ABAEX
ABAEX
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@Boons123 said:
Escape rate is not a good metric; Quentin Smith is the most low played survivor and yet has the highest escape rate in the game. The killer, the skull merchan , has the highest kill rate but a very low play rate, same as the twins.
Even the game pictures show that half of your team was killed, and some of them were Jason, even though Jason was a stealthy killer for most of the match, this indicates that his skill is weak.
Some of the pictures show some survivors not even using scavenger; these are very misleading images.
If it indicates anything, it may indicate that you are deliberately playing against low-skill players to show misleading data. Or this is a custom match.
I am tired of talking with people who have no ability to discern or analyze.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119765#Comment_4119765
Asia sercers overall have different community.
yes, I can relate to that.
I mainly play on the Asia and Europe server.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119770#Comment_4119770
Makes sense. Because nerf to antitunnel.
make sense,
because STB is powerful and hard to Counter.
tunnel is not unhealthy, truly unhealthy is the player bad at hiding, bad at looping, bad at saving hooks.
makes tunnle looks powerful.
and this kind player Blame the mistake on the killer, but in reality, it was their lack of skill.
Blame the mistake on the killer, but in reality, it was their lack of skill.
if hide well, killer need more time to start chase.
if loop skill well and Know how to deal with killer power, killer need more time to hook them.
if saving hooks in right way, killer will lose information hard start chase.
If all survivor know what they should do, killer have no chance.
if all this play well, it should be killer get 2 hook and 5 gen all done.
But the fact is, with the current matching system and the average player skill level, it's hard to gather four somewhat normal survivor players.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119597#Comment_4119597
You are probably talking about 4man 4STB situation which you never ever met.
met STB every day in asia sever.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119559#Comment_4119559
This is just false. The higher mmr you go the already extremely rare chance to see someone running scavenger is even lower.
Looks like lower MMR get lower scavenger pick rate.
Team:
All soloq:
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@dangersmymidd1ename said:
Scavenger will only get a buff if they ever change it. Anyone who has tried it knows that it is pretty much useless.
loos like you never try.
or
You only have a low probability of a perfect skill check.
low mmr get low scavenger pick rate.
Because low MMR players have more players with incomplete perk builds, and scavenger requires multiple perks to be used together.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119559#Comment_4119559
This is just false. The higher mmr you go the already extremely rare chance to see someone running scavenger is even lower.
nope.
According to my statistics, only players who play more frequently will carry a scavenger, because they usually have a better understanding of the game, clearly know the benefits, and have more options. Most importantly, they have a higher perfect skill check rate.
(Sample size 154 player)
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119567#Comment_4119567
May I ask you if there is actually anything you are satisfied with? I mean killer do have multiple gen regression perks with no counterplay or downsides that must be earned but in the end if killer gets slugs with noed isn't it the perk value too?
what if:
killer have a perk that first hook can mark this hooked survivor.
All subsequent hooking actions will be prioritized to transfer to the marked survivor Hook State.
The only cost is that other survivors who are hooked will be moved to lockers far away from the killer and need to be rescued by other survivors.
if that marked survivor get 3 hook state, will be sacrificed by The Entity like Endgame Collapse.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119563#Comment_4119563
STB has low pick rate because solo q survivors won't risk them becoming new target for random player. Also keep in mind that all gen perks are nerfed now, meaning killers have the least chance to be genrushed they ever been.
"all gen perks are nerfed now"
really?
40s a gen→ 45s a gen in PTB
+125% Repair speed (90/2.25=40s) nerf to +100% Repair speed(90/2=45s)
STB only need Iridescent Shards, and You can get a pretty good return using it on its own.
But scavenger need Combined use.
Hyperfocus need wait Shrine of Secrets or use Auric Cells or buy dlc.
So scavenger looks have low pick rate, but this perk is not BAD for combined use. and it have good escape rate.
I remember you mentioned before that you started playing in 2018, and I started play in 2016.
So we're both "veteran players."
That's probably why we both overlooked that unlocking level 3 Teachable Perks takes time.
The scavenger pick rate,which requires multiple DLCs to work well, is naturally lower than STB,
which only requires playing more to obtain Iridescent Shards for use.
