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Justinradtke14

Justinradtke14

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Justinradtke14
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  • @Ziemniaczana said:

    To resolve the Slugging problem, Unbreakable basekit with infinite use is paramount.

    Yes infinite unbreakable but in a 1v3.

  • @Grigerbest said:

    Bad sportsmanship exist on EVERY TYPE of competitive (player vs player) game, doesn't matter real life or video game.

    In DBD - when players BS other side - they are never looking good, or funny. They look like an actual … You know who, it's actually embarrassing. They only show how sad and mad they are for whatever the reason.

    Weird thing is - I completely indifferent when they do that to me, but I hate when they do that to others. And I hope other people are also indifferent when somebody trying to bs them.

    I'm on the side of: - "Respecting each other as a players and treat each other as another human being".

    Developers can't get rid of "bs\bad sportsmanship", we can get rid of this within ourselves, and more of us going to do that - less you will see happening in your matches.

    Just ignore bad behavior, and pay attention to the good one.

    Apparently you're weird because everyone else finds that annoying. Auto close the hatch after 2 minutes.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381661#Comment_3381661

    I didn't said it is good now, I said it would be useful when the changes come. And even if that wasn't the case yes, "Tu Quoque", as me not using the perk doesn't mean that what I said isn't right. If you want to prove me wrong do it with arguments, not fallacies.

    And whatever you say, even in the build of the video it is still up to 16% repair speed bonus, which means almost 13 seconds of the gen done just thanks to Overzealous. And with the change it would not be a net loss activating it with a boon as you would already invest that time doing it in the first place.

    For someone that talks about logic, you don't seem to have much of it.


    SO I WILL PUT THIS BIG AND BOLD FOR YOU AS WELL SINCE YOU FEEL THE NEED TO RAISE THE TONE BECAUSE YOU KNOW I'M RIGHT. YOU JUST DON'T WANT THIS PERK TO ACTUALLY BE WORTH A PERK SLOT BECAUSEYOU THINK IT WILL BE TO STRONG. THAT'S ALL IT IS. YOU DON'T WANT THIS PERK TO ACTUALLY BE STRONG.

    You're the one who thinks he's logical who I guarantee isn't running the perk...and won't run it even after the buff. You show a video of Swarm a 10,000 hour DBD player as your justification to this perk being good as if he's the normal average player?

    That's not anywhere close to logical. Plus you don't actually do the correct math in any of your examples BTW. The BNP and toolbox throw off all the actual time benefits and make the build "look good."

    0.45% of players actually run it because it's NOT WORTH THE PERK SLOT. That's less than half of 1%.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381618#Comment_3381618

    LOL someone should search "Tu Quoque" in google.

    But just for fun, the build I said earlier is one that I want to try when the changes are live and here is a solo genrushing build with Overzealous that can do a gen in 32 seconds:

    https://www.youtube.com/watch?v=7WJ4FgD0wYo

    If you don't know how to argue against something, just stop answering. Don't go for the fallacies.

    Thanks for telling everyone that you don't run the perk. Plus only 0.45% of survivors run the perk. People run perks that are actually good.

    "Tu Quoque" ? Really? So what you say is "good" and what you actually do doesn't matter. Judging what someone says and what they actually do is the right method.

    Nightlight.gg

    Swarm runs a BNP, best toolbox in the game, deja vu, potential energy, resilience and overzealous. The BNP and tool box made the build good. Everything else was a net loss in time compared to just doing a generator.


    Do the math.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381588#Comment_3381588

    Then the problem is the "casual player base", not the perk.

    And there is a net positive if you play to not get hit for multiple gens. If what you want is being the cool kid and try to loop the killer for 5 gen (and fail trying) then yeah, obviously this perk is not for you. If you want to do gens and play more stealthy, then this perk would be pretty useful as it stacks with other progression perks and by itself shaves off 8.2 seconds from a generator.

    And now you can have more benefits by pairing it with CoH to activate it, as you would be blessing a totem anyway.

    How often do you run the perk if it's that good then?

  • @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

    Finally some logic. Thank you!

  • @Batusalen said:

    I disagree. For the perk to be useful now you only need to pair it with CoH and you would become the "support" of your team. Not only you bring healing buffs, you would get generators done faster. And if it got deactivated, you only need to bless a totem again.

    CoH + Overzealus + PT + Toolbox or Medkit and you have a pretty good base to multiple "support" builds centered more in healing or gen progression.

    You're asking a lot for the casual player base...

    That's not going to happen. That's why no one is running the perk and no one will run this perk. The blessing buff is insignificant compared to taking one hit from a killer or getting fully infected by a plague, wasting time setting it up, and just to lose all benefit.

    There isn't a net positive in time saved by running the perk.

