Aoltre
Aoltre
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@Spare_Them_Mori_Me said:
There are counters already in the game for everything you've stated, but having to bring X perk because Y is meta feels bad. Real bad, so I get that.
But… and this is the part that kind of sucks. If you want to choose not to use them, that's on you. You listed some things you'd 'have' to bring such as lightborne, so you understand the need. They are there specifically to counter things.
There are plenty of scenarios one can think up to say things aren';t good. "I bring lightborn to counter flashlights, but now survivor will save with pallet.' "I could bring a hex to block pallet, but survivor would cleanse."
Yes, these are called counter-play perks, but I've noticed killers want nothing to do with perks that aren't 100% guaranteed. This is on the player, and is something BHVR can't fix.
Killers are STILL in a much better position than survivors currently. I understand your frustration with the WGLF changes, but due to other killers living the slug/tunnel power fantasy's, this is the result.
The meta will shift and there will be new things to complain about. I do want to say thank you for your demeanor. You're keeping a cool head and thats rare on the forums. :)
Thank you for the compliment and I appreciate you taking the time to read and respond to my post with some good ideas, though I got very long winded counterpoint of my own towards them. If you want to get straight to the point, read at —().
A lot of perks with counters aren't exactly meta like Infectious Fright (Calm Spirit) and Iron Will (Genetic Limits) or those counters have some use when they aren't brought against what you're using them for like Distortion by allowing you to determine what aura reading perks are or aren't in play. Even Dead Hard, which I think is considered meta still, isn't strong enough to make Genetic Limits a big deal. Kinda sucky that they exist, but there's not a big necessity to bring them, especially if you consider the opportunity cost of bringing something else that would help your performance or just act as a small time save like Brutal Strength or Nurse's Calling on select killers. One of the good things about Mangled and Hemorrhage being on timers now is that heal speed perks aren't necessarily needed to circumvent the healing penalty and forces the killer to push the pace of the match should they want to get good value out of the status effect.
There isn't much of a pressure to bring those counters every game because the perks you'd bring them against don't get you insane value on their own. I think strong perks should have their counters be gameplay based rather than perk based and, if they aren't always so counterable, they should be limited or have a trade off. You can use the block time of Deadlock to go for an unhook, heal, cleanse or bless a totem, or rotate to a more pressing gen to pressure. When a survivor has DS or OTR you can usually just not tunnel, but in the event the best play is to eat them like if the unhooked survivor body blocks, you only get hit with them once or twice per survivor at a maximum. Dead Hard is only up to two times, it cannot be before you hook that survivor for the first time, and there is the possibility of the survivor using it at the wrong time. Deliverance can only be used once, requires a safe unhook (lowering the team's upper limit to 3 if the killer hooks in a specific order), breaks you for a full minute following the self-unhook, and has either limited or zero synergy with post-unhook reset -perks like Resurgence and Second Wind. Perks like Unbreakable and DS are great in that they are a silent threat that punishes unfun playstyles while not giving themselves away before they get value so that the only counter to them is just to not do what they counter. What makes them difficult to also abuse is that they are one time use and personal, so if you use it, you lose the protection that they offer and they don't extend to your entire team.
—() Whatever side the game leans to, the strong point of DBD is that it has a large variety of perks, items, and add-ons you can use to make interesting and unique builds. There really shouldn't be a need to bring specific perks into a match to counter something that is overwhelmingly strong. It's bad when survivors need to and it's bad when killers need to because I feel it takes away a lot of what makes DBD special in the first place.A bit of an aside, it's less about the WGLF changes (which I want to stress are fine on their own and the perk is fine being strong) and more of a knock-on effect from Made For This being such a poorly conceived perk.
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@YuffieGreatestWaifu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823133#Comment_3823133
Hex Bloodfavor and its a free killer so no excuses.
- by any means and thus enters the Injured State or the Dying State, Hex: Blood Favour calls upon The Entity to block all Pallets within 24/28/32 metres of that Survivor's location from being pulled down for the next 15 seconds.
