Hubriq
Hubriq
About
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- Hubriq
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Comments
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@DragonMasterDarren said:
you are comparing a collection of perks/addons that require effort, a time investment, or both on the user's part (with the exception of NOED and Haunted Grounds), to a perk that you, prior to the nerf, could activate at the press of a button whenever you weren't exhausted
Forgive me for failing to see the correlation
Devour Hope, the perk that requires the killer not to face camp... That's probably the perk that requires the most effort out of a killer ngl...
On a serious note though, there's no effort in Make Your Choice, Starstruck, Haunted Grounds or Iron Maiden.
Maybe Hubris or Dragon's Grip might require some investment, but then again killers generally run these two with synergetical perks that offset their downsides (Spirit Fury, Enduring, Brutal Strength, Overcharge, Pop Goes the Weasel, Nowhere to Hide, Call of Brine, etc.)
At least Dead Hard takes some skill as far as timing it goes... The afore mentioned perks take no effort at all, you're being delusional. In fact, I think NOED might be the one that takes the higher amount of skill, since there's a lot of decision making for the killer to do once it's lit.
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@AmpersandUnderscore said:
The buff from overzealous is far too small for the investment, even with two buffs to the perk.
It takes 14 seconds to cleanse (or bless now) a totem, which doesn't count any travel time or time finding a totem. For your trouble, you get a 10% gen buff.
That 10% saves you 8.2 seconds if you complete a single gen from 0 to 100%.
In order to make up the time you spent on the totem, just to break even and not counting travel/hunt time, you have to complete one gen entirely and 70% of a second gen. Only after 153 seconds of uninjured gen repair do you break even.
If you get hit during any of that time the buff is gone and you've literally just wasted time and a perk slot. You'd have made more gen progress holding m1 on generators and never touching a totem.
Overzealous is never worth it to run, especially when resilience is 9% and takes no setup time.
Edit: spelling
Then run it with a perk that helps you find totems faster (small game) and other perks that reward you for cleansing totems (inner healing, clairvoyance). There, you reduced the time it would take for you to find generators, totems and the exit gate. You've also reduced the time it takes to do gens and heal (or find other people to heal you), and all you had to do was cleanse a single totem. I don't think this perk was ever meant to be good on it's own, but rather a perk to complement other builds.
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@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380835#Comment_3380835
Damn I've been playing this game for a bit too. When you did you start playing? I personally started playing dbd back in patch 1.0.0
When was the gen rush? The only time where I felt there was a true gen rush issue was with the first nerf to ruin when toolboxes still had the old speed. Just because someone can proxy camp or tunnel doesn't mean it is the best play all the time.
Just because players can do something doesn't mean that those strats are always the best. Big difference in being able to camp or tunnel vs those strats winning killers game after game by always doing them.
Those killers should already be in chase because the survivor should be waiting to save and the killer is trying to get another injure because that seems to be what the killer should be focusing on next patch; injuring survivors to slow the game down.
Kinda funny how I even said I was not trying to sound conceited, but you still visibly got butthurt lol
If you're asking me when I think there was a gen rush meta, then the answer would be... never. However, if you're asking me when killer players thought there was a gen rush meta, then the answer would be ever since I started playing DBD, back at 2018.
Honestly? killer mains have always been pretty verbal about the matter on Twitter, Reddit, Twitch, etc., so it's crazy to me that you've never heard of it. Hex: Ruin + Undying, POP+Surge (now Jolt), Eruption and even Oppression were deemed clutch perks at some point and considered mandatory, just like CoB and the likes are deemed mandatory now-a-days.
If you're saying that was never the case, I agree with you. Still, that does not change the fact that's how most people felt about it and satisfaction is also an important aspect of game design.
Back then, when the first Resident Evil chapter was released, they even tried to nerf generator repair speed, which was a change they made based on feedback from the community. Anyway...
What I meant by gen rushing being stronger back then was because Corrupt Intervation was not always a popular perk and people used to be able to rush a gen in 20 seconds with Prove Thyself + Shroud of Biding. Later on there was like two different efficency penalty patches that essentially gutted that strategy, though.
Now...
"Just because players can do something doesn't mean that those strats are always the best."
True, but if literally every killer is 3-4k 59% of their matches regardless of how well they are being able to assess the situation and adapt their gameplay, then it's either more rewarding to camp than to get some value out of your perks OR they are so overly strong that they can get away with doing whatever they want.
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@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380809#Comment_3380809
Camping and tunneling were nerfed this patch. Proxy camping was a no brainer because you could do a 3 gen or had a survivor hook near gens with progress and had a kick build. Since proxy camping is weaker then OTR was indirectly buffed since that as the counter to that perk along with DH not being the best perk which is another buff for otr.
Healing perks were buffed by the healing changes. Their value is actually higher now making them better than before since old we'll make it was 8 seconds off and now it is 12.
I swear I'm not trying to sound conceited, but I've been playing this game for quite some time now...
Not too long ago survivors could heal and gen rush faster than they can right now and neither one of the killer perks whose nerfs were announced even existed and I assure you killers would still proxy camp and tunnel every match regardless.
You see, people used to run tinkerer/ruin/surv/undying and they would still not leave the hook to patrol gens. Plus every single killer still had a positive win rate regardless of the fact their playstyle didn't match the perks they were using.
Point being that going back to the hook is something killer will always do so long as they are not actively disincentivized to do (like they are with make your choice and devour hope, for example). Those nerfs will hardly change a thing about it
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I don't think so. Unless killers have a change of heart and decide to collectively stop tunneling/hook proxying, you won't have the time to heal any survivor after unhooking. Plus it has also been nerfed by the changes made to the healing system, you know? If no one uses it now why would they use it after it gets weaker...
Aside from Off the Records, I'm expecting to see a lot of aura perks (windows of opportunity, kindred, bond, empathy), exhaustion perks (lithe, sprint burst, adrenaline), gen perks (prove thyself, wiretap, mine blast) and totem perks (small game, inner healing, overzealous, detective's hunch).
If people were to use a healing perk, I'm gessing it would be autodidact, resurgence or maybe(!) renewal.