It's obviously lower than the pick rate for lithe and WoO, which can be unlocked with fewer Iridescent Shards, can see that have good pick rate.So, maybe STB has low pick rate because solo q survivors won't risk them becoming new target for random player.
maybe is player not unlock this perk yet.
or maybe players just prefer perks that carry a more noticeable self-benefit.
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@Elan said:
I wrote my idea how to rework it to keep it good antitunnel perk while not unhealthy.
STB
Any time survivor is hooked you gain a token and your aura will be revealed to killer for 8s. While having 3 or less tokens fress F next to hooked survivor to unhook them. You gain hook state and they lose hook state, you suffer 60s exposed.
→ This solves issues of distibuing hook stages when killer is not tunneling
→ this gives killer major knowledge and option to prevent this perk
→ downsides is now worth the effect as 60s will be guaranteed across board with Vigil nerf
Changing it this way does not solve the situation of survivor face saving hooked survivor.
This can make the killer lose control, I mean, the killer does everything right but still gets punished for no reason. It's just because the survivor carry the 'right' perk.
this reduces the killer's willingness to hook survivors, and in a sense, encourages the killer to slug all survivors.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119499#Comment_4119499
He meant that this is PTB feedback and Scavanger wasn't a perk getting any changes. It's perk that has very low pick rate mainly because it's powercrept by better options such as Built To Last or chest builds that can give you multiple toolboxes. I think you don't have to be agressive because we all have our opinion and it's all fine. If you want to carry on with your suggestion with Scavenger go ahead and add post into feedback section. :)
StB has very low pick rate mainly, not mean this perk is not powerful.
It's just that the meta build environment makes players more inclined to choose perks that are obviously advantageous to themselves.
Even if a certain perk (like StB) obviously greatly improves survival rate, it still has a low carry rate for this reason, but that doesn't mean this perk doesn't need to be changed.
scavenger has the same reasons that need to be changed.
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@Elan said:
The issue with Scavenger is:
→ Rummaging grants green toolbox with no add ons, so item that is already very weak and immidiately gone. Only toolbox worth running is comodious because it has more charges, with nerfed streetwise it got much weaker than it used to be as streetwises stacked so running two and doing gens together would save about half of charges you would normaly deplete.
→ 5 great skillchecks are a lot and a lot of times you get 1 skillcheck per 60 % of gen progress.
→ It grants 50 % debuff for 30s, which is the strongest slowdown debuff despite it being survivor perk.
→ Built To Last exist. On average you will recharge your toolbox 1-2x per game, Built To Last unless Scavenger allows you to replenish without downsides and skill check requirement.
Summary… Scavenger is very bad perk and it won't get any better otherwise killer players would scream, including me.
Why would you assume that a survivor would enter the match empty-handed?
Why would you think that five perfect skill checks are difficult?
With a 20% probability increase from coordinating 1234, even empty-handed there is a 28% skill check chance per second. Even without a bug, the probability is still very high.
A 30-second 50% repair slowdown, when combined with a toolbox's 40% base skill check chance and 50~130% repair speed boost, is equivalent to having no debuff or even counts as a buff.if other survivor are bad at fix gen, on average I will recharge toolbox 3-5 per game, this is crazy.
The only reason you not screaming is that your MMR is relatively low, making it hard to encounter four survivors with such coordination carrying non-PTB StB that can completely destroy the killer. (only need 2.5~3 min to escape.)
This is also why BEHVR balances skills based on the top 5% MMR.Because if it weren’t so, StB shouldn’t have been nerfed.
Remember。
survivor team can carry 16 perk get in match.
perk and perk can used in combination.
this is why scavenger need change, just like [fast Track].
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At present, it seems that only [reduce your Repair speed by -50% for the next 40/35/30 seconds] cannot achieve the effect mentioned by the designers in the update notes of 'heavily discourages continuing to repair a Generator for some time after it is activated'.
So scavenger need change.
@esarraf said:
Dude forgot that it requires five skill checks to appear. The perks bad enough, if you lost to someone running this it's a major skill issue on your end, not the perk.
@Yamalive said:
The perk itself is already bad enough, why nerf it even more? Then perk isnt even the issue why the gen went fast. Abolutely unreasonable.