Blood Favor is a Hex and therefore it can be permanently lost and render you out of available counters. Not only that but ending a chase in under 15 seconds does not reactivate the perk so it'll likely deactivate either before or as you pick up if you don't purposely defeat half the purpose of the perk. Punishing the killer for doing well is pretty dumb. Anyway, Blood Favor only covers pallet saves so you'd also need to bring Lightborn to prevent flashy and flashbang / firecracker saves once they are reenabled (which can blind you regardless of what wall you shove your face into as long as it gets dropped at your feet btw).
So I need to bring both Blood Favor and Lightborn and pray that my bones aren't found to avoid the situation that would make me a victim of WGLF + MFT. As it was with Calm Spirit and Ultimate Weapon, forcing a player to bring a perk to counter another one directly is awful for the game, especially when that counter either isn't reliable like Repressed Alliance and Potential Energy was with 3 genning and old Eruption or that can even backfire horribly like what would happen if you brought Calm Spirit against a Hex build.
Also you need to either grind or pay for Blight which isn't good to expect of new players. At least Lightborn is on Billy. Expecting newer players to get Blight just to counter the slightly experienced players they will eventually get matched with isn't good for onboarding and therefore really bad for the health of the game. DBD already isn't great at getting new players so a perk combo like this is probably in BHVR's best interest to look into and adjust.
TL;DR: you're wrong and the basis for your argument is bad.
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@YuffieGreatestWaifu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823133#Comment_3823133
Hex Bloodfavor and its a free killer so no excuses.
- by any means and thus enters the Injured State or the Dying State, Hex: Blood Favour calls upon The Entity to block all Pallets within 24/28/32 metres of that Survivor's location from being pulled down for the next 15 seconds.
It's also in a class of perks that you can permanently lose…
Even then it still is pretty dumb because winning a chase before the 15 seconds is up from the first hit doesn't reactivate Blood Favor so the pallet will most likely unblock before or during a pickup if the second hit of the chase is quick enough (funnily enough, Blood Favor is supposed to help you make chases faster). Punishing the killer for doing well is pretty dumb. That's assuming it isn't cleansed, or flashlights and flashbangs / firecrackers aren't in play.
So I have to run Blood Favor, Lightborn, and ensure that my chases aren't too quick by defeating half the purpose of the perk I'm forced to run. I'm all good until the survivors find my bones and I'm back to being defeated by downing survivors underneath upright pallets.
Regardless, it's a very poor argument because forcing perks to counter ridiculous perks / builds has been incredibly poor for the game health wise each time it has happened. Pretending that Blood Favor is a reliable counter, it is the same with Ultimate Weapon and Calm Spirit. Survivors should not have had to run Calm Spirit, a generally awful perk that even heavily punishes you if you bring it against a Hex build, to counter Ultimate Weapon, an over tuned information perk that outclasses everything in its category. While it's not as egregious as UW and Calm Spirit, it still is very bad for the game.
There were counters to 3 genning with old Eruption like Potential Energy and Repressed Alliance, but it's really difficult to lie and say that 25 seconds of incapacitated wasn't absolutely miserable and probably the worst meta the game has ever had. Same for old Dead Hard and Blood Echo.
Also, what about new players? New players often get matched up with more experienced ones as they keep playing so expecting them to grind to get a killer or pay for them just to counter this now common perk combo is a bit sad. Even then, it's not a very good counter once they start playing against survivors who know where to look to find totems.
TL;DR:
Blood Favor can be cleansed and then you wouldn't have an available counter. It doesn't even cover flashy and flashbang saves so you'd also need Lightborn. Survivors can just bring a flashlight or firecrackers or use one of their two free perk slots to use Flashbang once it's reenabled to put the killer in a situation in which they need to slug.
PS If the only other thing you could say in the perk combo's defense is something like "play Wesker or Slinger" then advocating in favor of this perk combo is not a very good hill to die on.
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@YuffieGreatestWaifu said:
STOP SLUGGING. I am really getting sick of Killers slugging and throwing temper tantrums at anything meant to disrupt that. Being slugged is torture on the player its not fun.
