Flopiyutiop
Flopiyutiop
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096818#Comment_4096818
"One of the worst killers in the game" I do just fine on them far from the worst killer, I appreciate the well thought out post but I'm tired of Jason cope at this point, your kit is overloaded and that can't be argued, Huntress and Trickster do just fine, Jason is literally easy mode ranged killer for people who want to put in no effort..
He is badly designed, end of, it's exhausting dealing with y'all.Oh boy, you sound like a big brother beeing locked down on his old PS3 games while your little brother is getting offered the PS5. Instead of trying to gut his new toy, maybe just go play with it. Every range killers but Artist were B tier at best, now we have one that's slightly competitive and suddenly we should kill it because it doesn't run on outdated materials? Yes Trickster and Huntress suck atm, they offer nothing worth the effort of playing them. To keep the videogame metaphor running : what we should do is ask the team to keep their old gameplay but remake them in HD so they can tackle the new generation, meaning adding something for them to cross the map faster because that's what everyone needs to stay competitive nowadays and Jason is barely scraping ok tier precisely because of that.
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@pidgeon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085420#Comment_4085420
Dracula and Wesker DO NOT NEED BUFFS in any capacity like at all Wesker just recently got buffed. Draculas bat form is still really insane even after the nerfs again quite literally a top 5 killer I don't know why were even thinking about buffing him. If you need more than 7 hatchets per chase as Huntress you simply need to be more patient. Chucky doesn't need to break pallets that's like.. Not even a buff he needs? If anything give him increased power distance and he's set either way he's still a balanced killer and doesn't need changed. I agree Slinger reload add on should be made basekit though. I don't see how ghostface getting haste in shroud improves survivor coordination, but still a good change. Wraith is the most balanced killer in the game atm and shouldn't receive any changes imo.
Buffing these killers won't stop people from optimising the meta or make the game less stale it just lowers the skill floor required to play these already balanced killers. (Aside from slinger/chucky/ghostface) And if you want to lower the "downtime" genuinely just get better in chase with these killers and stop suggesting we buff balanced killers and instead JUST focus on stuff like Trapper Hag Skully Ghostface genuine low tiers with no mobility or chase potential are the only ones in need of buffs as they struggle even against bad survivors
When I play survivor with an efficient team, Wesker and Drac are maybe top 10, nowhere near the stronger side of the cast. You need to play them religiously in order to get consistent results, mainly because of the clunky interaction between their power and certain environments. With these changes they'd be smoother to play that's all. Wesker vault is basically useless on all tiles but god pallets (at least in 2v8 he can use it on long wall gyms when the survivor predrop). Changing Bat form range or traveling speed or cooldown would just be a QOL improvment to Drac mobility. If lowering the skill floor means making clunky parts of their power more functional, Im all for it, but these killers were not the ones I wanted to focus on anyway.
With the Huntress, the problem is not that you need more hatchets in chase, you need them to keep the ball rolling after the chase without going out of your way to a locker (that's exactly why she gets so many in 2v8, no time to reload when you need to be pressuring gens). Chucky dash cant be change else it becomes a free it on cooldown again. Ghostface getting haste in Nightshroud means that when he marks you, it encourages somebody else to come and reveal him since otherwise he's gonna get you more easily with the increase speed.
I dont think the team should focus all their efforts on the very bottom of the cast, even with gigantic buffs these killers will never get a place in today's meta, mainly because their kits offer very little in term of versatility or mobility. Buffing B-tier killers up a tier would improve their playerbase way more than buffing D-tier to C.
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I d be all for that, he s so painfully slow and then you get new Vecna...
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@Abbzy said:
Trapper is kinda bad like he depends more on map then skill or experience and its desing flaw.
Wraith is actualy very good killer in 2v8 and only thing that hurts him is sprinburst on command but deffinitely strongest wraith version ever, hes got si many addons into basekit.
Ghost would need buffs like Idk why exposed is here for 30 seconds and knife sheet addon isnt there either.
Slinger maybe some small buffs but he isnt that bad he is with chucky in like middle of killers and he is in my opinion stronger than huntress in general, huntress is kinda solid but as slinger what buthers them in 2v8 isnt power but MAPS they are the biggest they ever been and killers with no mobility will aleays suck on them no matter what especialy with current sprintburst.
Nemi sucks.
Phead just dont play him he is terrible he has no range and is same as in 1v4 only his power last and recharges lomger.
Chucky is very good like he has 14 meters dash in 1v4 and here its 21 plus he can use pallets and windows to double it with scamper so he isnt lost plus good antiloop and synergy with many other killers.
Only killers worth using to get some cages and atleast 4 kills are mobility ones, weakest are sporit and wraith after them chucky is good choicenthen huntress with slinger and then the rest which sucks and isnt worth using.
Dracula and wesker are ok in 1v4 and deffinitely one of best killers in 2v8 they have mobility,antiloop, wesker slowdown and drac tracking like even medic with class buff wont escape wolf.
Killers worthy using if you dont want to get crushed are dracula,wesker,oni,blight,nurse,wraith,billy,spirit basicaly all that have some mobility that can be used to catch up to survivors and antiloop which sll of theese have.
Dracula and Wesker are outlier for sure as they can break uncoordinated team and give a hard time to good swf but I still think Wesker vault speed and Vlad bat form could be improved, the rest of the cast should get some to every number buff we can give them, Huntress with 8-10 hatchets at base wouldn't be crazy, Chucky breaking pallets, DS reload speed, GF shroud haste (encourage coordinating in survivor side)..., Wraith breaking speed Etc. since the difference between survivor players coordinating or not and that the game gives them more and more ways to do so, we should encourage agency to the killer side too, and diminishing downtimes would be an easy way to start since you can go back on the change any time. Don't you think the game gets stall when everyone is optimizing the meta and it never change?
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@Carth said:
That would be way too strong. It chains itself into itself far too well meaning basically after the first hook every chase would be extremely weighted in the killers favor. 115/110% move speed plus a block of 3s that just requires LOS? Survivors would literally have zero options. Which leads to another hook which leads to another crazy short chase.
It would be strong yes but you can still predrop the pallet or drop it when out of los, or run to another ressources since most tiles come with another pallet or window near by. Vecna's hand is 4s and depending of the tile it can be almost useless if u don't use it right on top of them. It's would just be a great perk to prevent a predrop or counter greedy DH looping.
