Kedasa
Kedasa
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113873#Comment_4113873
It changed last time when they "fixed" the bug. I was playing the Knight and was able to see guards going through pallets and getting some hits on the unaware. It was a matter of time before people get used to the change. Probably the last time you saw a Knight was before the "fix", were guards made the usual path of respecting the pallet.
I am pretty sure its been just a few weeks, since i did it the last time against knight. The only thing that matters is the distance to the guard. if the guard is to close, then hes going through the pallet, but with enough distance i never experienced a guard not changing its direction
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@Balrog said:
The 48m only applies around a pallet. Guards phased through dropped pallets previously which removed some counterplay opportunities. We had to readdress how Guards interacted with them so that players could counter. 48m is the range in which the pathing guard will give up the chase to give the Knight his power back, and does not change the hunt time.
I am confused… i am dropping pallets against guards for many months now if i was sure about them not being very good/important and the guards already did use another path around the tile when i did it, so what exactly is the change?
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I can't imagine it affecting any chases, because i don't know what they changed compared to before. I am running towards weak pallets and drop them for many months against guards, because they run around the loop if you do so, except the distance between me and the guard is to small. I never experienced something different. For me it feels like it is written into the patchnotes, so Bhvr can say "we mentioned it being like this in patch 10.1.1!"
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Tbh i noticed that hitting great skillchecks been much harder for me since the last engine update. If skillchecks are linked to the framerate, then this is maybe the reason, because i have a lot of issues with random framedrops in game. Although steam is telling me, that i am plaing with 120 FPS, it sometimes looks like 30 FPS to me and maybe this affects the skillchecks well.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077456#Comment_4077456
If we are talking about BHVR then they will bhvr'd it. My question is to the concept that once solo and swf are equal we can balance the game. The issue is, no one wants to pitch ideas on what that would look like.
Sry i dont really want to think about how to balance the game, after swf and solo-q got closer, because its a new topic itself and i cant really build my opinion on it without knowing how the statistics will change with it. It makes no sense to me to think about something which is 2 steps ahead if i need to take one step first, which could lead into a complete change of direction, so thinking two steps ahead would have been a complete waste of time.
I focus myself here on buffing solo-q while swf is not really getting benefit out of it. -
@Mr_K said:
If solo and swf were equal, impossible as you can't mimic team experience, how would bhvr balance the game after? What nerfs or buffs would each side receive?
I would never try to make swf and solo equal, because its just impossible. I just want it to become as close as possible, so Bhvr gets better data for their statistics, so they can look at it and react to things being good or being bad.
In my opinion the game is Swf-Sided at the moment. Survs are in general pretty strong because of the gens being done so damn fast. So on the survivorside i'd look for Solo-Q Buffs in general, like the one i just talked about or status effects being shown in the Hud.
The first thing to focus on imo, after getting Solo-Q and SWF as close as possible, is the main objective. Gens are going damn fast, thats why the meta is almost everytime Killer running full antigen builds. In my opinion every single perk regarding Gens should be deleted and the objective needs to be redesigned or extended. But not in the simple way by just raising the timer for a gen to be done. I'd say nobody likes to do a gen for 2 minutes. The first thing coming to my mind is for example an additional objective, f.e. Survivors need to open chests to find a Genpart and they need to take it to the gen to start repairing it (its just a random idea coming in my mind to make the games last a little bit longer). -
@Coffee2Go said:
I noticed it too, running 9800x3d and 5070ti on my end at 1440p
Changing presets also does not fix this.. it occurs maybe now once or twice a every match
Thx a lot, its at least good to know that its possibly not a problem on my side. I hope they gonna fix this, because the game feels weird to play like this.
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@Navenallimcam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063970#Comment_4063970
Ironically, yes.
The killer has 5 gens to build pressure. If the 5 gens pop, that pressure is measured and if the survivors are alive, healthy, etc, tell me why the killer shouldn't be punished? If survivors play bad, they lose the game. If the killer plays bad, they should lose the game.
