but you wont get to leave with that item if you don't do gens.
Please wait until AFTER all gens are done and exit gates are powered to search chests and you can even do a dull totem if you are that desperate.
Chests are there to help killers, NOT your team.
Thank you, have a nice day (do a damn gen please).
”dear survivors, if you are not on a generator at any point in the game and dare delve into any fraction of altruism , your useless and literally are horrible at the game”
theres 7 other survivors, i think with already decreased gen times, survivior favored mode, and 2 less gens that i can spare 10 seconds hoping to get a purple beamer rather than play generator simulator, getting a 8 man escape literally doesnt even contribute to any awards or anything.
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@smurf said:
I would definitely not like to see this. Having two finisher moris would strongly encourage slugging for 8k, especially since each killer player could feel like they need to help their teammate get a mori, even if they don't care to do it for themselves.
its 2v8. Hooking is semi-instaneous. Dont let the reminders of nurse and blight hold us back from greatness.
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@SuspiciousBrownie said:
https://forums.bhvr.com/dead-by-daylight/discussion/432141/my-take-why-game-is-killer-survivor
This is terrible logic for multiple reason. Who knows how many free kills the killers get from Dcs and throwing on hook, for all we know the real kill rate might be 40% if survivors couldn’t DC or throw on hook.
Don’t even get me started on perks/ individual player skill. Devs want killers to have a little over 2 kills on average and this is BEYOND fair. Friday had a 90% kill rate and that was a 1v7. It’s an asymmetrical horror game the killer is supposed to be the power role and a threat that survivors need to team up and work together to overcome.
It’s actually at a point where the killers are honestly a joke and that’s what Friday did way better. When Jason showed up you were afraid, there was no body blocking, no flashlight saves, no pallets. Just running and delaying the inevitable. And stunning Jason was always super risky not to mention after being stunned too much he went into rage mode and COULD LITERALLY WALK THROUGH WALLS AND DOORS. Not to mention ignore stuns, stopping a 60mph car dead in its tracks.
THAT was an asym horror game that maintained the majority of its horror. Winning as consoler felt great and was such a difficult feat for the most part. DBD has almost none of that because killers for the most part are a joke that you run around a rock 45 times to waste time.
might i remind you why friday the 13th game got shut down? Its almost as if its not fun for surviviors to lose, almost every game, to be punished for trying to play altrustically, and punished for also trying to fight back, queue times were more miserable than 2v8, and that SAYS SOMETHING
dcs arent counted in killrates, and people who off on hook often do it only if theres 5 hooks and 5 gens, which in that situation the game was over anyways
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837488#Comment_3837488
To be fair, neither did Hillbilly and he got stuck with that horrible overheat mechanic for a while.
It wouldn't be the first time. The difference is that Hillbilly's situation was a mistake, it should have never happened. With Wesker I think further nerfs would be justified.
hillbilly had no cooldown besides a stun, so he could effectively always 1 tap with a extremely fast weapon. Many loops against him became useless and with addond, even dropping pallets resulted in getting hit
overcharge was a mechanic that solved all these problems, whilst its a buff its much harder for a hillbilly to control and just zone survivors with, it basically served as a double-edge ability, which newer hillbillys loved and meta hillbillys.. were inconvenienced by to say the least, though the change was awhile ago, so there might be some players who overcame it
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@SharonPancakes said:
"Somehow, people still claim that the game is "killer-sided” which I find absolutely insane. Do we play the same game?"
I guess we don't, I have (compared to solo survivor) a lot easier time winning matches playing killer. When I play as killer half of my wins feel free, and when I play as survivor it feels like 90 percent of my losses feel absolutely impossible to avoid (quitters, memes, just not doing anything teammates.) So yeah I've been playing sinice 2019 with over 5k hours. I'm not saying I'm great but I'm saying I personally feel like I don't deserve how much I lose playing solo and how much I win playing killer.
i think im dyslexic because i literally said the prompt was the game is killer sided then descripted how its survivior sided in my introduction 😭 regard any and all statements i made
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@DeBecker said:
I dont even understand what you think you have prooved here?
survivor struggle for escape/tie
killer gets ties with ease
survivior doesnt win as often as killer
killer often wins
games where killers dont win, they often tie and games where surviviors win are likely to be 3ks- ties
i speak creole sorry so my english may be partially broken but i dont think i used any broken english, if i did let me know
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@Vishlumbra said:
All these complains are to satisfy the ego of survivors to make sure they can escape even if they lost the game. If you don’t slug the third survivor, 90% of the time the other one gets to the hatch before you.
Outcome 1, you can risk hooking, and you end up getting to the hatch before the survivor, so if you want to 4K you have to camp the hatch. Then the survivor hides for 35 mins so he can tbag you at the door he opened because you closed the hatch.
outcome 2, you don’t slug the third one, you hook him and the final survivor gets to the hatch before you.Outcome 3, he hides and waits for you to close the hatch because he has key.
Outcome 4, you hook, close the hatch and have a 50% chance of finding him on door.