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I don't think DH is a problem in it's current state, I just want a perk so M1 killer can outplay it at pallets
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@GentlemanFridge said:
You can report them. You don't need the SteamID anymore, but you must have reproted them in-game.
Oh did not know that, but at the same time it means they have a pletora of accounts rdy to replace the one that get banned. Like always we fight in an uphill battle.
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@Ghost_Face_Main said:
I'm seeing alot of great tips on chases with guards, but no one is really giving pointers on set-up.
When you're approaching a location you assume or know a survivor is nearby, path a guard not directly in the tile they sit in, but around it. Corral the potential survivor from the opposite side as they are alert of the guard's position. From here, you can pinch a free hit/down as the survivor is forced into a chase by both you and the guard you cornered them with.
That's great tips. To go even further, what you should think about is that the survivor will want to leave the loop if you trap it. So, as the Knight you want to be able to follow them if they do so. The guard must be the One running the loop, you use it's aura and sounds to know where to cut off survivor since they'll follow their exact pathing.
Be carefull tho because good survivor will try to leave the loop early or run around something to get back at the banner. You need to protect those paths.
Also, against good players, you need to be unpredictable. Make them question if you're gonna drop the guard instantly or follow them a bit. Once they need to guess you should have more opportunity to antiloop.
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@NrrhArts said:
So for about 18 months until a few months ago I almost exclusively played dead by daylight and for the most part I had alot of fun. However, with overwatch '2' and warzone 2 recently releasing, I thought I'd come back to those games for a bit instead of playing dbd. Also dabbled in a couple other multiplayer games like Apex, smite and what have you. And what I discovered is actually groundbreaking.
There's a huge difference between these games and dbd, and that difference is how long I can spend complaining about the game.
With the overwatch for example, I could properly spend about 40 minutes. It has a lot of issues but for the most part, they're easy fixes in the grand scheme of things that have good chances of coming to the bands in the future. (Rare strange map geometry in places, balance changes that only really require a few number tweaks, maybe one or two character reworks and poor anti-consumer monetisation techniques) and don't negatively impact the actual game too much.
Whereas with dead by daylight I genuinley cannot gauge the amount of problems I have with it. Even with about 1500 hours on each game almost equally, the difference is staggering. Playing a game that isn't dbd felt so strange because there wasn't 5-6 things happening every single match that are simply deranged gameplay mechanics, features, oversights or whatever.
If I was to try and pick ONE thing to change about dbd, I'd struggle IMMENSELY. Fix soloq? Rework nurse? Map overhaul? Actually fix the hacker problem? The list goes on and on.
Whereas if I was granted that ability with a game like overwatch, it'd be aggressively easy. Fix the monetization so players feel rewarded for playing the game.
SMITE? Make it easier for new players to start playing the game by introducing an actual tutorial, as the games skill floor is extensively high and without a deep understanding of the games mechanics you simply won't have fun, a common issue with mobas.
Which also reminds me, when's the last time someone you know picked up this game and stuck with it? Personally, it was ME. 3 YEARS AGO. This game is so impossible to get into these days because of how many perks there are and how long it takes to unlock them all and the fact that there are simply no other new players. Imagine buying dbd, and playing the Wraith for your first pub match. What perk (singular, you're level 1) do you use? POS 1, 2, or 3? Either way you're going against 4 players that combined have AT LEAST 1000 hours on the game and probably have fully decked out loadouts with level 3 perks each from different characters. Same goes if you want to play survivor, you pick Dwight, put bond on, probably get facecamped by a Bubba because you don't know how to chase yet and boom you're dead.
You know what happens when you're new in overwatch? You get into lobbies with other new players, pick a simple hero like 76 or ashe, and you just shoot people. And it's fun because nobody else has any idea what they're doing because NEW PEOPLE ACTUALLY COME TO THE GAME AND STICK WITH IT.
I understand that dbd isn't exactly a triple a game, and that it's asymmetrical so it's hard to balance. But in what world do you allow things like nurse and badham to exist for 6 YEARS with minimal changes?
And yes overwatch has bad maps too, but the thing with overwatch is that both sides play both sides in competetive, so it's still dependant on each team's skill.
Even though I want to play dbd and unlock the knight because I love the game so much, it simply isn't fun anymore because I know I could be playing literally any other multiplayer game. I can't bring myself to play it.
Another key point is that on my xbox one s, even huge games like warzone run at completely fine fps. But when I load up dbd it runs at like 24fps and it actually nauseates me now that I'm used to actual framerates and not flipbooks.
Dbd makes my hair turn gray, I'm done for now, I'll come back later ig.
I'll leave some stuff for you guys to point out, I could continue but it'd ruin the fun.
Edit: noticing a trend in the comments and I'm not saying dbd should be on the same level as these games, I'm just saying I don't want to play it when I could play these games instead. It's entirely understandable that it has these imperfections (even if nurse, map design and soloq have all been major issues for the entire lifespan of the game).
I personally think that they don't want to commit to a direction. They stated many times that they want their players to play the game as they like. Hide all game and escape solo with hatch, aggressively camp or tunnel from the get go, bring all gen speed perks and end the game in 3 minutes, play Nurse or Blight with ridiculous add-ons, play SWF and bring stun perks to try morphing the game into school bully sim 2.0, bring 4 gen kicking perks and go on for 30 minutes of gen kicking sim, everything is A-ok for them. It can't work that way, because when everybody expects something different from the game, then most won't get it, be frustrated, and quit.
Play League of Legend for example, what do you do ? You pick a lane and try to push to the nexus. EZ. How you do that and how effectively you and your team can do that will vary, but everybody tries to do that. Same with OW, same with CS...
The only gaming experience that I find close from what DbD is right now is CoD. Where the only goal for most players is to do kills. They don't care about the type of game they're in, they just want kills. Some camp, some use explosives, some rush with SMGs or shotguns. But, in CoD, just like in DbD, everybody rq all the time. And it's ok because nobody cares about the end result and people can join the game whenever.
In DbD however, you're now punished for that and for a good reason. Since the only real stated goal is survivors must escape, which is almost impossible in a 3v1, rq arm the experience of the whole team.
