Comments
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I think RPD is a very interesting map because it has the least amount of RNG. There are no randomized tiles, not even windows. The only thing that changes is that a select few pallets can spawn in one of two places. This allows players on both roles to get really consistent and good at playing the map. It is also a lot…
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I think what could put Thana back on the map again as both an interesting and effective perk is to make it so that the action speed penalty also applies to vaulting actions. Apart from bugs, we've never had anything that slows down vaults, that would be a unique appeal. Alternatively, just go back to 5% per stack.
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They have no direct synergy, them both requiring one to be healthy is just that, a requirement. But they do complement each other well enough: Finesse can help your survivability if Drama exposes you, and it can also help you stay healthy for longer so you can delay your Drama use for more precarious situations. In general…
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The issue of this window has nothing to do with there being a drop-off. BHVR has long made it impossible for survivors to vault during stagger after jumping from a height (and since they seemingly couldn't figure out how to do this they simply made most of all survivor actions impossible during stagger, including things…
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Cheers. Ideally BHVR would have honoured and highlighted a larger group of regular forum contributors, and be it with a smaller little thank-you (some custom badge or charm or 500 cells or whatnot), but it's cool that you took it upon yourself to do so! I'll say that given their approach of highlighting a select few…
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I think both approaches have merit, and some maps could follow one and others the other. Hell, they could even have more static procedural generation of pallets on some maps, where one half of the map spawns few but strong pallets, and the other plenty but weaker ones. But I do definitely want to see more of the "lots of…
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The "consider putting a few % of progress on a gen if you're passing by" tip is really good: not only can this trick killers into thinking someone is around and wasting some time searching, but it also makes it easier for fellow survivors to find gens, simply by hearing them in their vicinity, which is particularly helpful…
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He wasn't in a bad spot originally at 18 seconds cooldown, they only reduced it to compensate for the removal of scampering without slice-&-dicing. But it turned out that the cooldown reduction was simply too much. I would take the 18 seconds cooldown over 8m/s dash speed any day. Although yeah, to be fair, without 180°…
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are you joking or what. his totem is at shack and he goes to shack gen as his 2nd destination in the match. Your so caught up in your own narrative that your disregarding the most basic actions taken in the video. Later on the video, he questions the perk because he was in near immediate vicinity and wonders why he was not…
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It's a non-event for the most part. For newer players it might be fun to mess around and walk around in snowmen and throw around snowballs for some time, but for jaded, disgruntled, battle-scarred cynical veteran Scrooges of the game like myself, those things barely even register. The "event" mode for me is literally just…
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I like it overall, cool map visually and gameplay-wise, with some interesting pallet setups, sensible gyms, and reasonably well-balanced map-specific structures. I do think they could have gotten a bit more creative with the gameplay design still, and they could altogether be much more ambitious (e. g. more of that "steam…
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I'm sorry, but you have no real clue what you are talking about. About as much as Tru3. Blood Favor is usually banned in comp because it is ridiculously strong, and whenever it isn't banned it sees ubiquitous use. Because I like to speak in facts rather than anecdotes and things pulled out of nowhere, you can look at the…
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Chucky at 8 meters per second dash speed and 1.8 seconds dash duration catches up the same distance differential to a survivor he did at 10m/s and 1.2s (4m/s catch-up speed * 1.8s = 7.2m; 6m/s catch-up * 1.2 = 7.2m). The difference of course being that it takes Chucky 600ms longer now to do so, which allows the survivor to…
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Servers have been volatile for months now, with the modifier and event modes struggling particularly. Generally higher and fluctuating pings, frequent rubberbanding, occasional freezes, rare but noticeably more common server crashes. What's causing it is anyone's guess, BHVR is not transparent at all when it comes to…