If this scenario is 'unwinnable', stop putting yourself in the scenario. As killer, you can do that. Why would you chose not to?
Okay there are some points wrong in your mindset imo:
1. The gens are putting more pressure onto the killers, than they do on the survivors. Genspeed is damn fast…thats why full Gen-Regression Builds and Tunneling is a meta for years now.
2. You picture it like losing basekit bt in endgame is an automatic kill and this is just wrong. The unhook is free with at least 2 Survs running around, so if the survs play good, they still can unhook and escape, while basekit bt just is a free escape in many cases. The only situations where this wouldnt work out well would be against strong killers like blight or nurse, but they are already able to outplay the basekit bt because of them catching up so easy. So basekit bt is hurting weak killers the most and weak killers of course are more often against more survivors in endgame.
3. You act like the survivors need to play good to reach endgame, but this is not correct imo. The only thing they need to do is knowing how to do gens and predrop Pallets against most killers, just to waste time. Endgame isnt that hard to reach against most killers. And this is why i feel your thought of "punishing" the killer is wrong. The basegame isnt designed to get many kills before endgame. Genspeed is to fast, many Maps are unbalanced, many killers arent strong enough against a same level survivor team. -
Dying Light needs some work. When the Chucky PTB released, i really thought Dying Light could become more used. in the Ptb, if i hooked the Obsession, the Game did count this hooked survivor as a non obsession because of the switch, so i could get a stack of DL with every single hook. Sadly they fixed that and it doesnt work anymore, so Dying Light still gonna be unused, although it should be in the interest of anyone, if the killer goes for as many hooks as possible.
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I read so many times the 3 second nerf killed ds back then. Sry do i misunderstand the meaning of a killed perkß Ds is still a pretty often used perk and people who know how to use it can benefit from it barely anytime. Of course ds is useless if you notice you are geetting tunneled and run into a deadzone.
In my opinion ds is fine as it is, but i am interested what changes they will make.
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@vol4r said:
Hi!
So basically MFT is gonna be dead soon, this perk literally gets killed by planned change.
Again survivior gets something good nerfed, while all killers run pop + pain res + 2 more gen regression perks every game which makes game impossible to win most of the time - why aren't killer perks getting reworked if the pick rate is so high?
Impossible to win? Nonsense in my opinion. There are round about 10 Anti Gen Perks for Killers and the most used are scourge hook and Pop. And why? Because the others are mostly garbage and got nerfed hard (Ruin (which still is a hex, while being so bad and deactivating itself after 1k...), Overcharge, Call of Brine, Eruption, Oppression). And Mft wasn't just good, it was to good. 3% speed boost for getting injured was bs right from the beginning.
"Why aren't killer perks getting reworked if the pick rate is so high?" Shall i remind you about Old Eruption? very often used perk. barely every Killer used it and it got nerfed. Maybe you should try to see changes more objective instead of looking at it subjectively.
Mft doesn't get killed. It is useful in 2 ways:
- Perfect perk for anti-tunneling in combination with Otr and an exhaustion perk
- Perfect escape perk in combination with an exhaustion perk if you manage to heal a mate.
The biggest problem with Mft imo was the fact, that survivors get a 3% haste for getting hit. Thats just stupid. Now they have the need to earn the 3% Haste with healing a mate or the killer has to decide to tunnel.
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I am kinda confused tbh. Peanits says they are trying to fix the worse female vaults, but whats about the vault speed? Even though the survivors get the intended distance, the fast vaults still gonna be as fast as the medium?
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@legion228 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536557#Comment_3536557
im saying that because im tired of all thats circus of "pls nerf mft i cant mind game"
im iridescent 1 killer main and i dont had any problems with that perk + hope
all you need to learn how to mind game and how to use your lunge attack to get an hit
Oof, reading stuff like " i am iridescent 1 Killer" like it is making your arguments stronger. Everyone can be Iri 1 if you play long enough. It isnt that hard. You could be Iri 1 and still get easy survivors, because your mmr isn't that good. But okay, i am going with your "good" argument.