In my opinion, they should either commit and move the goal from escaping to a more diverse experience with interesting thing to do while not in chase and let people rq and join the game whenever. Or, set boundaries to get a "standard DbD experience" by including all aspect of gameplay into the base game.
Because, at a fundamental level, DbD is a race game, or a time bomb game, where each side try to optimize their actions on the map. Normally, chase and map control should be the defining factors of a win, but each side has too many resources that influence those aspects. So, a new player can get a grip of their goal and how to achieve it, and can get better at it at a reasonable pace. It's not normal that I can play with people with more than 500h that can't do gens or run a tile. Like, they could be bad at it, no problem, but not knowing how it works... that says a lot about your game.
How do you want a new player to understand how the game is played when the information can only be found on Otzdarva YouTube channel ?
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3276226#Comment_3276226
So nerf the Knight? Really?
It's hardly a problem anyway, especially since Hunt lasts so little time, guards would never get a hit unless the survivor is dumb and think you can hit them during the hunt
Don't worry, It was suggested with a bunch of other changes including hunt time and guards speed. You could argue about the purpose of those change but try to read the whole thing first ^^
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3273742#Comment_3273742
Perhaps if they made the guards an actual threat, chase longer, and make it so you can't just "hold w" but they can be "killed" by dropping a pallet on them, basically, they have to actually be looped, give them better AI. Make the counter for them to be that you have to basically deal with getting chased by a "second killer", drop a pallet to kill them, or grab the flag. But then, make it so that no only do you have no collision with the survivor, but you also can't hit the survivor while they are being chased. Make it so he basically is 2 killers at once. The only downside to that, is that it makes him basically a killer with an "AI" power. But at least it is different and better than what we have now.
I think it could work yes. M1s killer can only be viable if they have base kit slowdown. The ability to chase 2 at once and by doing so getting rid of pallies quicker would give him a nice niche. He could be like Pig, a bit slow to down but the game take 30-50% more time to complète. Nonetheless, I still think they should buff every aspect of drawing paths too. Like, why does he has less time in his power than someone like spirit who travel with it ? Why certain guards can't even do a full path before running out ? Couldnt they auto kick gens and palets they find in their paths ?
Idk, something to make you truly feel like you're against 2 m1s killer
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3273546#Comment_3273546
This doesn't solve the problem, because he also heavily telegraphs that he is using his power, so during that 1.5 seconds, the survivor just holds w in the opposite direction to the next loop. The problem is they need to do one of 2 things.
1.
The guards need to actually be a threat and able to catch a survivor on their own, even the assassin, the survivor just outruns them for the duration because the assassin only move at 110% movement speed and chase for 12 seconds. The others are even slower at 102.5% People never think what that actually means when looking at movement, they just thing "oh a 110 killer like huntress"
What this means is, if for the 12 seconds, the survivor just holds "w", the assassin will gain 0.4 meters of distance on the survivor per second, which over the course of 12 seconds, is 4.8 meters of distance. A killer lunge range ins 6 meters. This is ridiculous. The guards will never catch the survivor. This means that all you have to do is hold w to run away even from the one that is supposedly the good one at chasing.
This is fundamentally the problem, because the only good way to use his power, is to go to a loop and "#########" out the guard, and hope the survivor doesn't have a connected tile to run to. They need to encourage the gameplay that actually makes the guards a threat so that survivors don't hold w, while discouraging the quick use at a loop.
OR
2.
Do away with the orb thing entirely and make them work on command. You tap your ability button at a thing to summon a guard to do a thing. You can basically do this:
- If you are highlighting a survivor, the guard chases that survivor.
- If you are highlighting a gen/wall/pallet, the guard breaks that thing (make the gen kicking at least apply the 2.5%, maybe consider perks too if its the carnifex)
- If you hold the button, it creates a circle zone, when you let go, the guard patrols that circle zone, and works like they do now.
- If you tap the button, the guard stands there, and works like they do now.
This would allow the knight to do multiple things at once, the power can remain "weak" by itself and be used either as anti loop to strengthen it. Or it can be used as map control, by sending a guard somewhere else to delay the survivors while you do something else.
They'll never do 2. because it's way to much work to get there from where we are now.
Giving better individual chase potential should be the way to go. Make guards faster and last longer so that they can hit survs or force them to throw palets.
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@ad19970 said:
In my opinion the Knight needs 2 key changes:
- After he activates his power, he can not deactivate it for 1,5 seconds or so. This would weaken his loop trapping playstyle a lot, because survivors would have a lot of time to just run away.
- Survivors can no longer see the green orb while the Knight is creating a patrol path. This is the biggest issue with Knight right now in my opinion. The fact that survivors can see where you are creating your path makes it way too easy for them to just run away from that path.
He might need a few additional buffs as well, hard to say. But in my opinion these are the two main changes he needs.
I don't know about the green orb. The problem for me is not to get them to be chase, since the detection radius is large enough that they can't outrun it if you spawn it on top of them, but to have some benefit from it other than incapacitate a surv for 15s top.
I Agree that some help to target his power would be a Nice qol but it won't make him more interesting to play. Maybe he should just see scratches like Spirit and it would be enough to always get close enough rather than gessing as now.
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Agree, there is also more and more "fat shame" spot and stuff that spawn too close from maze tiles making them stronger.
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@Little_Kitten said:
But that doesn't change the original fact: there's no reason why the nurse can't use Jolt, K.O. or Sloppy Butcher while the other killers can 😣
I'm going to be told that the goal is to curb the "Exposed" status. Just change her TR when she carries a survivor to solve the problem, and regarding the other "Exposed" perks, apart from NOED, which could indeed disappear, only Devour Hope is really dangerous with the Nurse; in a pinch Make Your Choice IF it is combined with Flood of rage 🤔
Tbh the case of Jolt and KO only working on M1 is a problem in itself. It restricts the usage of the perks way to much for the not so strong effect they have.
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3267602#Comment_3267602
But you are obsessed with his M1, it is not possible 😣
Leave him alone, I want to be able to use Sloppy Butcher, K.O. or Jolt if I want to 😥
They should put those effects in form of add ons, like they did with every other killer. Like so, you have a choice to make : cdr or utility. It's the case for most killer power and should be the case for the strongest power in the game. And it's coming from someone who's played his fair share of Nurse. 😅
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@Predated said:
Even with all that, the problem is still Nurse. All this does is increase the initial skillfloor of Nurse, but it doesnt lower the skill ceiling. She literally has the power to blink on top of a survivor, no matter in what position they are, and hit them and there is nothing they can do about that. Even if a survivor stands in a pallet and is capable of dropping it, Nurse can register a hit on them before they are able to stun her. You would need an absolute frame perfect pallet drop to have a chance at the hit to miss. And yes, I say chance, because the server could still decide that you were within region of recieving damage.