  • @eastrock87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/369182/how-to-fix-overzealous

    I agree that the perk turning off when hit makes it weak, but it being active for the whole game sounds too convenient. Maybe it could be active for 120 seconds, or it could be active for 80 seconds, but only activate after you get on a gen after cleansing the bones, so that you do not lose time while running to a gen from some bones

    Bro...I'll just run resilience then or prove thyself or just bring a toolbox. The perk needs to be worth it. It would be " too convenient" to just ignore the totem and do a generator. That's how unnecessary this perks power is. It's faster to do a gen without the perk.

  • At this moment the game is killer sided. That's the truth. However, dude they nerfed almost all the killer perks that they have buffed over a year. Touch grass.

  • @HugTheHag said:

    I'd say 50% to be completely equal, but remembered that stats would be skewed by some games with early suicides, and somewhat different rates in low and high, so let's say 60% as now for the funsies.

    Anything more would be unfair. Survivors don't need to escape every game, but they need to feel like they at least had a solid chance given they play right.

    I agree.

  • @ClawsOfHell said:

    https://forums.bhvr.com/dead-by-daylight/discussion/368728/possible-gen-balance-change-or-bots

    This is beeing ask since the beginning of the game... it's a great design ideia but that's not how dbd it is.

    I'm tired to see my teamates killing themselves and the rest of us having to do 5 gens against a try hard blight with copy paste build.

    Should decrease the amount of gens or give a speed buff for the left survivors.

    A 3v1 at 5 gens is unwinnable. Even a 3v1 at 3 gens is near impossible. However, a 3v1 with 2 gens is about 50/50 of getting out.


    A change to this would be good because if you play killer and +20% of your 4Ks are from someone giving up on first hook...then you should want this change lol. Because you won't get any killer changes or buffs because your kill rates are above 60%.

  • @MechWarrior3 said:

    Interesting 🤔 idea. It does suck when someone dies beginning of the match instantly or dcs.

    A bot would be nice lol

    I'd rather have less gens than playing with an AI teammate personally. The bot thing is less desirable.

  • @DudelPuma said:

    the current stun duration is 2sec you could do it like this, example:

    Trapper has a stun duration of 1.5 seconds because of his weak ability, otherwise Nurse has a very good chase power + map control, 5 seconds stun, Blight and Spirit 4 seconds stun, etc., which would also result in a much more rewarding Nurse, Blight, Spirit to stun as a trapper, which would reduce the gap between S-tier killers and "normal" killers, for example, a DS would be changed in such a way that the duration of the stun is after the duration of the killer, i.e. a trapper is not interested but a nurse the Tunnelt would be hit hard

    Of course you have to take your time and see how you rate each killer, but that's like rating the killers with terroradius or killer speed

    They should put it in a PTB and let people try it.

  • @bunnyfengenthusiast said:

    Haha very funny. I laughed a lot. Really.

    Why are you laughing?

  • @moondos said:

    800-hour killer main here. First off, I want to say I WANT to love this game but holy hell it is just not fun anymore.

    I've been trying to figure out why, but I think the biggest reason it is 'not fun' comes down to the word demoralizing. There are so many things that demoralize you when playing killer that it just makes you want to quit.

    • Chases take too long / gens are too fast. Every single game I play the first chase always costs me 2 gens. I play at high MMR so the first down tends to take a good 2+ mins from the game launching as the survivor holds W and drops every pallet or runs to well-known strong loops. By the time I've hooked them 2 gens pop (because survivors spawn on gens) and another is on the way. Basically 50% of the survivor's objective is complete and I have about 10% done.
    • Second chances. Dead hard, flashlights, pallet stuns, sabotage, body blocking the list goes on. Nothing is as demoralizing as finally outplaying a survivor only for a second chance mechanic to pop and all your effort is wasted. In high MMR if just one of these going off in the early game its gg so long as survivors don't do anything stupid.
    • Playstyle. Because chases take so long, and gens go so fast you cannot afford to spread hooks or enjoy a long chase. The game is forcing killers into playing an unfun camping / tunnelling playstyle and I hate that. I want to chase and spread hooks; I want the survivors to have fun too but if you want to 'win' you can't. I feel like an a-hole ruining some guy's game because if I don't tunnel someone ASAP gens just go too fast.
    • Maps. HOLY HELL maps are broken. Why are they so big? Why do they have so many interconnected loops? Why do god windows and pallets exist? Why are the hooks so damn far apart and so few? Why is the floor so cluttered so I can't see scratch marks? Why do survivors spawn literally next to gens? This is probably my biggest gripe with the game. The map design is beyond awful, and every new map seems to make it even worse.
    • Survivor Icons. I really like that the survivors don't need voice chat to know what their fellow survivors are doing, and it was a very good change to the game, however, it makes survivors MUCH more efficient with their time, for example: If you see one of your survivor friends is on hook and the other 2 are doing gens, then you go to the rescue. No longer do 3 people turn up to unhook just to waste their time running all the way back. This means the 30 seconds wasted on 2 survivors doesn't happen and now 2/3 of a gen is complete thanks to the icons. I don't want this removed; it is a great change, but it makes the killers job that much harder. You are basically going against SWF level communication every match and the game is just not balanced around that.