And what else should I do? If I pick up a survivor underneath a pallet and a survivor is nearby, they will get the save. You can't just not slug in that scenario unless you really like losing or dropping survivors. It's not a temper tantrum, it's feedback to a recent change that may have been a little short sighted since they didn't notice the synergy with MFT or take it into account.
Being slugged isn't fun, but not having much of any counterplay also isn't fun. Both sides should be able to have fun.
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@Langweilig said:
You have enough time to pick the survivors up and they can’t fully heal in your face in time if you don’t let yourself distract and commit to other chases. It is fine. It only works when you slug, which the perk is supposed to counter.
If you pick up a survivor underneath a pallet, a nearby survivor can drop it on your head and you drop the survivor you are carrying. You have to take the time to force any nearby survivors away (or down them) before picking up the one you initially downed or picking up the second one if you managed to down them. This does two things; it buys time for other survivors to do gens, and it buys time for the survivor on the ground to recover.
Made For This protects the healer so you can also just run to a downed survivor while healthy, take a hit, and then pick up with little to no repercussions as long as you can manage to delay the pickup enough for the downed survivor to recover a decent percentage. It becomes a 3 second pick up if the downed survivor manages to reach 50% which takes 16 seconds to do, 12s if they have Unbreakable. If a survivor is underneath a pallet, you easily earn this time, otherwise it can be done with more effort in the open or near windows as long as flashlights and flashbangs are in play and the killer didn't bring Lightborn.
Without MFT, this isn't really a problem since you can just go for the vulnerable healer. Funnily enough, Buckle Up + For the People wouldn't work if the healer was injured so they had to be a bit careful in their approach if they couldn't reach the downed survivor before you finished your hit cooldown. While it's hard to mess up, the risk of failure can mean that the plan backfires and the killer can win big. Here, you can be mindlessly reckless as long as you can get the heal off in time. i.e. there's not much that the killer can realistically do about it if the survivors are competent.
With WGLF and MFT, you waste a lot of time getting a single hook, all the while a survivor or two in the background are doing gens. Even worse is that this can be done at any stage of the game without any prior work to activate it unlike pre-8.3.0.
It's not even a matter of whether or not you are trying to slug. I've used it myself and it's really easy to get good value from it because the killer no choice other than to slug if you're nearby the survivor they just downed underneath a pallet, especially if you are using Background Player.
In other words, the survivors can force you to slug and then punish you for slugging without all that much effort or skill while not leaving any room for recourse. WGLF is fine on its own since it leaves the killer with the option of going after the healer and it's good to have strong options to counter slugging, but MFT goes and cuts that option off.
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Being able to recall Victor while he is latched is WAY too strong. There is very little management on the killer's side because you almost always have Victor available. Being able to take Victor hostage was a big part of their counterplay and, assuming recall off a latched survivor is intentional, not having it available is severely crippling.
I used to like playing the Twins, but they feel less interesting and far too strong now.
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@sizzlingmario4 said:
This is something that's been on my mind for a while. Especially seeing Pop and Pain Res combined on survivor it can often feel like doing 7-8 gens per match.
My main issue with Pain Resonance is that while it encourages hooking different survivors to get maximum value from it, you can still get full value without doing that prior to just tunneling someone. I use Pain Resonance often as killer and it can give very good value by hooking different survivors and that’s typically what I do so it fits well with my playstyle, the issue is just you don’t actually HAVE to do that. If it deactivated once sacrificing or killing a survivor it would be a healthier perk.
As for Pop, I think trying to balance it around current gen progress (instead of total progress like it used to be) was a mistake. It was a change I liked at first but over time started to dislike it because it feels like it's not impactful enough on gens without much progress, but at the same time it feels too strong on gens with a lot of progress. For example:
- A generator with 20% progress gets hit with Pop and loses 9.5% progress (5% basekit + 30% of the remaining 15% which is 4.5%) which isn't much more than just a normal gen kick - that extra 4.5% likely isn't going to do much. In this scenario, Pop feels inferior to other regression perks.
- But a generator with 90% progress loses 30.5% progress (5% basekit + 30% of the remaining 85% which is 25.5%) which is too big of a reward for 1 perk and is stronger than the old version of the perk - not only is it a higher percentage, but each % means more because gens take more charges to repair now than they used to.