Personally, I rather have her skillfloor reduced a little bit so it doesnt take 50 hours to play her decently, while lowering her skill ceiling too.
Then you have the matter of fact that Nurse can also change the distance of her blink if she looks up or down. Which isnt a bad thing, but it does remove even more counterplay. Huntress has a similar thing, but you have a LOT of time to react to a hatchet that has a sudden change in arc. Not to even take into comparison that Huntress hatchets are considered M2's. Imagine if her hatchets counted as M1's, imagine how busted certain perks on her would be. That is what Nurse is.
So while I agree LOS would help a little bit, it doesnt help with perks like Noed, Haunted Grounds, Devour Hope, Starstruck, Make Your Choice, Hubris, Rancor and even Iron Maiden(one of the ways to avoid a Nurse hit is jumping in a nearby locker untill she goes into fatique, Iron Maiden makes that a horrible choice). Then you have Coup de Grace(reduced in lunge range due to Nurse), Awakened Awareness(removed the time to see aura's because of Starstruck on Nurse), Dead Mans Switch(both Nurse and Blight in this case, but DMS would have been fine for most killers), Ruin(again, also Blight), Gearhead(changed to 2 basic attacks from the PTB, because of Nurse, the only killer where this perk would actually be oppressive on), Pain Res(again, both Blight and Nurse were mainly the culprits, for most other killers, the old effect would have been fine), Corrupt Intervention(while a really good overall change, its mainly because of Nurse that it needed a deactivation after the first down). All these perks that are now below mediocre, because of how effective they are on Nurse(and sometimes Blight). Its perk changes like this that make me think how many other perks were designed sub-par, simply because Nurse exists.
So yeah, Nurse is the problem. And the main way to solve half the problems around her is turning her post-blink attack into an M2. This would also give Spasmodic Breath some genuine use other than just being a bit of a meme(and could actually be buffed to be 120% IMO)
I agree that Blink should be treated as M2, would it be just as a matter of consistency. But, at the same time you have add ons that allows her to Blink 2 times almost instantly after fatigué, so we really need to have some part of the map that can grant a chance at escaping, and having long corridor structures as the only LOS on a lot of map is also à big oof to me.
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/354962/the-problem-is-not-the-nurse
You : "HUMANITY NEEDS TO BREATHE"
The Nurses : "Breathe ? Hold my beer." 🤣
I see what you did there 👌
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/354962/the-problem-is-not-the-nurse
the dev are shrinking borders because killer are complaining that the map is too big so they'd shrink a map from 172 sqrt2 to 160 sqrt2 by shrinking borders which changes nothing because most of complaints about big maps is related to generator patrol routes and holding-w before the chase. Changing bordering is not changing the problem. its amplifying it further since your weakening stealth and creates more incentive to do that gameplay.
Nurse's gameplay requires that every map be like Lery or RPD where 80% of the map is just filled with objects and confusing line of sight blockers but most maps are wide open. It is like that so that nurse has to guess where she blinks more so then know where to blink every time. The problem with that is that adding a lot of line of sight blockers and objects make it a lot worse for other ranged-type killers to use their ability. Changing map to accommodate nurse will weaken nurse but make other killer powers feel worse/less applicable to use.
They do not need to be Lerys level of Los to be better. Lerys can allow you to escape a 2 min chase against Nurse if the right distance is set. They could still have thé map size shrink and keep dense borders at the same time. It's a bit harder for projectile killer but if the obstacles are not too big, all that matter is the time it will take to reach a running survivor. In the contrary, Nurse can't just follow on foot, thus she'd suffer a lot more from such a change.
Moreover, shrinking map shouldnt have been an excuse for the removal of LOS blocker in the first place.
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@Alionis said:
https://forum.deadbydaylight.com/en/discussion/comment/3263375#Comment_3263375
No, YOU watch the video, and more carefully this time. None of the generators Choy shows in that video start regressing at the maximum of 99.99%. You can literally see a few charges already missing from each generator's progress bar when the timers start.
Sorry, but you are just wrong on this one. Choy is wrong too and video tests aren't factual just for the sake of them being a video, when the tests are done incorrectly.
Myself and others showed you the correct calculations, yet you repeatedly chose to dismiss them, because you believe some Youtuber who can't even do a simple timer-based test right, is somehow more correct than the very math equation Dead by Daylight uses to calculate gen regression.
Ty for taking the time to educate people. It's crazy how easily false information spread when they're convey by public figures.
In this case, all the information is public and a google search away from anybody but better trust the influencer.
It make you think about how this must translate into the real world where people are taught what to think by biased politicians rather than searching to corroborate information.
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@Alionis said:
https://forum.deadbydaylight.com/en/discussion/comment/3263375#Comment_3263375
No, YOU watch the video, and more carefully this time. None of the generators Choy shows in that video start regressing at the maximum of 99.99%. You can literally see a few charges already missing from each generator's progress bar when the timers start.
Sorry, but you are just wrong on this one. Choy is wrong too and video tests aren't factual just for the sake of them being a video, when the tests are done incorrectly.
Myself and others showed you the correct calculations, yet you repeatedly chose to dismiss them, because you believe some Youtuber who can't even do a simple timer-based test right, is somehow more correct than the very math equation Dead by Daylight uses to calculate gen regression.
Ty for taking the time to educate people. It's crazy how easy it is to make people believe in your False informations when you're a public figure.
In this case, the complete information on how gens work is public and a google search away from him but better trust the youtuber.
Made me realise how ez it his for someone, even with the smallest community and influence, to spread Fake news like gospel, just because some are too lazy to corroborate information.
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@Chiky said:
Amazing... I wish BHVR didn't just ignore all this forum....