I am Iri 1 Killer main as well and ive noticed mft pretty often, because i did win a mindgame and just because of these 3% haste combined with the smaller hitbox, the survivors managed to get to the pallet or window. If you cant tell if someone is using mft i am not very convinced how good and experienced you are.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506720#Comment_3506720
Nice talking, but missing the point.
I only talked about WHEN those Perks were released. I never said that the Nerfs were not justified. (Even tho, the last DS-Nerf was not justified and the last CoH-Nerf was not justified as well... IMO letting it only work on one floor would have been enough as a Nerf in its state before the nerf that made it useless).
My point was just that it is very, very rare for Survivors to actually get good Perks. And a Perk is also not good if Killer Mains cry about it in the Forums pre-release and then notice that nobody is using it, because it is bad.
And the thing is - something like Made for This HAS to be strong to make Survivors not use Exhaustion-Perks. Killers complain about Exhaustion-Perks and Made For This is an alternative which has to be strong. Otherwise there would be no point in using it. And IMO, the average Survivor will probably still get more use out of Lithe and Sprint Burst.
(Killers on the other hand usually get at least one decent Perk per Patch and sometimes a Perk which can be good on certain Killers. Maybe End Transmission might be an exception, but I have to say that Forced Hesitation is slept on)
DS Nerf was justified. Most people crying about the shortened stun are those, who try to run as far as possible with the killer, getting downed somewhere instead of getting downed smart close to a window or a pallet.
COH Nerf more than justified. Just working on one floor? Yay so it is nerfed for 5 Maps ...great idea (sarcasm btw)
The survivors being able to heal themself anytime was just stupid. COH by itself countered the hit and run Playstyle completely. Twins got barely destroyed by this perk, because Twins are at their peak, if all survivors are injured.
Your next point. Survs getting good perks is very rare. So let me look into the perks we got this and last year.
Nicholas Cage:
Dramaturgy High Risk Perk, but a Sprint Burst for 2 Seconds is just like the old Dead hard. You can manage to get to a Window or Pallet if not used brainless.
Plot Twist, first i thought its a meme perk, but i see it often when i am playing surv and killer and i did see some really good uses of it.
Gabriel: Made for This, i guess i don't have to say something about that.
Renato: Background Player, great perk for Flashlightsafes or Palletstuns.
Rebecca:
Reassurance, great Perk if Killer is camping. Extremely strong within a Swf.
Hyperfocus, not broken strong, but still a strong Perk especially with Stake Out
Ada: Wire Tap, Good Perk, especially in combination with repressed alliance.
In my Opinion there are some more good perks, but i just listed those, i do see pretty often.
So 7 Perks within the last 6 chapters
On the other hand there is just one Killerperk within these 6 chapters, i see pretty often used by killers and this is Nowhere to hide from the Knight.
So i don't really get your point if i am looking at this.
And your argument regarding MFT is nonsense, because MFT works so damn well with exhaustion perks, except of sprintburst. You get hit? Just use MFT to get to a vault or a higher place to use your exhaustion Perk or loop the killer, just to use your dh as soon as he catches up. It seems like you dont get how damn strong these 3% can be. There were many moments were i managed to get a window or pallet after losing a mindgame, just because of that. Or on the other hand i didnt manage to get a surv after winning a mindgame, because i couldnt catch up enough with it. And btw Knight isn't a strong Killer, because it is easy to outrun a guard. But with MFT its just impossible for 2 out of 3 guards to catch up to the survs, because they are moving 0,02 m/s slower. Seems like a little number, but this hurts Knight for example a lot.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486887#Comment_3486887
Or maybe we should get anti-tunnel mechanic or perk which makes survivor lose collision. Let's say for 60 seconds.