I think they should revert Pop back to total progress the way it was before, but then reduce the regression to something below the pre-6.1 version (maybe around 15% - this would really be 20% regression, 15% Pop + 5% basekit so overall it’d be a slight nerf compared to the pre-6.1 version). This would make it more consistent overall and would make it better on gens with not a lot of progress again, but would also eliminate its current best-case scenarios where it's actually much stronger than the pre-6.1 version (ie. there will never be scenarios where you’re losing upwards of 30% of a gen from a single kick).
To add to that idea, I think that maybe removing the scourge hook limitation and necessitating that you use a different hook than the one used previously in addition to the anti-tunneling nerf could make it feel better for both sides. I may have been a bit overly negative about the perk considering that its high impact and ability to seamlessly fit into any build is something that could easily be weaponized to adjust player behavior.
Gotta be honest, I really like your take on Pop. I really failed to consider the worst-case scenario, and, hilariously, I actually got kind of frustrated when I decided to use it over a number of games and got extremely little value in one game. I came to the realization that my issue likely isn't to do with the numbers per se, but rather that it's far too feast or famine to feel all that good for both sides when in use.
Encouraging healthy gameplay and creating fewer points of frustration would be a good shift for these two perks.
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@GrimReaperJr1232 said:
"The current Pop used on a gen at 60% does roughly the same as it did pre-6.1.0 in terms of repair time"
Wanted to fact check this. 5% is calculated first, so that's 4.5 seconds. Take 30% of the remaining 55%, and you get 14.85 seconds, up to 19.35 seconds vs OG Pop's 20 seconds.
So yeah. Math checks out.
Edit: When Pop was first reworked in 6.1.0 to be 20% of Current, people asked if the 20% was calculated before or after the base (then) 2.5%. The devs stated that the 2.5% was calculated first, meaning the 5% comes before the 30% of current.
Oh, wow, Pop uses the current % following the 5%! I really should've looked into how it was coded before going off like I knew what I was talking about.
So it goes following: (current progress - 5) * 0.3 + 5 = percent regressed.
Thank you for that deceivingly big fact check, it's more between 62% and 63% where it equals out to old Pop, which can be a rather huge difference in terms of its overall value over the course of an entire match. Even a single difference percent can add up.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647877#Comment_3647877
or you can read it again...
25% total is way better than 30% current
I compare effect of perk alone, not effect of perk at the time when it was used.
Current pick rates have simple reason, other regression perks are either bad, or killer specific. You want lower pick rate? Then BHVR should give us new regression perk. Last good regression perk is Pain resonance. That's a long time ago...
Jolt and Eruption just get nerfed, so there is not really a reason why it should lower it.
Those perks are good and any killer can use them. That's it.
ok...
I read it again and you're not making much sense. I literally described why 30% current can be better than 25% total. If you take out the 5% base, then the breakpoint becomes 84% which would make sense if kicks didn't regress a base 5%. You need to look at the context of the game to judge the value of something. I'm judging its previous value compared to its current value and back it up with numbers. You certainly did that with Surge and Eruption since the perk itself says nothing about the regression event cap.
Also why is a nerf to one perk grounds to not adjust an entirely different one? Btw I haven't played with either of the two nor seen them as a survivor for even the last several patches so I can't say anything about the current Surge and Eruption yet.
New regression perks will just be ran alongside these two, not in their place. Most perks have Pop and Pain Res in their top #3 perks ran alongside it. Some exceptions like Grim Embrace, DMS, or Thrilling Tremors (not very good tho) exist, but the perk that isn't conflicting is always their #1 (I couldn't find an exception to this, correct me if I'm wrong). My point being that they have too much going for them without many reasons to not run either of them on every build.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647727#Comment_3647727
25% regression would take away more progress than it did before the update
No, you are simply wrong.
25% total is way better than 30% current.
It's 25% total compared to 30% current + 5% total. Assuming we're dealing with the same base gen time of 90 seconds (90 charges), they are roughly equal at 67.78% or 61 charges on the gen, measuring to 25.33% regression.