I don't think they straight up ignore it, they did put some forum and streamers ideas into the game, but they are slow to make moves and change things up. They seem to wait for a huge push from the community, either by people stoping to play or when enough rant have been targeted at the same issue. That's what it is, we are stuck with them, they're stuck with us
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Then he did not 99,9% the gen, dbd wiki state it takes 360s to get a 99,9% gen to 0%
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@RaSavage42 said:
Base Gen regression is .25 charges per second
So it'll take 347 seconds to fully regress a Gen
What's your calculation ? Max 89 charges or 89s/0,25 = 356s to regress at 0
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3261117#Comment_3261117
you yourself make it us vs them. Providing theoretical time on one side and real time on the other side is exactly that.
You create calculations where it turns out survivors finish everything way before killer can even if he 1-hooks. What am I to think about that? When I clearly see that this is not the case for 80% of all the games I play? That your timings are just way off for 80% of all games? That it's not super rare for the game to end in 2 minutes, because that nurse caught 3 people and the 4th one is about to go down? And yet you write something about game ending in 14 minutes compared to 11 minutes for survivor. Sorry but this screams you play way more killer then survivor. And the echo chamber how "precise" and "undisputed" your timings are... The reason why killers got so many buffs, that there are always incentives on survivor side.
Also DC's don't count to stastistics. Yet the games go on. And even after this baked in, killers have higher kill rate then survivors. I hate this echo chamber that yes. Survivors are OP. SWF should be removed from game. All the maps are strictly survivor sided and camp & tunnel is fair and it's all survivor's fault anyway, because on average they complete all their objectives way before killers can do their. So sure enough. Continue with this not so subtle hinting. I am already looking for a new game as is. There are already a lot of survivors who left the game. Just continue and watch your queue times as they rise and rise without an end
Nobody said anything about what you're implying man. I think you're just kinda frustrated by the game rn. It happens but don't try to brake it for others that tries to think it threw. You clearly didnt read all my post otherwise you won't be using those strawmans and would be answering the suggested changes I treated in the end. Instead you just came here to rent about how everybody wants to get you and how killer are so mean. Idk man grow up, think a little and then come back if you have smt interesting to say.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/354299/two-fundamental-flaws-that-hold-the-game-back
But your math does not check out. On killer's side you calculate some mean/average. On survivors you calculate some hypothetical raw value. Hypothetical raw value on killer's side should be approximately 7s/hook state (2x hit CD and 1x hook animation). If you say this is not real, then I have to agree. It's also not real to presume single survivor would be able to work on all gens all the time without any movement time. Even if you count "raw values".
If you start to count real values the same way as you do to killer, you would need to add stuff like going for unhooks, healing, running killer, doing totems (especially if they have some hex perks like devour hope) and counter all the regressions. Meaning your math is absolutely absurd - you calculate theoretically unobtainable on survivor's side and realistic on killer's side. Of course it looks like survivors are OP in this comparisons. And yet we have 61% kill rate. This alone should tell you how wrong you are at your calculations.
I know your topic is about balancing full loadout against no loadout, but you create an example that shows "bad science" - and people will take this example and point to it in their next arguments. For future reference you should not do that. It's not healthy. If you want to provide raw unattainable values, provide them on both sides (so survivors finish gens in 90s each making the game total in 112.5s+20s for gate - killer gets 12th hook in 84s) or provide some reasonable estimate for both sides (even people that are not chased can be disturbed, take into account unhooking time, travel time, finding generators time or doing different objectives, countering possible slowdown from killer powers, ...)
Survivors gen time is not hypothetical. It's even kinda underestimated because it's the time it takes for only One survivors to do all gens which never happen. Yes, you have some moments in a game where nobody's doing gens, but there is also moment where 2-3 people are doing them and they occur way more often. Note that I'm always accounting for optimal play from each side in order to get a face value to discuss. In an optimal surv team, there is always someone doing gen because that would be absurd to do smt else. Hell, even healing is not mendatory if you can get a 30s+ chase with only One healthstate.
The killrate stat tells us very few intel on how the game is played. For exemple, I'm a very seasoned killer, if I play at night, I'll find almost exclusively solo players. Then, I can assure you that over ten game, more than half will see someone suiciding or giving up, because gens are so boring to do that, at the first sign they might be doing them for nothing, solos rather go next.
I'm not judging, I do that too when I know my teamates can't handle the pressure a good killer will put. Just run at him and play for the chases because that's the only fun part.
Then I get good teamates that do gens and dont rq and we win nurses by doing 30s chases where we all get hit back to back to back and still get 1-3 out.
So, please, maybe you're New, but don't try to patronize people by using stats that are irelevent to the discussion. It's not a us vs them topic. It's a balance One, where each side get some and lose some for the greater good.
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@Devil_hit11 said:
I agree on survivor generator efficiency math and killer kill-efficiency math but I'm not sure if I agree with killer perks & survivor perk aspect.
The killer perks that induce slowdown to the game are entirely based around the idea that if the survivor fails the chase, the survivor is unable to complete the objective. It creates sense of dynamic objective where the difficult of completing generators is based around killer's skill in the chase.
Without killer slowdown perks, there's basic problem where your running a race and the killer is turtle at the race and the survivor are the fox. The fox simply completes the race faster then turtle does. As a result, the turtle can never win. In your shortest killer math calculation, your shortest match as killer is 9 minutes but shortest survivor generator completion time is roughly 4:30 seconds. I would say on average survivor win-rate time ranges between 5-6 minutes in the most efficient generator objective time possible. 9 minutes vs 5-6 minutes is severe disparity. if you take into account the survivor playing the -end-game hook-trading game-, you can push their total match time to 9 minutes as well. The survivor does not need to engage in this end-game part, so they can simply take 3-escape 1 death.
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The survivor progression perks are interesting because they create dynamic objective time for the killer. current issue with survivor is that survivor can consistently finish all 5 generators assuming normal-chase killer gameplay(game 2) which is 11-18 minutes according to your math. Doing generators currently does not take much skill, any survivor that can complete normal skill-checks will be as much of threat to the killer as any other survivor. With consistency that survivor can progress generators, they can on average account to 5-6 minutes generator every single game. Keyword is consistency. Your consistently making it impossible for the killer to win. For next part, I am just going throw some random numbers as estimated guess. Suppose generator were 120 seconds but each great skill-check was 3-4%. Now you create variation where fastest generator time can be 6-12 minutes. this gives survivor control in their ability to speed-run the game but their ability to speed-run the game is inconsistent meaning that killer has more average-time to chase because not every survivor is as threatening at generators as they are now.
that is kinda of what old hex:ruin and hyperfocus is aiming at. its approaching the problem from a different angle. Its giving survivor the ability to produce fast games, but not producing fast games consistency that the killer can never win unless the survivor is perfect at the objective.