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Given that reducing her lunge range is what I have long considered to be a good way of balancing her, the creation of this add-on felt like an insult. Her lunge already acts like a sort of "third blink" and enables a player to make up for a fair bit of imprecision in their blinks or nullify survivor dodges, it should be…
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Coldwind had been hit with multiple major nerfs (reduced map size, changed map layouts, nerfed main buildings, reduced pallet safety, reduced pallet amount) that left the maps a shadow of their former selves. …And then they went and brought these poor excuses for jungle gyms as the deathblow. I will say that I do sort of…
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It's really only good against tunnelling killers to delay the first sacrifice, and even then only situationally. For one thing, the unhooked survivor has to already have been in struggle stage and the unhooking survivor has to have had no stages for it to realistically be beneficial to use, so if the killer isn't…
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While the interaction with Gift Of Pain and Floods Of Rage is neat (i. e. any hook being a Scourge Hook for their purposes), I think what's most interesting about the perk is its actual effect of showing the gen with the most progress. Dead Man's Switch's recent change has arguably been a buff, and with Jagged Compass, you…
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It really is a bit strange. In other games people have no issue whatsoever accepting the simple reality that there are tiers to the playable characters, and that in high-stakes/high-level competition, most players will gravitate toward a select few characters. Hell, in DbD most people are seemingly perfectly fine with the…
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I agree in theory that Slinger could have a longer range and that it doesn't really make sense for him not to have that when Huntress has a technically unlimited range and can also throw over stuff to make cross-map snipes work. Slinger's projectile is much smaller than hers, so he has to be much more precise, and the…
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I would not be opposed to a Hex meta, I just don't think the game is in an appropriate state for that yet and doubt BHVR really anticipated the impact the 4% increase for Thrill would have. For starters, anti-Hex perks aren't great at dealing with the threat of Thrill. Knowing where totems are isn't the primary problem,…
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It's not nerfed into the ground, but it certainly also isn't nearly what some people make it out to be (the solution to tunnelling (no perk could be - if you were to make DS and OTR basekit tunnelling would be, if not solved, at least infinitely less of an issue, and they of course exist as perks, and yet curiously enough…
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At least this only happens against Houndmaster, I'm pretty sure.
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That's true, you do need to get 3 stalk points from someone else for infinite EWIII. Still less than the 5 you needed to get previously, where you had to stalk one survivor to 100% and another to 50%, now only needing a further "15%". The stalk rate increase on distance has made this easier on most maps (again, stalk rate…
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Yeah, unless there's a notable cooldown of 20 or so seconds on the notification, I agree, it'd not be feasible in this day and age where many killers exist that can quickly or instantly return to their totems or force survivors off by other means, as well as with the power level of various Hexes today. Even back in the day…
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Absolutely. Speaking as someone that loves using Hex builds, I think they went too far on this. 4% more per token might not seem like much, but it's 20% in total. Not only that, the cleanse time increase is not linear, since rather than increasing the time to cleanse, it decreases the cleansing speed. So we go from 14 / .5…
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Singularity when played as a chase killer is about strong enough to be able to compete even against good and coordinated groups without necessarily needing to tunnel. That means he is really strong, but not too strong (granted, meeting good and coordinated groups is very rare, so any good Singu player will win handedly…
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Eh, without map offerings you would very rarely play certain maps that you want or like given how big the map pool has become (and only increasing with every map they release). For casual players that don't play hours every day or other day, that could mean months without seeing a map they like, or a new map they want to…
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Nonsense. Moving at 110% in EWI and needing 40% less stalk to get out of it is a massive buff. This was Myers' main weakness against survivors that knew what they were doing, making his early game very punishing for the killer. Stalking at an up to 90% increased rate on distance is a massive buff. Not only are most maps…
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This display error (days instead of hours) has costed me some of the Halloween event cosmetics. I hope this can swiftly be fixed.