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@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119432#Comment_4119432
But this is not Scavenger, this is Road Life from PTB.
If you want to waste your time asking for Scavenger nerfs go ahead, nobody uses it.
Also - the first video looks like it was made recently - skill checks have been bugged for over a month, normally you don't get so many repeated skill checks back to back.
yes yes, survivor only can carry one perk get in match.
perk and perk can't used in combination.
You truly have a big brain and are a complete genius.😎
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119429#Comment_4119429
What does Scavenger have to do with this? Most of the work was due to Hyperfocus and perk 1234.
Hyperfocus can easily be considered to have a special skill check without any nerf for Hyperfocus. Then these links are old; Streetwise is no longer what it used to be.
If you want to complain about something, complain directly instead of going around in circles and trying to gradually destroy the weaker perks, pls.
At present, it seems that only [reduce your Repair speed by -50% for the next 40/35/30 seconds] cannot achieve the effect mentioned by the designers in the update notes of 'heavily discourages continuing to repair a Generator for some time after it is activated'.
So scavenger need change.
If you disagree, then you are just a selfish person who wants to hoard the wheelchair perk build for yourself.
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@sizzlingmario4 said:
I think Thana needs more of a rework rather than a buff honestly. It's arguably too strong on Plague as is and buffing it just makes that problem worse even though it's a bad perk on 95% of the roster. It needs to be made better for most killers, but in a way that doesn't make it better on Plague/Legion.
Either way, it absolutely needs some kind of change post-diminishing returns especially now that stacking it with Dying Light is not really worth considering at all anymore
The triggering conditions are different, so they are not the same type of perk.
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@dangersmymidd1ename said:
Anti-healing already got a significant indirect buff with Vigil being removed, not sure if this is needed.
not add heal speed penalty.
just add blessing speed penalty.
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@Yamalive said:
The perk itself is already bad enough, why nerf it even more? Then perk isnt even the issue why the gen went fast. Abolutely unreasonable.
if you not know those perk, you will well known those perk in next DBD build.
40s means fix a gen and heal self up.
what kind of killer can face 4 survivor like this?
Maybe using a single perk alone has a poor effect.
But what if their perfect combination comes together and bypasses Diminishing Returns?
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119428#Comment_4119428
Someone dedicating their whole build to generators is good at generators. Next you'll tell me that a killer who dedicates their whole build to gen slowdown is good at slowing down generators.
nope
killer who can slug all survivor is good at slowing down generators.
because downed survivor's fix gen speed is 0c/s😁
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@Yamalive said:
The perk itself is already bad enough, why nerf it even more? Then perk isnt even the issue why the gen went fast. Abolutely unreasonable.
bad enough?
just you not use it well, not the perk is bad.
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@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119429#Comment_4119429
Scavenger accounted for like 3% of that generator, the rest was Commodious Toolbox with speed add-on, and Hyperfocus where the person hit every skill check. Theoretically possible but nothing to do with Scavenger.
Oh and the second video had old Streetwise and the killer AFK feeding Stake Out tokens permanently. Very realistic.
do you know tool box give gen skill check 40% chance per seconds?
if don't have toolbox or 1234
Hyperfocus will not work well like this.
and do you forget this change?
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@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119429#Comment_4119429
Scavenger accounted for like 3% of that generator, the rest was Commodious Toolbox with speed add-on, and Hyperfocus where the person hit every skill check. Theoretically possible but nothing to do with Scavenger.
Oh and the second video had old Streetwise and the killer AFK feeding Stake Out tokens permanently. Very realistic.
bro only fix 1 gen and don't use full toolbox to fix next gen🤣
no need killer feeding stake out, just 1 token are working good now.
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@dangersmymidd1ename said:
Wow asking for a nerf to Scavenger is really scraping the bottom of the barrel, that perk is already buns.
finishing a generator solo in 45 seconds is totally normal.
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@esarraf said:
Dude forgot that it requires five skill checks to appear. The perks bad enough, if you lost to someone running this it's a major skill issue on your end, not the perk.
It's okay, finishing a generator solo in 45 seconds is totally normal.
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@Boons123 said:
Oh no, leave Scavenger alone. Perks are supposed to help the player, not hinder them.