Outcome 5, you slug the third to find the final one and the third has unbreakable or not.The end game is fine as it is and is highly inclined to a survivor surviving.
camping the hatch isnt a intended feature, do it if you want but YOUR the one prolonging the game, do you want the survivor to just come up to you and accept defeat?
Also, with killer powers, gates spawns, scratch marks, Killers are likely to find surviviors even if the hatch is closed.
And if hatch is that much of a issue, just bring a offering, whether it be for a map or hatch spawn
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@TimelessData said:
right, I’ve been playing this game for years and use to be a surv main thinking killer was too strong and whatnot. Playing the past year constantly as killer I can say survivors are beyond broken it’s actually a joke. Ik people gonna say skill issue and alla that but when you’re at high mmr and go against these types of survivors it’s an actual joke. I feel weak as any killer. It’s beyond difficult and too stressful. Gens need a fat nerf, hook times need a nerf , loops need a nerf and imo surv movement speed as a hole should be nerfed holding forward is so strong it’s actually a joke. Like I love this game but I’m actually losing the plot on how survivors are this busted and still not been nerfed. You can seriously tell the devs are more bias towards survivors. Playing a killer should be the power role but it’s not in anyway shape or form I feel weak and powerless. Survivor shack (my personal name for it) is broken asf it’s not even fair. 4% off hook should also be removed from the game as you’ve worked that hard to get the down for it to be taken by luck and bs. Hatch is just a pitty way out for surv yet another chance, while killers are getting nerfed on repeat with little buffs to compensate. What I’m trying to say is surv needs some serious looking at as playing killer at high level is barbaric and so unfair. I pray that the devs seriously look at survivors, loops and gems and nerf them, 2 gens off 1 chase is a joke especially when they spawn on a gen while you as a killler have to transverse the map to find someone then chase them then down them and then hook them = 2 gens gone. It’s just become an actual joke all these anti tunnel stuff for surv and nothing for killer. As a high level killer main people will understand you HAVE to tunnel to even get a draw if lucky a 3 man. It looks like I’m going back to a surv main as killer is far too hard for far too little reward and when I play surv I feel powerful and that’s the complete opposite to killer.
Killers win most of their games in low mmr.
Killers win most of their games at mid mmr.
Killers win most of their games at high mmr.
Killers win most of there games againsr 4-swf at iri 1.
According to data, games killers dont “win” are more likely to be ties rather than losses
Please note hatch doesnt count as a win during these statistics.
Also, as killer I noticed at the beginning of the game is when surviviors have the most resources and i have zero pressure, so instead of being surprised surviviors do literally the only objective available at the moment, i began applying pressure, dont focus on generators and force them to do the other objectives
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@JackBSneak said:
I've played the game since it was first released and fell in love with the concept. I took a long hiatus from it to "play something else for a while" and saw a community build around it. It made me feel happy inside. I finally decided to come back and, while I'm admittedly lost with all the new terms and perks and strategies, I it's been nothing but enjoyable to me. I've had my share of frustrations, choosing the wrong character or winding up against insecure killers who need to tunnel and slug to get their easy 4k and feel better about their shortcomings in life and teabagging survivors with unlimited flashbangs and super mechanic knowledge to blast 5 generators in 2 minutes flat, but still it's been so much fun and challenging.
Unfortunately it doesn't seem like it for so many others. Every social media platform I just see complaint after complaint. "The killer killed me, the survivors lived, the team worked together, the perk gave them an advantage…" etc etc.
So I have a great idea. BHVR already ventured into dating sims, so let's make a tea time simulator and if the survivors don't make the tea properly, they get participation points and if the killer doesn't like the tea and compliment them enough, they can pout about it and not invite them for desert and treats. And the end game chat can be everyone talking about their feelings and group council their insecurities.
Great idea right? Now I'm done with my sarcasm for now. Try to have fun. If you can't have fun doing something then it's not good for your personal well being.
we all love dead by daylight. 1 bad game out of 10 good ones is amazing
But then it became 3 bad games out of 7 games
then 5.. then 7… then 9…
Nobody is having fun. Everyone is complaining because either the win they got was so nullifying boring, or the lose they got was out of their hands
So im going to stomp on the tea party and spite it all
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@RavenBirb said:
I can't stand his 5 mile long chainsaw swing , he downs so many teams in the start of the match and everyone just gives up. over 5 games of this in groups (worse in solos) have pushed me to write this post.
I wish he would be fixed to maybe chase and earn tokens to use his chainsaw, this unlimited chain swing is not healthy for the game, there's no other killer like that other than HB and even he's not this unfair imo.
How he works with just bs downing everyone is just bad design, he pretty much counters the "anti camp" system as well with just how he is supposed to play his power. its over tuned, basic, and It's borderline insufferable as a survivor. You WILL spend a good portion of the match in the dying state.
I know perks like Sprint Burst would be good but even then it doesn't get you that far away from him.
Any ideas on how to counter him for now would be appreciated thanks
if your within radius of a bubba near another teammate and he spots you, i think thats natural selection rather than him being overly strong.