Pop's damage is just this: % progress * 0.3 + 5 = % regression
So to figure it for 67.78%; 67.78* 0.3 + 5 = 25.4 | 20.33 + 5 = 25.33
with the base number being rounded, you'll get 25.334 in your calculator.
That means at roughly 70% or higher, Pop literally out damages Pain Res (as it should) in the current patch. I'm arguing that both these numbers are high comparative to 25% pre-6.1.0 which equated to fewer charges.
25% in the current patch takes 22.5 charges, 25% pre-6.1.0 took 20 charges.
Simply do the math before calling someone out.
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@BlightedTrapper said:
I think they just need to buff basekit regression and nerf all regression perks to be around mid-tier, that will help a lot with build variety.
Definitely the ideal state of the game, at least from the killer side of things. Make regression perks not so impactful, but at the same time not nearly so needed.
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@CammyChameleon said:
You're numbers are just incorrect though, so this post is entirely invalid and senseless. Pop is only 30% of CURRENT progress, so kicking a 60% gen would regress it by only 18% which is next to nothing for what you have to do to activate it. 18% + 5% from the basekit kick is still 23%.
Pick rate should have nothing to do with balance, because if you want to talk about the survivor pick rate...
Windows of opportunity, a crutch perk that is seen in every game I play survivor/killer has almost a 35% percent pick rate. Which is the highest pick rate in DBDs history for any perk.
It's a strong perk, that helps survivors play the game for them, and also teach new survivors how to loop. It's strong in a sense where it's still needed for some players.
Stop nerfing perks that are good/fair/balanced and start buffing/reworking the perks that aren't. Give variety to the meta, don't take it away.
Make more gen regression perks to mix it up since gen perks are needed at high level game play no matter what.
No, my numbers are correct. I said it was in terms of repair time because gens were made longer in 6.1.0 and so naturally the current 25% regression would take away more progress than it did before the update. Yes, the percentage is lower but the current 23% is just barely more than the old 25%. My post is quite valid and sensical in regard to my comparison between new and old Pop.
I agree that pick rate isn't the best indication for a balance issue, but these two perks are overly prevalent despite killers naturally having a bit more variety in perk choice due to the limitations and strengths of each killer. The issue I'm getting at is that they are universally two of the best picks across the entire roster, Pain Res in particular only have one or two exceptions. The pick rate naturally reflects. Other slowdowns are also quite strong so it's not that we're short of other solid alternatives.
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I think it just says more about how frustrating a lot of the top perks on both sides are and about how bad the lack of any substantial basekit anti-tunnel is. The game mode makes it clear that tunneling is scummy and how nice the gameplay could be if you didn't have to be constantly paranoid of multiple Adrenalines, Unbreakables, Buckle Up + FTP, Background Player (def not meta, but it's really ######### annoying) and how nice it is to not have to repair the same gen 5 times over. A lower effort game mode like this will get sweaty in less than a day, but it wouldn't be so bad if playing against sweaty players wasn't so miserable in the first place.
More like some sort of wake up call for the devs, but they probably already know this and either don't care, haven't gotten around to it, feel like anti-tunnel is best implemented through perks, and/or they actually like the way the game is balanced.
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I really dislike playing as or against Chucky. Slice & Dice feels almost guaranteed to hit (I play on console and it's really not that hard once you get the hang of it. Practice in customs and I swear you'll get it down. Unlike Oni you can even get 180 degree turns), Scamper makes unsafe pallets and safe indoor pallets almost worthless, free mind games (feels almost as bad as old Spirit), and he encourages really boring play on both sides. It doesn't feel like I'm making good plays while playing him and it doesn't feel good to play against him.
Chucky is neato and the Child's Play IP is good to see in DbD and is pretty funny in KYF, but he definitely needs some changes to bring the guesswork down.
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It sounds like a time management issue more than anything else or it's just matchmaking pitting you up against good teams that you're not equipped to contend with. Obviously, bothering survivors off gens prevents them from doing them and failing to do so can make games end super quick. It's best to not be hard on yourself or blame the game too much if you can help it. Just do the best you can do and try to have fun, it's normal to struggle sometimes.