A 50% slower repair speed of 30 seconds is perfectly sufficient, even with the skill check build, this is a trade-off; you won't be able to complete the generator repair by a large margin.
Let there be variety in the way the generator is repair; this is healthy and fun.
LOL
use 1234 give 20% skill check chance.
in 30s that -50% repair speed, make toolbox do more skill check.
make solo survivor 45s done a gen.
I already say Scavenger -50% repair speed can be buff.
if you don't want -50% Item efficiency
okay, make toolbox not fully recharge, just give 50% recharges the
Toolbox. -
@Boons123 said:
There are some perks in this update that have improved interaction with chest, and even perks that were not mentioned in this update.
But what still puzzles me is why the developers don't add more chests by default? If the developers want to encourage interaction with chests to the point that they nerf Dominance so that survivors don't get punished for touching the chest, then why don't they add more chests?
You only have 3 chests on the map and one of them is in basement, so you only have 2 chests scattered across the map.
I mean, you can use a coin to increase the number of chests, but that requires you to buy it. It's not a good design to have to use a coin just to be able to use chests perks for fun and good use.
Adding one chest, is that too much to ask??
You can say that chest is useless and all that repetitive talk, but that's not what I'm talking about in my post.
@Rokku_Rorru said:
Give! Us! More! Chests! <3
I raise UVX in agreement.
please make chest up to 8 or more
Let [Human Greed] Great Again.
Slug survivor and Always knows when other survivors are came for rescue.
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@Idontcareaboutmyname said:
I see no one really talking about this, so here I go.
I posted this on ptb category since I mention ptb affected perks. And I can't post in feedback and suggestion for some reason.
Stealth and undetectable killers, add ons and perks etc can stomp solo q due to the lack of comms, much less than swf gets. Especially on indoor maps. The new intent system can help, but there's not many great options if I'm honest. Even strong killers can get undetectable, like bubba who can insta down u out of nowhere or any strong killer, made even easier now with the strong insidious buff giving on command undetectable with no cooldown.
Aside from better intent voice lines, I feel we need stronger detection perks for this undetectable shenanigans. U recently changed Premonition in a bad way for this, increasing its already long 30 set cooldown to 60 sec. It acted as the only stealth detection perk and even then it was just a warning. In crucial moments like healing, information becomes key, and with a lack of comms, solo q suffers way more than I think people realise. Undetectable makes it a nightmare for many casual players who aren't necessarily the best at chase.
And we all know spine chill old effects of detection, one of them being just the whispers killer perk but for survivor. (I want that back so bad ) i know old version was pretty much useless b4 this ptb, but it still not working through walls means it's more of a chase perk now, unfortunately.
I feel we either need to update perks to detect undetectable more other than just Premonition, or bring back past versions of perks, like old spine chill with the effects I mentioned, or reduce the cooldown on Premonition to maybe 20 seconds? If the aura is the problem, remove it. The perk's niche for all these years was detecting stealth, so that's what matters. Please don't make Premonition 60 seconds, it only needed a cooldown reduction, it was never changed since dbd released, so this change to it aggravates me. it was fine. Also the increaze in cooldown means newbies will hide and wait out the timer before feeling safe again and doing actions, which we do not need.
Don't want to sound whiny or anything, but killers also have many ways to detect elusive survivors already, (examples being screams, whispers, spies from shadows) so if survivor can have their own ones would be great.
Thanks for reading, I'll end it here as its getting long, hope more attention is brought around to solo q and how undetectable can really affect it, because its no joke. Even if the devs don't see this, the awareness is out there, so I'm happy either way. Good luck fellow solo q! Apologies if any spelling errors
give all survivor 2V8's scout perk.
Able to ignore undetectable status and show aura to all survivors, just like a voice chat software can do.
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@Colin said:
Im sorry but you overkilled shoulder. It shouldnt be capped to 1 use if you cant see the survivors perks in pre game lobby. That is just horrible for solo q.