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I don't understand how it is "unhealthy" or unfair for console/controller players - you are not playing Oni against other Onis, there is no advantage your actual opponents have over you. You can just play to the best of your ability and try to win against the survivors you get and not care that some other Oni player…
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I'm not a "Myers player", but I play Myers sometimes. Disclaimer: I haven't played Myers on the PTB. I think the changes are nice and well-guided enough, but ultimately don't change too much about Myers and don't address the glaring flaw that are the Tombstone add-ons, both of which is disappointing after all these years…
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With Nurse, Blight and Billy in the mode (as well as Omega-Wraith with his bugged .5-second uncloak time), it is still entirely possible for two good killer players to win every time. I do think the mode favours survivors to succeed on paper, but in practice it is only even more chaotic for survivors than groups of 4…
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While generally true that killers gain more from concentrating on survivors than generators (a concept I've often brought up with friends when they got so distracted with trying to get value from their builds/powers that they seemingly forgot their actual objective over it and that the "value" these things bring is always…
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Due to the low MMR cap (and the rating system potentially not being strict enough, i. e. gaining rating being easier than losing it), "high MMR" covers a range from "yeah I escape sometimes" to "I don't remember the last time I've lost". Beyond separating the very-new and very-bad from the rest, there is little nuance in…
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I hear you. A lot of Eastern and African regions have no servers to connect to within a sub-100ms range, and the gameplay changes significantly with that amount of latency present (actions and powers are delayed noticeably or behave inconsistently, survivors get hit in more and more ridiculous ways). Originally when…
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I believe you are correct. And I should never use the word "math", it makes it looks way more complicated than what it is. @Vishlumbra isn't correct. He's making the same exact false statement you did, only he's not trying to make it seem "scientific". As I've pointed out, the 40% do not describe the chance of any survivor…
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You have a very different perspective on balance if an exploit is deemed "reasonable" simply because the top 0.1% of players can perform well with those killers, especially when the exploit is accessible to literally 100% of survivors. Doesn't quite add up, does it? Different perspective on balance from what, or who? If…
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Linking an older post of mine on the topic: https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703831/#Comment_3703831 tl;dr: Billy and Blight are so strong that the existence of crouch-teching if anything is a reasonable balance factor. They not only both have winstreaks in the thousands, but even in tournament…
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You can stun her at the end of the blink, in the "blink window" prior to fatigue, or mid-lunge, but even that is very inconsistent/unreliable and more often than not still gets you hit. Mid-blink stunning could be made a proper counterplay, making the timing and range more forgiving. Nurse can still blink next to pallets…
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Thing is that a killer not only can't camp/tunnel someone out from the get-go if they want to get good value from these, but they even encourage killers to go out of their way not to kill someone too early. They could have gotten 2-3 fresh hooks already, hook someone for the second time, and then refrain from tunnelling…
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Yep, the game stands to benefit a lot from this concept of making strong killer perks that actively disincentivize camping and tunnelling, spreading the pressure instead of concentrating on getting one survivor out as quickly as possible. And the "this perk is disabled (or significantly weakened) once a survivor dies"…
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Absolutely. We need server-sided hit authority, either doing hit reg itself or at least general hit validation on the servers. I suspect big part of the reason why we don't have that is that BHVR just does not want to put in the work to recode the hit reg system and to put that load on the servers/networking budget, where…
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Actually not a bad idea. Nurse can freely turn her camera during the blink, so even with a 90° lunge cone restriction she can pre-posture to hit anywhere within 360° of her blink location - but now last-moment survivor dodges could actually work out sometimes, rather than the Nurse player only having to press M1 and flick…
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True and fair enough on being able to "prime" Clean Break as opposed to Solidarity (although the person healing you being healthy is not as clear of a distinction between them, situationally you will also "charge" Solidarity without that survivor being able to top you off, another survivor/you yourself then doing so at…
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While the perk is definitely the furthest thing from the "final tunnelling solution" (no perk ever could be, for starters), and while it is in and of itself not giving survivors direct value (moving a hook stage from one survivor to another doesn't undo anything), there are some obvious use cases for this (and others that…
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This about covers it, but that won't prevent me from yapping a bit myself of course. Perk is incredibly situational, even Solidarity (an already rather situational perk that like you I have never been a particular proponent of) seems strictly better. And people just overrate the time saving on these heals sometimes. Saving…
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The 40% escape rate is the result from millions of matches. That means over many matches, on average less than 2 survivors escaped. In a match where 3 survivors escape, you have an escape result of 75%. If that were to happen more often than not, the overall resulting rate would be higher than 40%… But if you want to have…
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I think it would be neat if Fire Up also applied to successful and missed basic attacks. Sure it would make for a really potent combo with STBFL, but that's two slots you are giving up for an effect that you have to first get stacks to benefit from (and that survivors can counter to an extent by having the Obsession take…
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S+: Nurse, Blight, Billy S: Spirit, Twins, Chucky, Singularity, Artist A+: Plague, Oni, Pyramid Head A: Unknown, Xenomorph, Lich, Dracula, Hag B+: Huntress, Slinger, Pinhead, Wesker B: Wraith, Trickster, Knight, Dredge, Nemesis, Demogorgon, Clown C+: Doctor, Trapper, Myers, Leatherface, Freddy, Pig, Onryo C: Legion,…