So here's my unwarranted advice; you can use perks like Tinkerer, Discordance, Lethal, Corrupt, Deadlock, Sloppy Butcher, Surge, Pain Resonance, Ruin, etc. to help slow the game down or to point you in the right direction and perks like Bamboozle, Brutal, Enduring, Blood Favor, Crowd Control, Save the Best for Last, Coup de Grace, I'm All Ears, etc. to speed up your chases and help you to keep pace with the survivors.
Something like Brutal, Enduring, Agitation, and Tinkerer is really nice and doesn't require paying the big bucks, though it's not what you'd really call a strong loadout. Another something like Blood Favor, Undying, Ruin, Corrupt Intervention is a comfy, yet competitive loadout that can really speed up your first chase and it can easily keep you afloat throughout the midgame if the hexes stay up and you play into it.
idk if you read this hopefully it kinda helps at least a little bit
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I agree that Slinger needs a buff, but I feel like these changes would strip a little bit of what makes him really special. I love Slinger because he stands out and does things very differently from the other range killers.
-28m is a good compromise between his the 24m and 32m TR (OG 24m + Monitor was kinda miserable to play against and is one reason why a lot of players still really dislike playing against him, [aside from quickscope] but I agree that he is too announced with his current 32m). This TR size also wouldn't necessitate a lullaby unlike a 24m.
-His lack of lullaby allows stealth perks like Tinkerer, Dark Devotion, and Trail of Torment to shine whereas the other range killers can't use stealth perks very effectively. This compounds with him being able to use M1 perks to make expose perks really deadly. You haven't experienced peak Slinger gameplay if you haven't tried Trail + Dragon's Grip. It's one of the funniest things you can do in this game.
-His main issue is taking too long to finish chases. Reeling survivors and the constant reloading is super time consuming on top of moving slower and I think increasing his base reel speed & reload would make him both better and better to play in a non-obtrusive way. Gold Tooth and Ammo Belt being made basekit wouldn't affect his chase potential much at all and are rather mild so I don't see a major issue with it.
Would like to see your thoughts on my thoughts on your thoughts.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485744#Comment_3485744
DS had an obnoxiously high pick rate and killers reasonably had to fear it because it was so strong that it was often used aggressively by forcing grabs or pairing it with Unbreakable to waste a crazy amount of the killer's time if they chose to avoid it by slugging. This aggressive use eclipsed its anti-tunnel usage so I don't think reverting it to the 5-second stun is a good idea at all.
Taking two perk slots and a hook state to be able to take one hit for someone, once, and then spend the next 24 seconds incapacitated, on top of the time you spent after getting off the hook doing nothing of value for the team is not 'eclipsing its anti-tunnel usage'.
This was always a throw-strat that only got complained about by incredibly myopic killers.
You spending 24 seconds on the ground following a chase that took the killer away from your teammates sounds pretty good to me. It was also used during resets to prevent the killer from being able to get a ton of value out of interrupting it which really hurt stealth killers. It was a widely acknowledged meta start so I don't get why you're calling a throw-strat. Unbreakable and DS are fantastic on their own so it wasn't even wasting a single perk slot so there really isn't a downside aside from not having DS if the killer eats it (you might get tunneled out later, but your team had a ton of extra time to do gens)
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DS had an obnoxiously high pick rate and killers reasonably had to fear it because it was so strong that it was often used aggressively by forcing grabs or pairing it with Unbreakable to waste a crazy amount of the killer's time if they chose to avoid it by slugging. This aggressive use eclipsed its anti-tunnel usage so I don't think reverting it to the 5-second stun is a good idea at all.
I think a good buff to make the perk more consistent would be to disable power use for a brief period of 5 or so seconds following the stun, make the survivor immune to hindered for 3 seconds, and give a 3-second period where hits are ignored (like MoM) to protect against Zombies. You already have immunity to bear traps and that feels good so why shouldn't you have immunity to other powers? It's a really weird inconsistency that's kinda ######### stupid.
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As a killer I enjoy making some cool play like corraling a survivor into a bear trap, getting a crazy snipe with Huntress or Slinger, doing some cool rush combo on Blight, or just doing some cool mind game.