Pressing F immediately grants the exposed status for the entire match.(or 180s time can change, It's just a numbers thing. If the escape rate is too high, increase it; if it's too low, decrease it. The minimum should be 150s.[3+2+70+3+2+70 pick up+hook+hook stage+pick up+hook+hook stage])
Can only be used when healthy, and after use, this survivor get the Broken status for the entire match.(or 180s time can change)
In exchange, everyone carrying STB can use it.
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@Jm2delo said:
The decision to split Windows of Opportunity's auras and put window vaults on a 30-40 second cooldown is a massive misstep for game health. Windows of Opportunity is used frequently because map RNG can be highly unpredictable for survivors without team communication. Forcing survivors to spend two perk slots just to see basic chase resources is an artificial nerf that penalizes casual players. I strongly urge the design team to leave the perk in its live state.
In this game, the locations of the windows are relatively fixed.
if you know where the pallet is, you will know where window is.
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@Sevrin443 said:
the perk made killers have to hook everyone and they dont like it mate. thats why they nerfed it lol killer mains said wwaaaaaahhhh i cant tunnel this guy out at 5 gens and the devs said whoa whoa whoa noone hurts our precious killer mains then they gutted the perk. HOWEVER it really doesnt matter when people learn you place boon of healing and 3v1 the killer with the other dude on a gen ppl wont notice the perk being gone or near useless. if i were you id save my energy typing to these people with predisposed views on the what is "healthy" for the game as a whole these people are suffering from delusion and think theyre always against SWF XD
can't tunnle can't camp must hook everyone?
facing broken hook and flash light.
nope, I choose slug.
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@Rokku_Rorru said:
I feel we are buffing tunneling with the m1 reduction perks and nerfing the counter by coming after StB?
Thats how I see it at least, not that I'm opposed to the changes to killer perks as its nice to have more options.
Also seeing Tricksters delusion one day they'll add a small elevation for perk value lolsave hook need 1s.
killer attack cool down need to <1s (In theory)
m1 reduction perk need to stack to 63%(max in ptb is:40%+12.5%+6.25%+2.5%=61.25%)
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119097#Comment_4119097
It's not only about killers and perks. it's also about what map you get and what RNG. For example I had Clown on Trickester's dellusion and they had 4 god pallets all spawned then 2 games later I played survivor on this map and none of them spawned at all. Is it fair? Don't think so, not to mention that killer was Dracula who's way stronger than Clown and had much easier layout than me as Clown.
You’ve been playing this game since 2018, but that doesn’t mean you have 8 years of DBD experience.
It’s obvious from your posts that you only have roughly two weeks’ worth of actual experience.
You’ve been coasting along for eight years on that tiny bit of knowledge and game sense, making zero progress and showing no real understanding of the game.
As I said, you’re exactly the kind of player Behaviour Interactive coddles and spoils.
You even don't know what is AB pallets and don't know this map average palletes are 24.
there Impossible that none of those pallets not respawn(shack pallets)
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119093#Comment_4119093
I play mainly killer since 2018 "Mr. Lack Of Experience". You can't say matches are evenly balanced or that every killer profits suffer from antitunnel the same. If I play Ghoul with 4 stacked slowdown, well can I even lose? If I play Pig with chill build, can I even win? Why would Hillbilly or Bubba have guaranteed kill but Twins or Artist can't even use power at the hook? And counterwise you will always be in situations where you can't counter something and never can reliably tell what survivor bring into the match.
Yes, you started playing in 2018, but you only had six months of experience, and then you continued to play with this six months of experience until 2026, that's all.
If this game had ranks like R6, the communication costs would not be so high, and there would be no need to interact with 'players' who lack experience or skill.
4 stacked slowdonw ghoul still can lose, survivor only need 150 s to escape.even have -50% gen speed.
pig have chill build or no perk can still win.
hillbilly or bubba don't have guaranteed kill.
Twins or artist can't use power near hook, so they more offen use slug Tactics.
like The Judgment, if ZEALOUS and EXILE can't give enough Earnings and hook survivor will block power, the player that play judgment will not use EXILE or hook any survivors.
if slug one of survivor make this survivor can't do anything, so this is good slug target.
killer player not do anything wrong, just focus on the goal, and that goal is more kills.