Survivor can't use it as weapon. Killer can't chase them.
Ofcourse this will make tunnelling less viable but for cost, they can buff killers in general.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486900#Comment_3486900
Hey Mr Killer, please don't down me here. I am on dead zone right now, my DS will be wasted because i have not any loop near. Can you please get me down next to shack. Thank you so much!
Stupid idea to make them lose collision. You say they can't use it as weapon? It won't last long until the first survs use that lose of collision to flashlightsafe and palletsafe a downed mate, because they dont have to fear getting hit. And to make it impossible to tunnel someone out would be way to much, because the gens go way to fast.
The best way to go against tunneling is slowing down the game. For example by making Hex Totems invisible. So Survivor have to cleanse every totem until they find it. Would be much fairer for Killer with the 90% crap totem spawns. The game lasts longer, because Survs need to find the totem -> Gens arent powered as fast -> Killer isn't forced to tunnel to slow the game down.
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Nah, there is still stuff to complain, because they need to adjust his hitboxes. It is bullshit i am dropping a pallet and getting slammed against the pallet i just dropped. If i get a hit...okay its fine, but if i get grabbed on the other side of the pallet, i lose distance, i could have got, if i just got hit by an attack. Weskers Dash-Hitboxes shouldnt be the same as attack-hitboxes.
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Its damn strong. I used it the last 3 hours of playing survivors and its so funny to notice, how many vaults i manage to get while knowing i wouldnt got them without MFT. It is just so damn stupid to give the survivors a reward for getting hit and yeah it stacking with hope is just huge bs xD
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@andrewcurran99 said:
Update:
Even with skilled teammates, the doctor is still ridiculous. I’ve played 3 today. 2 sent us to Meat Packing Plant and one was on Raccoon City. I play with 2 other friends and we’ve been playing for over a year on this game.
All 3 doctors did the same things. Had perks that messed with your quick checks, zapped you as you tried to drop pallets and killed all 4 survivors.
I’m really and truly sick of this killer. It is so cheap playing against the doctor who is using and abusing the systems of the game. Maybe it is fun as a killer, but it is NOT fun to play against this kind of doctor as a survivor.
I need a nerf on him. Make it so his power doesn’t impact quick checks. It needs to happen.
As you said "YOU need a nerf on doctor", but do you know what it means in general? You need to get better in hitting the skillchecks. I like going against Doctor with merciless storm because its kinda funny how the skillcheck is warping all over my screen and its still possible to do it. Tbh it is the only killer who can use merciless storm because this perk is just bad. Its not that hard to hit the skillchecks. And MS triggers just once, so i don't see any problems.
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In general i agree with saying that gen-rushing doesnt really exist, BUT i had a few matches in the last days, where the survivors obviously used extreme good builds to do the gens as fast as possible. They picked a map with a lot of safe pallets and all 4 of them had extremely strong toolboxes with bnp and yellow charges. And damn the gens went quick. Of course i am not the best killer and i am sure there are plenty people out there, who could maybe manage to stop them from letting these gens fly, but in the heat of the moment it just felt damn broken and impossible to handle.
A match like this is a rare thing happening to me and i read stuff like "gen rushing *****" kinda often after some rounds playing survivor. Its just stupid to blame others for doing their objective.
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Had almost the same situation. I unhooked the survivor, who straight went to the exit gate. I got chased and downed, because i were running into a deadzone unlucky. I got hooked and my mates just left without letting me try to unhook myself. When i asked them, why they didnt let me try to unhook myself they just said "because you are the random :) ". damn that f***ed me up xD
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@Heytherebigguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427453#Comment_3427453
My problem is with how you phrased it. "easier to manage" thats a wrong statement in my eyes, the correct sentence is "the game is over". cause you've took a shorcut that the game allows. please explain to me why top killer main streamers never do 5 gen tunneling and only late game one if they lose? why they make it harder for themselves? I'm not getting mad at them, I'm giving them incentives cause some users say there aren't to not tunnel, you do you.