    In the end the most fun part about this game is the chase for both killer and survivor. The mind games, the outplays, the moonwalks, hiding your light, double backing, swing through pallet, the mix ups. It's so much fun to chase a good survivor but if you do you are throwing the game.

    I'll probably be back in 6 months or so because nothing scratches the DBD itch like this game, so I hope things are a little bit better by then but let me know if your experience playing killer has similar frustrations to this or what your opinion is.

    How do you know what MMR you are? 🤔 Plus MMR doesn't work well.

  • @philward1953 said:

    Title ☝️

    Basically my thought process is that if BHVR wants to avoid having a period of time where every team of survivors is comparable to an SWF, while killers are the same and being sh*tstomped more usually, they need to buff Solo-Q and Killers in tandem.

    When we got the UI buff that displays survivor actions, we should have got a killer buff as well. This would mean the gap between Solo and SWF is closed a little bit more and killers would be able to still compete.

    The UI change definitely is a small buff, but just to avoid the crappy situation that would be killers lagging behind and being severely underpowered, something probably should have been there to compensate (something small, like the UI buff).

    Maybe killer actions speeds could have been increased? Idk.

    Next up, ideally BHVR would allow survivors to see the perks and addons of their teammates.

    Not sure what that would mean for killers.

    I agree. They should have buffed the Blight with the UI update. He's in a terrible spot right now.

  • K. But how would you fix the killer?

  • @RainehDaze said:

    No, I mean 'how do you implement an exhaustion-like effect when you have an effect that triggers CONSTANTLY as soon as someone leaves a gen'. Does something like Eruption trigger on kick or on down; what happens if someone has PGTW and Eruption (or one of those and CoB).

    Exhaustion perks are based around Survivor does some mutually exclusive thing -> exhaustion is applied. That doesn't work with gen regression; many of them are applied the same way, or triggered at the same time. PGTW and PR both come into play on hooking; Jolt and Eruption both have their effect on a down; a whole bunch are applied to a gen on kicking it (Eruption only doing its thing on down, though), etc.

    I totally agree. The way it would work would be like how ruin and pop worked back in the day. Ruin is plan A and Pop was plan B. After Ruin was cleansed you had Pop. The "exhaustion like" effect would be active at all times until Ruin got cleansed.

  • @RainehDaze said:

    An exhaustion-like timer for slowdown perks would be pretty incoherent, given, uh... ruin exists. There are better ways to prevent slowdown stacking than "only one perk may come into effect than X time".

    And no, copying Ruin's deactivation to every slowdown perk is a terrible idea. That seizes way too hard on the idea that if one Survivor goes down and there's multiple gens left, it's impossible to compete with. But you can also get games where one person gets killed and there's only one gen left. Countering tunnelling by making removing someone late in the game make you more vulnerable would do all sorts of strange things to balance.

    Yes Ruin exists... Then they can buff ruin to 150% because right now it's weaker and there's better options. No perk should do what another perk does but way way better.

  • @johnlikesguns2 said:

    I recently started seeing alot of Blights. Before i faced a baby Blight once in a while. But now Blights seems pretty much common and i'm getting really good and high prestiged ones. That never happened before, any explanation for this? It's been happening even before the Nurse nerf announcement.

    Same. I love going against Blight. I'll take that over a Knight or Nurse.

  • Guys people want to put CoH on a token system and slow down medkit speeds but these changes are never going to be enough as long as the ability to heal yourself doesn't have a cap in DBD. If the max amount of times a survivor could "self heal" was 2 then medkits with add-ons wouldn't be as strong. CoH wouldn't be as strong. You can still get healed by a teammate infinity but this would waste 2 survivors time and not just 1. It would also allow other weaker perks to be buffed because the "self healing" couldn't get out of hand like with original CoH.

  • @SmolBlob said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314144#Comment_3314144

    It’s not a trade when they just have someone else to take a hit for them and they have zero risk of being interrupted.

    Preventing survivors from healing themselves is bad for both sides.

    Hook grabs fail all the time and it results in a trade anyways. If 2 survivors rush a hook then the killer hits one and goes for the one he hit while the unhook happens. This is the right play in current killer anyways.

    The self heal nerf makes self healing a finite resource like pallets which helps a killer progress a match in some way. So it's not hitting survivors over and over and they can heal themselves 3-6 times with boons and medkits. In this change: They can still get healed by a teammate infinity the same as they can now but "self-healing" is the reason boons and medkits are complained about in DBD so nerf that.

  • @SmolBlob said:

    Hook grabs exist so survivors can’t just divebomb the hook like idiots.

    Limiting self-heals makes no sense either. Them spending the time to self-heal is time spent not doing gens.

    If they want to rush in then it's a trade which is still good and limits camping. Limiting self heals limits CoH and medkits. Both changes help both sides.