If hook survivor is an obstacle to the goal, then the hook tactic will not be used.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118922#Comment_4118922
Well, what can we do to stop survivor from getting Lithe when vaulting window? Nothing. What can we do to surge hitting gen when someone goes down? Nothing. What do we do to make survivors with heal perks to heal normal speed? Nothing. Saying something has no counterplay isn't valid argument. If someone uses shoulder the burden in front of you, it's 2 hook stages on them instantly. I don't know how you. But I've seen STB very rarely and noticed a lot of times from those I hooked STB player first so they had no chance to use it.
killer have perk to stop survivor vaulting window or lithe. like Cruel Limits/Mindbreaker/Crowd Control and Undetectable+Exposed attack.
surge? get in locker even don't need a perk.
survivors with heal perks to heal normal speed? Coulrophobia or slug it, downed survivor can't heal other survivor.
you say" If someone uses shoulder the burden in front of you, it's 2 hook stages on them instantly. I don't know how you."
this game have 4 survivor and 1 killer, someone uses STB to me killer can't stop it, this guy get hooked and other survivor use STB to save that guy, and killer is chasseing me now is 3 survivor get 1 hook stage, then I get hooked is hookstage2 the 4th survivor sue STB, killer still can't stop it.
You are so forgetful, forgetting why 【Fast Track】 was changed.🤣
You are exactly the kind of player who shouldn’t have a say because of your lack of experience. Players like you are the ones for whom BEHVR gives survivors those anti-tunnel/anti-camp abilities so they can keep playing, without practicing loops, without calculating perk benefits, not trying hard but still wanting to win easily, and focusing on 'winning' rather than 'fun' as their goal.
You are the one who feels powerless when facing the camp and the tunnel, but at that time, the 'borrowed time' was clearly an optional choice, and you did not choose it, you ignored it, used the so-called 'frustration' to hijack BEHVR, and demanded that this perk be provided for free in the base set.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117638#Comment_4117638
Got you. Tbf I haven't played against many STB as it's very selfless perk. I understand the frustrations of it but imagine those scenarios happen on both sides.
Scenario 1:
4 gens are done, last is about to pop.
Survivor ABC are one hook from death, survivor D is carried to the hook while survivor don't know pain res wasn't used on him yet. Boom 99 % gen to 79 % into DMS into high mobility killer into slug injured survivor who tried to finish the gen over healing themselves into pushing another survivor and boom. What couldve been 2 out is 4k.
Scenario 2:
You are chased against killer who has endfury charged up, you don't know they have it. The hit you and you move to another loop, endfury happens, you are downed as last gen pops you go to basement, two other survivors have to leave because they can't save you. First hook to die because you got "outplayed".
Scenario 3:
You try to hide near almost completed gen and manage to get very good hiding spot where you slowly move around to avoid killer's vision. Killer can't find you, they kick gen, have nowhere to hide and find you.
Just reminder that those are not only survivors who have powerfull tools without much counterplay. While I still lean towards killer side I absolutely hate any additional weaknesses to antitunnel.
@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118314#Comment_4118314
Which makes sense. You can deny hooks by many options - saves, sabo etc. STB is only different way that will still keep the amount of hooks the killer got. Saves deny those hook stages. Imagine if we live in DBD era where every survivor is forced to run perks that might in the end end not being usable at all if other teammates use them. Let's say Deliverence once per match per all survivors. They basically made that hybrid try with lend a hand. It went from once per game to once per survivor. So from absolutely useless to the point where if your teammate runs lend a hand with boons or whatever and use it on all other teammates you have one less perk, but this is just a slight version of that issue. But I screamed since PTB started that as long as BT won't be changed I don't mind STB receiving this nerf but if they push those changes then well, good luck getting away from hard tunneling killers. Clown with new two tap build will be nightmare to go against in tunneling scenario. But in the end, whatever BHVR cooks will spread killer and survivor community even more. From patch screaming "we want survivors to have fun" to patch "we want survivor role to be as miserable as possible". I don't tunnel as killer if truly not needed, like 95 % of my games I don't. But seeing tunneling and slugging at 5 gens by meta killers who don't need that to achieve victory feels frustrating. And even worse that there are so many streamers promoting and calling those a must playstyles.
The problem is with counterplay.
Those scenarios aren't really necessary.