The game is over? I got tunneled just a few hours ago and its not over. I did manage to loop the killer long enough, so that everyone else was able to do their objective. Tunneling isn't a playstyle which is giving a guaranteed win, like you make it sound. I love it being chased and i have no problem with being tunneled, because it makes me improve my looping skills. Most of the time we lost after someone got tunneled has been, when survs tried to tank hits, getting downed and then slugged by the killer, because he wants the tunneled person out of the game.
Of course there are ways to 4k without tunneling and camping, but imo if you go against good survivors with an other killer than blight or nurse (maybe spirit as well) you gonna have a hard time winning, if you go for "fair" 12 hooks.
The game isn't balanced for hooks, it is balanced for kills.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406349#Comment_3406349
no u don't have to walk everywhere. U can 99 it and have full control. Sit on a gen and if the killer pull up use it. Lithe require u to take a bad route sometimes just to proc it. SB allow u to be safe in A DEAD ZONE. The best thing about SB is the versatility.
●You can 99 it! bait a swing and SB off which could be the equivalent of hitting a dh
●You can Traverse the map quick with it and sit on a gen to get it back.
●You can make builds around it with fixated and vigil. Which make dropping chase a bad idea for the killer given how fast u can get it back & get right back on the gen.
●You can fool killers into thinking u got lithe or balance at the beginning of the game. SB after dropping from a hill or before vaulting a window (this can sometimes fool even good killers)
Yeah you can 99 it, but thats just a specific moment in the game. What are you doing if you finish the gen? Are you walking around, because you are expecting the killer to come to the finished gen or are you running to the next gen and use your sb? If you chose the first option, you are slowing yourself down compared to no sb users. If you chose the second option you lose sb if the killer sees you.
"You can 99 it! bait a swing and SB off which could be the equivalent of hitting a dh"
I had to laugh a bit while reading that. SB users are so easy to notice. If the killer really tries to hit you, its not a value of sb...it is a value of the killer being bad.
I really like to go against survivors using sb, because it feels most of the time just weak. Yeah the survivor manages to get to a loop, but he also would have managed it if he just left the gen a few seconds earlier.
I am happy with more sb users, because i can deal with it way better than with dh.
"but you can just bait dh .... blablabla" Nah, you can't compared to sb and lithe you have situations with just no counterplay. There are situations, where a killer needs to attack, if he wants to end the chase. For example at windows and pallets. If the killer knows, he needs to use a long attack to stop the surv from dropping a pallet or vaulting, dh makes the uncounterable play. If the killer doesn't attack, the surv gets the pallet/window, if he does he hits dh.
At the end i just can say, if i see sb i am happy, because if the surv uses it as soon as he sees me, i can try to cut off his way to come closer. If the surv's waiting until i am close to him, it is fine as well, because the distance is round about the same as it would be, if the surv left the gen at the moment he saw me. And i dont have to mind lithe, bl or dh.
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@[Deleted User] said:
Recently a friend of mine started streaming DBD. We will occasionally duo together in survivor. She has TTV in her username and I can say anecdotally she definitely gets targeted more in games. Not always outright tunnelling, but it does happen fairly often that it led to me thinking about two issues/questions I’d like to pose the community.
Question 1- should the ability to hook the same survivor twice in a row, without any other survivor being hooked, be taken away from the killer? So you don’t have to go A-B-C-D-A in regards to hooking fairly, but you can’t just go A-A-A.
Question 2- Following on, should a survivor be able to be eliminated from the game without any other survivor being hooked or should some sort of minimum amount of hooks/other game state (number of gens done as an example) be required before a survivor is killed?