As a survivor I enjoy being chased by the killer and outplaying them. Nothing in the game is as satisfying and hilarious as baiting a Wesker into vaulting a window.
Bad loops design kinda takes a bit out of it. Chasing a survivor around an insanely safe loop like the Baham preschool is frustrating and it's ridiculously boring as a survivor. Jungle gyms, maze tiles, 4 lanes, and double window tiles are all very fun to run as there's a lot of mind game potential and they're not too one-sided.
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@Pumpkinbros said:
https://us.v-cdn.net/6030815/uploads/ITADMYEUM3OW/image.png
out of 85 matches, I've seen it 63 times... I'd say it's a bit too popular
Keep in mind that it is one of three new perks and it's much easier to use effectively than Scavenger. Best to wait and see how its popularity shifts in the coming months.
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It seems like you should take a break from the game or main survivor for a bit. It's very unhealthy to be this worked up over the game. Hopefully, some time off or on survivor will give you some perspective and allow you to return to the killer (if you so choose) with a calm mind and tempered expectations. Killer might just see some improvement by the time you come back through map adjustments/overhauls or changes to core mechanics
I play killer quite often and I understand that the game can be very frustrating at times. If you continue to play tilted, you'll just tilt even more. A break can do a lot of good. Maybe go to Youtube or Twitch to watch some DbD content creators. There's a list of Fog Whisperers on the forums and a lot of are fun to watch and you could learn a lot from them.
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Try dropping Horse Meat and using Call to Arms. It makes path drawing 25% faster and IMO it should be either partially or fully basekit for how much better he feels when using it, especially like how you're trying to use him. Don't listen to people saying to only camp with him. He's got a high skill ceiling despite his skill floor being fairly low. I've been in love with that add-on since the PTB and I'd rather not take it off.
I second Gwinty's advice and I'd like to add that you can try to follow a survivor in your spirit form to drop the guard on top of them. You can see pools of blood and hear breathing so perks like Sloppy, Stridor, and Bloodhound help with this sort of tracking. You may need to aim slightly ahead of them due to the detection radius taking a second to expand. It's not universally applicable, but it's a good tactic to sandwich/cut off a survivor and secure a hit earlier than you otherwise would using your power.
FYI Horsemeat is pretty overrated and mostly serves a camp/patrol-heavy playstyle where the hunted survivor can't necessarily reach the standard. It's not bad and helps during prolonged chases, but it's not his best.
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I don't think that this suggestion for CoB works. I find it a bit strange that CoB has no activation requirement while Pop requires a hook and can't be deactivated like Ruin. I'd prefer if CoB had its information buffed to also show great skill checks, but have its regression reduced to 150% or 125% (maybe too much?). CoB is generally a stall perk rather than a regression reward for doing good like Pain Res, Pop, Dead Man's Switch, Jolt, and even Eruption. To be frank, it's nonsensical to lump it in with those perks when it comes to balancing. It's also weird that it outperforms Ruin despite being a consistent perk that cannot be removed or disabled. Its role as a regression perk should be reconsidered as it functioned as an info-regression hybrid pre-6.1.0, but it's the second leading regression perk post-6.1.0. Hens uploaded a video titled "3 Genning is OUT OF CONTROL!" and I think it's a good example of CoB's unearned stalling potential being bad for the game.
I definitely agree that Eruption should have its incapacitation heavily nerfed, although I think that the incapacitated should be outright removed with the screaming being retained within the suggested radius around it. Incapacitated is miserable considering any gen blocking perks allow you to do totems, heal, disarm traps, rotate to another gen, search a chest, sabo, etc. Aside from Eruption, Incapacitated is relegated to killer powers and that's probably how it should be. A perk's counterplay shouldn't be to queue as a SWF or tap gens and a perk with miserable counterplay shouldn't be made more difficult to avoid. The screaming gives decent info on where to go after a hook and wouldn't rob survivors of any agency.