When a killer hooks a survivor, and another survivor is standing nearby waiting for the hook animation to finish and then immediately uses StB, which killer can stop StB from being used?
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118302#Comment_4118302
Even if that were true, that doesn't mean we should be adding more bad precedents. We shouldn't want any perk in this game to be fully disabled for you just because a teammate used theirs, unless they revolve around a consumable resource like totems.
Before adding MORE bad precedents.
The previous bad precedents should be removed.
like anti-camp/ anti-tunnel/ can't catch save hook/ 8 break gen Limit/ Too many pallets
this all truly bad precedents.
If you want, Blood Lust and three vault sealing the window can all be bad precedents, but there are solutions for them.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118307#Comment_4118307
I've also posted about how to improve specific killers, how to handle genrushing, and I've posted before about problem perks on the survivor side like Vigil and Distortion before they were nerfed.
I do actually care about the game as a whole. It was a good first step to nerf Blight's unfair cheese, the same way it would be a good step to rework toolboxes or to nerf, for example, Resurgence.
Problems exist on both sides and how those problems are handled matters. That Blight change was healthy, it had the right effect, but this StB change isn't.
You have no data to support your viewpoint, but I can provide you with the astonishing data from 5,646 individual matches carrying STB, which achieved a 40% escape rate, to tell you that this perk needs to be changed.
StB change is healthy ,and Stb need more nerf, like only use when that survivor is healthy.
because all killer that only use M1 can not Prevent StB from being used.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118307#Comment_4118307
The issue isn't that STB is getting nerfed. The issue is that pretty much any antitunnel perks got nerfed with promise of base game antitunnel coming, promise never fullfilled. Off The Record went from 80s to 40s even when it has high restrictions like Decisive strike to not being able to perform anything without deactivating it. Antitunnel perks got deactivated in EGC. Anticamp got less headstart to be filled but more if killer stays very close to hook for long time. Unhook protections got nerfed by 5s with gift of elusive which is useless on many open maps if killer desperately wants to target same survivor. Now they want to rework BT which was only option of helping tunneled teammated apart from babysitter which suffers the exact same issues as elusive. So their path is to make off hook protection no longer going over 10s (unless you have off the record) and make helping tunneled survivors impossible. You can take the hit, but in the end if the survivor isn't goated or doesn't have antitunnel perks which are not that common anymore as they got hit hard you won't be able to protect them which causes same frustrations as multiSTB. I have truly no idea what am I gonna do against high tier killers desperately trying to kill someone at 5 gens. Neither they will.
base game anti-tunnel? nope, don't need this. good at looping is good anti-tunnel.
survivor that don't have anti-tunnel base-kit, is more powerful than now.
A disabled person who has lost their crutch will first consider how to hop on one foot. After finding a companion, the two will walk side by side.
Eventually, they will realize that they can walk independently without a crutch; they just need to master the correct method.
They are not truly disabled, only previously overly reliant on the crutch.
It has been a long time since I last saw survivors waiting to cooperate with other survivors for rescue.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118302#Comment_4118302
Even if that were true, that doesn't mean we should be adding more bad precedents. We shouldn't want any perk in this game to be fully disabled for you just because a teammate used theirs, unless they revolve around a consumable resource like totems.
I understand what you mean:
If a bad precedent is harmful to killers but beneficial to survivors, you choose to remain silent
If a perk that should have been weakened for survivors is changed, you consider it a 'bad precedent'.
you post Good First Steps For Nerfing Blight — BHVR
but nerf blight give killer a "bad Precedent"(I know break palate power cool-down start at GHOUL) that all killer can nerf by this way.
and YOU DON'T think this is "bad precedent" and THIS nerf is a good "first" steps.
🤣🤣🤣
now Shoulder The Burden be nerfed.
What? look familiar?
Scenes like these are happening all over the Entity, right now!
You could be next.Then you should bear it, because you have always supported handling it this way.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118298#Comment_4118298
I don't think I'm following, what do you mean by this?
Shoulder The Burden should not exist in this game.
if give killer a perk that make killer can hook other survivor but give hooked survivor hook stage.
and survivor Cannot counter this perk.
you say "Shoulder The Burden Nerf Sets A Bad Precedent"
But there have already been many bad precedents before this.