My thoughts on this are that its question of whether survivor should gain artificially difficulty such that their ability to produce unwinnable games is near impossible. The other option is killer producing unwinnable games for the survivor by activating some variant of generator type perks as a result of strong chasing(failure for survivor to succeed in the chase). Its survivor control game vs killer-control game type problem.
I point was not that regression is not healthy. In the contrary, I think it should t be tied to perks. That's why I want to get rid of those and keep thé two that works with winning chases in the base kit. I like your idea for greats giving more progress. It would be so much healthier if that was the only speed up option for survivors.
Hell, maybe even put some harder zone to Land to get an even bigger bonus.
For the last part, like I said in my original post, if the killer is winning FAST chases, he needs to be able to almost stop gen progress because otherwise you get the situation we got RN where a full on focus gen team will always get 1-3 gate escape if the killer don't do a power play by slugging and/or camping.
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@[Deleted User] said:
I definitely think builds induce too much objective time variance on either side. I honestly don't mind gen slam builds because it usually means survivors are fairly defenseless. Most on here would disagree with me. Quad slowdown sucks the life out of the game IMO. People say they don't want quick games, but I'm kind of the opposite. This game is bad when trials get into the 15 minute range. I just want to go next on either side.
The powercreep of add ons is a symptom of the devs choosing neither option like they tend to do. In my experience, most killers who run Iri/purples run them a lot. Matchmaking would theoretically put them in matches where that's a balanced match. But the add ons are often not balanced and matchmaking is queue times first. The worst of both worlds in that instance.
I agree that 15 min games with killer draging his 3 gen to à crawl is some of thé shittiest experience this game offers but 5 min game are also pretty boring because you barelly play thé game. Most good killer get those type of game alot where you play like 4 chases and someone give up or you find that One good surv and maybe you get genrush first chase. But all of this is mainly due to rng and what players chose to bring into the trial.
For add ons, their is just to much power difference between stronger and weakest add ons. A middly season player that play with the strongest stuff can absolutly crush a veteran that is playing sort of chill.
Then they get higher and higher, and thé strong stuff become their only way to deal with stronger opponent.
Like, probably that iris and purples would be OK if you couldnt usé them every game but it's so easy to do so that you create a very unhealhty
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@Brimp said:
I think what holds this game back is nurse and exhaustion perks. Two horribly designed mechanics that some people think is fine because "you rarely go against people your own skill level".
I personalky think exhaustion are ok from a gameplay pov. Survs need to have some chases tool that allows for riskier plays. It wouldnt be so much of a problem if you could afford some longer chases. Like why does one slightly longer chase make you lose the game when almost the entire cast cant deal with predrop. Also DH is still very much overtune compare to the others exhaustion, it's just that Nurse and Blight make it almost needed. Two faces of the same coin.
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@Sava18 said:
Ideal. As you said the fast disparity in power level between each side is insane. This is a unrealistic example but wraith with no add-ons and perks vs Blight with full meta c33/green speed or iri-tag/alch ring. Sometimes I'll hop on for a couple games and the first game will be people all running the best stuff, while I am running no gen regression and a couple green add-ons on blight, if on the off chance I head into my next game with the intent to match survivors running these strong builds 100% of the time I will go against people who are running a bunch of meme builds and who have no right to be matched against me in the first place. So I just run what sounds fun now instead of ever going full meta, with the exception of 4 med-kits=iri tag.
If they even did the first 3 things you listed in one patch the game would feel so much better.
Been there, done that. It's to a point where if you want to chill at night without thinking, you need to be OK to be bodied and go almost naked or go full on tryhard knowing you'll get no challenge whatsoever 90% of your games. Like cant we just take fun aura stuff and have a game longer than 6 minutes and 5 hooks ?
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@danielmaster87 said:
Mostly agree. Very fair on killer's time to get their objective done, although it's the math, so hard to disagree. Definitely take away gen defence and gen speed perks/items, because there's way too much variation as a result. Only things I'd leave in are the fun ones like Soul Chemical. Perfect League comparison. Hard to imagine this game without camping, but we'll have to see.
I don't like killer add-ons that take away, because it cancels out the strength that it gives, but I would like to see many add-ons become base simply because the variable their attached to... shouldn't be variable. Huntress, Doctor, and Victor's charge time should always be the same, for example. Demogorgon and Wesker's movement speed while charging their power should always be the same. Spirit's add-ons, I don't even need to say it. If we standardize killer powers to a degree, and don't depend on add-ons so much, it's gonna be much healthier and more fun for the players, making add-ons more of a personal choice than a necessity. I'd also get rid of add-on rarity for that reason, because nobody wants to accept my other ultimatum that pink and purple add-ons... should be strong. Hard concept to grasp.
The power creep is also crazy. Wraith and Freddy were being moved in a direction to offset that power creep when they were buffed, but then they got nerfed, because they were about as powerful as the new killers... Makes no sense. Massively disagree with most people though that "every new killer that comes out is recycled!" They're all unique enough, not copied and pasted.
And definitely, going forward, balance for the top level of players, not the bottom. Balancing for the top will not impact the bottom. The bottom are the bottom because of their own skill, NOT because of the balance of the game.
Oh yes, I agree for the add ons that should be basekit or at least à weaker version. I wanted to add that but the post is already quitte long : many killers have sluggish animations that gatekeep them too much. Like, there is so much disparity between base Huntress and oak and babushka it's not even funny.
I dont think New killer are copypaste but it's true they usually can be place in archetypes : mobility, trap, stealth, instadown, projectile and all the nuance inbetween. Like do we really need to have 3 range killers that use long range staight shots. Idk give us a boomerang or smt, a projectile that change how you aim and how they dodge it. Hell even Wesker dash work like hatchets from surv pov. It's always bait one side and go the other. If it's Blight or Billy you spin and crouch. Change it up. They could give us areas of effect were you need original movement to dodge. The only killer that does an original dance is Nurse and when it works, it's very fullfilling.