The META shouldn't be stall-focused, it should be chase focused. Perks like Pop, Pain Res, and Ruin are all shiny examples of powerful regression perks that emphasize chasing as opposed to continually kicking gens until an easy chase presents itself. BTW I'm a killer main who still swears by Pop and Ruin. I personally preferred the old META in regards to having to choose between taking an available chase or taking a risk in finding an easier one without wasting too much time.
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@realflashboss said:
****why has nobody replied with just do bones, when that's been the acceptable answer all along for anything totem related****
Sadly BHVR made doing bones a perk. Real shame about Shattered Hope.
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Circle of Healing isn't a fix-all type perk and you'll see several on a team comprised of solo players, but more coordinated SWFs generally only bring one. This makes the statistics shake out in a way that makes it seem like a relatively balanced perk. As a team perk, it also gets shielded from overuse nerfs. BHVR probably has better things to do than adjust a seemingly balanced perk that functions properly despite the fact that it overshadows other good healing perks and makes renders Self-Care obsolete.
It should definitely receive a nerf, but its got Nurse syndrome.
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@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3281456#Comment_3281456
Question. What is CJ teching?, I've seen it mentioned on the forums a few times but have no idea what it is lol
When a teammate goes down under a pallet, you throw it on the killer and vault right before they kick it so that the killer picks up your teammate instead of breaking the pallet to set yourself up for the flashy save. Not very useful against experienced killers as they often know what you're doing and you just die, but newer killers are susceptible to getting hit by it. It seems pretty dumb to try it in a comp match, but attempts are often made in normal matches despite the high risk.
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I prefer to play against Nemesis, although both are very fun. Nemmy's power is oppressive in chase whereas Wesker's is manageable. Playing against Nemmy makes me think I'm going down unless I make some good plays, whereas I feel like I could run Wesker for a long time unless I mess up or run out of ground.
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For killer, you should find one or two similar killers you want to get really good at with at least one being normal. I started playing a ton of Trapper and Hag early on. They both benefit from learning survivor pathing, but Trapper is more basic while Hag is a special cookie whose skills don't translate well into other killers. You want to get a ton of hours into these few killers and branch out from there. Be careful using powerful add-ons and perks too regularly though, you can start relying on them and actually get worse as a result.
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@Jokersmile said:
I just hope Devs are looking at it would be nice to know if they are aware its been said since PTB that Thana would be strong not sure if anyone mentioned anything about Pain Res tho
It's pretty decent on its own, but it's pretty ridiculous when stacked with other regression as it doesn't conflict much at all.
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@VirtuaTyKing said:
It's funny Survivors often go out of their way to make the game as unpleasant as possible. Yet when a killer does it its not alright. Lol
Its such fun getting looped, pallet stunned, flashlight stunned, body blocked, booned and gen rushed.
Isn't that what survivors are supposed to do? Just want them to just jump on the hook?
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While it might just be my experience, I believe that you can do well against a cracked 4 person SWF as the majority of killers (assuming you're bringing a loadout that roughly matches the strength of what the survivors brought). I play a ton of Nemesis and I can say that the majority of my losses have been solely due to my mistakes rather than the survivors having beat me by default. I can still win if I outplay the survivors and pressure them well. Personally, I believe that a lot of killers suffer from an inflated MMR caused by survivors that give up, don't know how to deal with tunneling or camping, deal with immense pressure from the killer, and haven't learned to play against popular killer perks like Dead Man's Switch, Ruin, Tinkerer, BBQ, NOED, and Discordance.
A lot of these killers will suddenly hit a wall where the survivors will know how to play around those perks and give you a really hard time. Suddenly, survivors will begin to harass Hag and Trapper traps, dodge Huntress hatchets, stop trying to heal against Legion 24/7, break line of sight between themselves and a Nurse or Slinger, keep eyes on Ghostface and Wraith, 99% gens to doge Reverse Bear Traps or to trigger Adrenaline at the perfect time, cleanse harder to access dull totems while leaving one known one up in order to quickly cleanse a NOED, etc.
I'm not the highest tier killer, but I think I've played some incredible matches where the performance was very good on both sides and I have won a good number of those matches. I think the game is generally balanced at high ranks, but there are a lot of killer players that get ranked much higher than they really ought to be due to being carried by their really good perks, NOED in particular.