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anti-camp basekit Sets A Bad Precedent
so what?
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lol
The hook is a massage chair, and the floor is a memory foam mattress.
Meanwhile, the killer was just a toy without feel scary besides their appearance used to start a trial.
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The biggest nerf to trap-type killers is placement restrictions.
now can't set trap by trap 1.5m, can't set near gen/hooks. this is the biggest nerf for all trap-type killer.
hag can set trap near gen and hook so hag are play more comfortably.
Can you imagine, no matter how fast or slow you place the traps, is there any situation where there is nowhere to place them?
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nope, you think blight is high mobility, but you ignored the limitations on flexibility, so you can't understand why the spirit is 4.4 m/s.
the balance of killer is false proposition, The most urgent and top priority right now is not balancing the killers, but ensuring that survivors Balance the information efficiency gap in solo queue and PWF. Otherwise, killers will never be balanced.
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@Seraphor said:
The core of the issue here is, you don't deserve to kill 4 survivors, just because you killed the first 3. You haven't earned 4 kills, you earned 3, now you have to earn the 4th on top of that.
The game should not be constructed in a way that the final survivor doesn't have a chance.
why not be?
if survivor even not try fix any gen.
why let the survivor escape?
the good way is
Reward those who work hard, punish those who take shortcuts.
For example, it can be changed so that if only one survivor is left and fewer than two generators have been repaired, the hatch will not spawn, and the survivor's aura will be forcibly revealed to the killer.
If you have ever dug into the numbers and done the analysis, you would know how easy it is for survivors to repair two generators.
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"all of his traps on the map start armed"
this is good.
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just ban the killer player that hook survivor to death or camp for 10 years will work.🤣
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we can see the vote up and vote down to Find out why this game became not fun.
next change will temporarily increase the number of online players, but after that, this game will decline.
BEHVR forces longtime players with thousands of hours of activity to leave because new players who can't understand the game will uninstall it, and these players are not the target audience for this game anyway.
the audience for this game is limited to these people, making it difficult to have any 'new players'.
@ShanoaLegendaryPlz said:
Cant really understand the idea of "rescue at the wrong time" when the killer is just proxy camping waiting for the survivor to get unhooked to continue plowing them in the dirt before they can take 2 steps. Its either they save you or you go to second hook or die, and then you have to try to loop a killer for the remainder of the generators AND the opening of the doors which is also very difficult to pull off. Hardcore tunneling right at the start of the match is the only thing that sets off this grade loss as nobody purposely kills themselves that quickly these days, they are 90% more likely to just dc.
You can't understand of "rescue at the wrong time" because
This game has spoiled you.
You have never even thought about the risks you take during a rescue or the risks the person being hooked has to bear.
Survivor on hook to enter the next hook stage is unacceptable for you kind of survivor player.
other survivor can fix 3 gen in 70+69=139s.
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@Tiger7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022157#Comment_4022157
first of all 3 of those 5 games i got tunneled at start im p100 dwight and not a bad looper 1 of those games a survivor purposely kept body blocking me working with killer - ofc reported them but who knows. also other 2 teams of 5 sat hiding the whole game slow walk no gens lockers ect . i cnt control that . i was on gen when not in chase til full tunneled . other 2 games i got tunneled because 2 of the survivors were playingmeme teabag with killer they tunneled me then other persons who did meme but wantd game to be played not sit and meme in a coffee shop doing nothing . and no tunneling isnt a survivor fault ever . killers choose to tunnel be it best player or worst and im mid pleyer i wont chime im pro but not worst . but nice try . not falling for your antaginizing . try else where . i play killer 50 50 same as survivor . i never tunnel unless clicky clicky flash light and asked to then its on them . but again . wrong
so I can see is not killer's wrong.
Most of the issues are still on the survivors' side.
they save you in wrong time and wrong place.
and killer Chose a way of playing that could kill more survivors.
But in DBD, the game currently does not punish survivors who make wrong decisions; (1.body blocking you 2.save at killer face make you no place or time to hide.)
instead, it punishes killers who make the right decisions.