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@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/3250239#Comment_3250239
Killers can see that? I know survivors can but I can't recall if I ever did on Killer, or watching Killer gameplay. Not sure if that means it wasn't there or I just missed it.
An alternative for Eruption: You know how when you miss a skill check there's a period where you get no progress even if you're holding M1? What if that happened to the gen post down? The gen loses progress, you can't immediately get it back, but you're not incapacitated.
Or put in a delay like Dissolution. Down a survivor and, 1-2 seconds later, blow up the gen and incapacitate. Observant survivors can get warning to counterplay, less observant survivors take the hit.
First idea idk because they don't like when survs have no info on whats going on. They would need to make the gen block from entity and i feel like it would be way too strong with 25s.
Your second idea could work but I feel like it would get even worse than a skillcheck were every experienced surv will let go of the gen and never trigger incapacitated. At least with a check you've got some synergies with other perks and killer powers.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3250220#Comment_3250220
But Oppression has that cooldown for a reason
So apply that to Eruption... give it a longer cooldown
There is counterplay to Eruption... it's just that players haven't done it yet... Gen Tapping is still a thing... not hard focusing a recently kicked Gen... or just wait till it activates then repair the Gen
Overcharge is a perk that didn't see much use until it got bonus regression for time elapsed... the skillcheck that doesn't go away when a Survivor lets go of a Gen is wrong
If you're tapping, you still have 1/2 chance that you'll be affected. I don't think that count as counterplay. For the cooldown part I agree that slapping long CD on stronger effect can work to mitigate their strenght but from à gameplay stand point it feels bad to play. Like, the only time eruption Cd matter, it just forces the killer to camp the gen until he can use his perk. I'd argue it's even worse for Oppression, the perk could have the same Cd as eruption and still be just OK to use.
So, increasing the Cd won't solve the problem with eruption. It just make it less consistent to use. I think it's a healthy perk in the way it triggers. They just need to solve the problem with incapacitated beeing very hard to counter.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3249892#Comment_3249892
Should the killer then get a skillcheck if he hits a gen with a blast mine? Because that same argument holds true there.
If the killer succed he just breaks the gen normally, and avoids blast mine.
Blast mine is also bad design. You can see it on top of a gen but if you want to kick it you're force to eat it. Matbe they should let the killer lunge at the gen to get rid of it like lockers lock for Dredge.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/352952/eruption-should-work-like-oppression
So you want to be able to completely nullify the perk by pressing SPACEBAR? That's a no from me, dawg.
You'd still get the regression so the perk is still relevent. Either way they are gonna change the perk so better find smt that won't destroy it.
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@RaSavage42 said:
The problem with that is 2 fold
It would be to similar to Oppression if that were the case
And Newer players will struggle with it
It's also the reason why Oppression has a longer cooldown (the skillcheck and affecting multiple Gen with a single Kick)
At this point I would point to Oppression as the reason why they need to fix the base Gen regression
I'd argue that the cooldown from oppression is the reason why the perk is not very usable. You won't manege to proc it after every chase. Make the 2 cooldown the same and put a skillcheck on eruption and you got 2 perks that works similarly but at different time of the game. And for the risk of gatekeeping Newer players, I think the state of eruption rn is much worse with no counterplay whatsoever.
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@Steakdabait said:
nah it's a pretty huge buff to an already borderline op perk also it would make it dunk on newer players hardcore
It's a net nerf. No more insta explosion without counterplay. So you can still let go of the gen but if you don't, there is a skillcheck.
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@[Deleted User] said:
I'd be all for a pyramid head cage style option for hooks (with built in mori option on 3rd down)
This would lessen camping & tunneling to an extent or at least give survivors a chance to get a save before the killer gets to the hook to camp it.
The biggest issue with your idea in my opinion (& only my opinion just like many don't like my solution) killers gain far more pressure from hooks than you seem to credit them with regardless if they camp or not.
Example - I'm a survivor in your scenario someone just went to time out the killer is free to search the map for the next down. But as a survivor fixing a gen I have no reason to do anything but carry on until the killer is on me likewise all other survivors still in the game.
If someone is on a hook I have to make a choice do I stay on the gen or go for the save? I run kindred so my choices are easier but I often see 2 people running for a save at the same time which is 2 less gens for the killer to worry about.
Also another issue what if all 4 survivors are slugged then put in time out at the same time what does the killer do?
& lastly I think you'd see a serious increase in Dc's from time out survivors a lot can't even handle being hooked for more than 5 seconds.
I always credit outside the box thinking & welcome new ideas & like I said my own system has its haters but removing hooks after 5 years would have way too many issues
But if it helps I don't camp in my games I'm good enough without it or i'm not it sucks to be camped but if people stopped rewarding them it wouldn't be such a good strategy.
I thought about what you and Mister_xD said about the necessity of one surv to save and so not being on gens. I came up with some ideas on my response to Mister_xD, but it would only be some sort of repairing slowdown. What I thought off reading you would be to have an action /object the others survs can see and need to do in order to get the timer rolling for their teammate (with a 2min cap where you auto respawn I guess)
Because something some seems to forget is that right now you can be on a hook for 5s to 1 min which if it's the former, you as killer gained almost nothing pressure wise from that hook. Where, with a respawn system you got read of the survivor for a good chunk of time and are playing a 3v1 so you can cause way more pressure on the map.
Finally, for the 4 downed part, I adresed it in the post : if the killer down all 4 before the first one respawn he won and the match end. Moreover, I don't necessary think that we'll see an increas in Dc, the main frustration from beeing on the hook, I think, is that you're out of the game + you're stuck there and can only watch the game via auras. If you could see the pov of teamembers while on the hook, I'm sure it would lessen the burden of beeing left there for 1 min. Just watch a stream of swf and witness the streamer urging their partners to unhook them as quick as possible because they know there is nothing interesting to show while beeing hooked (just like when doing gens btw, but atleast you have some "tension" going on while you do them). It would be like if, while playing League, you'll be given a fix screen of the outskirt while dead...
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@DemonDaddy said:
I already play without hooks on some killers, much better experience.
You get more chases/chances, survivors can't suicide immediately, natural Gen slowdown, survivors are guaranteed indisposed for a set period, no time loss from pickup and travel, supports healthy teamwork in solos through altruism.
A good change for the play style would be to implement mori access when survivors bleed out to a certain point.
I sometimes do this too (if the spawn allows it) and that's where the idea started. Indeed, when you can slug 2 survs and don't waste time hooking you end up quickly in a 3v1 (someone is always down) with nobody on gens and survs closer together, looping, helping teammates... Which is very interactive and makes for great games.
That's why I think we need to help the killer in the mandatory actions which take a fix number of time. Hooking, weapon cooldown, kicking, breaking and maybe vaulting.
Because when you minimise that you quickly get the time you need to get to the Gen before it pops.
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@Mister_xD said:
but you do understand that defending a hook is a core gameplay element of playing killer, right?
by hooking someone, i force the other survivors away from their objective to come to a part of the map that might be more advantageous for me, in order to save their friend.
i can get a multitude of different hooks just by hooking someone in an strategically beneficial position and catching out those who seek to help their friend, forcing another survivor to come to the rescue, removing three people at once from the objective - and depending on how well i perform during this, i can snowball from that first hook onwards and ultimately win the game.
not to mention that a respawn system would be insanely busted in end game.
also, just to make this clear: defending a hook =/= camping someone to death.
if i see someone going for the rescue, there is absolutely nothing wrong with interrupting this.
Hooking someone in a dead zone is indeed one of the better way to get a snowball going. I do this a lot when I want to win. But, in term of game play choice for survivors there is not much to do there, if you don't have the perks and info to overcome the killer strategie.
You just trade hooks with borrow or rush gens.
We want to have fun and the fun part off the trial is the chase and how we use the environment of the map. I don't think anybody like to run save your average Claudy who uses 5-10 pallets in her first chase and gets hooked in the middle of nowhere. From there 3 gens are done and the killer will get 1-2 kills by camping/proxy or will 4k because of altruism.
These cases should be outliners but as I stated in my post you'll end up 3 times out of 4 in a similar situation which is not good for the game health.
I cannot count the number of games where I play in less than 1/3rd of the map because the other gens are too far away to be interesting to protect and pallets are gone there, then, the better move is staying somewhat close to the hook.
That's my point, if we cannot defend the hook then it's always better to pressure by being close to the gens and allowing survs to use the map,rather than hoarding everyone and killing them in a dead zone (which demands no mechanical skill).
Obviously, some tweaking to surv objective will be needed but nothing major.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/280321/wanna-get-rid-of-camping-just-remove-the-hooks
Now what is your idea for balancing gen speeds and maps ?
What about the pressure the killer loses for sometimes camping the hook ?
What about the pressure the killer losses for tunneling sometimes ?
What about the pressure the killer losses for faking a tunnel and slugging. Then chasing the person trying to protect them because they think you're tunneling ?
What about the pressure a hook timer puts on a group ?
What about the pressure a hook in general causes because SOMEONE has to be off a gen ?
Gen speeds are ALREADY a problem..And now you want to take away another objective the survivors have to do...? So the only thing left to do is gens...?
I'm sorry. But the time you would save not walking to a hook. Is absolutely nothing in this game.
To address time loss for the killer :
At first I would try a repair speed debuff or an action a surv as to do before being able to repair after respawning. Likewise, the killer gain good slowdown by downing. After that, I would make it so the Gen are closer to the center of the map in dead zones :
Imagine the same maps but with looping zone clustered in the center and some on the out skirt (a bit like the asylum) but the gens would be in the ring between those looping zone. Then, make the center stronger (as of now) and the outskirts weaker but not dead zones (so you need to decide if you loop closer to the gens and risk disrupting other surv or risk to loop risky area but far away from everything. Right now you can loop far away from others in great setupsyand that's bs.
We could also very well implant a new mechanic like gas can which have been brought up many times (which would be ok now since no more camping).
If we don't have the time for that then an other slowdown base mechanic. Maybe, when close to the killer your repair slower or smt like the new cenobite perk which block the most progress Gen after one pop. Because, in the end only one surv is disturb if you don't camp and two gens will pop no matter what with the hook system.
So, we mainly want the now useless "rescuing surv" to not to gens.
The point you brought about hoarding surv around the hook is very true but ultimately is just cheesy tactics which work only against bad surv and will be punished by 3-4 gens done just like camping at higher level.
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Rank 1 ps4 nurse here. Since they boost the framerate few month ago it's way easier to play her. Try to play base nurse only for 50h or so and you'll be good at it. At first, focus only on chasing, especially the ones who give you a hard time hitting them and try to blink on top of them. It will make you learn the distances and charge time. Then, you need to learn every loop of every map to be consistent with her. Finally, you'll nead to learn the mind games survivors do to counter your blinks. Put on ruin to extend the games and to have more time to practice. Put on BBQ and/or whispers to track them down. If you're high rank I'll recomand to wait the reset or you'll be ######### on Gen rushed and mocked. I hope it will help you
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Hillbilly base kit will probably be one slow down perk such as ruin or PGTW, one tracking perk like BBQ and chili or bitter murmur, enduring and a perk of your choice given that some perks like bamboozle or monitor and abuse works really well on him, each on their own way. Then I recommend you to use the browns charge time and recovery time ad ons first as they are easy to get and allows you to use the chainsaw at certain loops.
To chainsaw threw the map, imagine yourself driving a car, look in front of you to the horizon, this way you'll see obstacles before they come too close and adapt your pacing. It's also really good to spot survivor in the distance. While sprinting with no obstacles near by, take the time to look at the environment to gather informations on the display of the map or to spot someone wondering around (M&A is a great perk to help you do that). Remember that the outside of the map usually has less object in the way making it easier to travel. When searching for survivor, take a road that allows you to check multiple gens in one sprint.
Lending a close distance chainsaw on a good survivor requires you to be right on their back or else they'll probably juke you by switching direction or 360's which are harder to follow with a pad (practice will do wonder to counter that).
Finally, learn to use the chainsaw at loops. You can curve around objects. Loops with trees at the hedge are great to do so by using the natural curve of the object. Also learn to fake the chainsaw to bait the survivor to do another loop. If they drop the pallet, rave your chainsaw and start moving out of the loop. That way, if they run, you don't brake the pallet and chainsaw right at them. If they stay at the loop take an angle to break the pallet (you don't need to be in a straight line to break it).
That's all that comes to my mind right now, if you have any questions I'll answer it gladly.