Now in the essence of transparency my friend is not the best player. So I’m aware one of the responses to these issues could be “if you don’t want to be tunnelled, git gud”. But there isn’t much incentive or opportunity to get better if you’re tunnelled out in a lot of your games. Also, I know putting TTV in your name (and being live) is like putting a target on your back, but for discussions sake let’s agree this doesn’t warrant being tunnelled.
My own thoughts are that I’ve always been wary of taking away a killer’s agency when it comes to managing hook states and kills. If you force a killer to hook in a certain way, killers could end up losing the game due to being forced to chase very good loopers whilst leaving the weaker ones alone- and weaker loopers can still do gens.
However, I am starting to lean towards the idea that a survivor should not be eliminated by being hooked three times in a row without any other survivors being hooked (or camped from hook one) at any point in the game. I know some people will say “but gens fly, sometimes you have to camp someone or eliminate them to get some momentum”, - I personally don’t agree with this- but I’m aware that I’m not as competitive as some other people when I play killer and that’s fine.
Now if this was made a thing, that a survivor couldn’t be eliminated up until a certain point, I know this would create other issues for the balance of the game. But could it be healthier to balance around such a thing? People have said in the past that killers have been incentivised either through perks or some nerfs on the survivor side to spread hooks but these changes still result in tunnelling. I would suggest that these incentives were never as rewarding as tunnelling so the solution is to remove the possibility of tunnelling entirely and then give incentives around that.
But I’m just spitballing here. I want to hear the community’s thoughts.
To both of your questions i can give a answer within one word: No
I don't know how good you both are, but with the new hud, the antigen-perks nerf and the rng of most maps the genspeed is already way to fast. If i play surv or killer, it is most of the time the same outcome: Killer gets first hook -> 1 - 3 gens are done or at least barely done.
Also i don't understand this complaining about tunneling. It is the objective to kill the survs as the killer. Why does a killer have to be nice and look for a new surv, getting a down on him and hokking him? So the survs can have the most fun? Sry but since when i have to think about something like that?
If i play CS:go and i notice someone who is weaker than the others and i can tell, where the person is going, i'll use this and get this person out for my own advantage.
If i play CoD and i am demolishing the enemy team, i won't stop, just because they could have less fun this game.
If i play Lol, i won't stop killing my enemy, just because he got ganked often and killed 15 times, not having a great game.
Do you see my point? Why do i have to care in Dbd, but in other games it is just normal to play for my own advantage.
Of course it can be annoying get tunneled out, i get tunneled out often as well, but i try at least to buy as much time as possible, so i am maybe the only one he is killing.
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Tbh i don't understand the argument "ruining other people the game" against tunneling. It is always a skill issue...always.
Do you complain against someone in Cs:go for using a AWP and oneshoting you? No, you try to play around or just get better than him.
I've rarely seen someone in a comp game saying "oh...i guess i am dominating to much...i should just play different so the others have fun"
There are a lot games and it is only dbd, where barely everyone is complaining about a way to achieve their objective, because its ruining the fun of others.
If i get tunneled, its mostly my fault. If i manage to loop the killer well, i can waste a lot of the killers time, while my mates can do the gens. It is just that simple.
And tbh i like it to get chased and try to improve my skills in looping. And i can understand the reason of tunneling as well. Gens are flying. Almost every game i see with this great new hud how 3 survs are doing 3 different gens and most of the time the killer lost 2-3 gens after the first hook. So yeah, tunneling a surv is a possibility for a comeback.
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I would agree with Trapper.
There are plenty of things annoying me about him.
- Your Traps spawn all around the map, so you need to walk to them, grab and place them at a good spot (huge waste of time)
- Most Maps don't support Trapper. Thin grass and bright maps...its just getting harder to find some good spots.
- If Survivors find your trap and disarm it, you are just left behind powerless. You need to get back to that trap and open it manually. Again a huge time waste for an already weak killer.
- 100% Escape after 6 tries.
Its sad to see Trapper where he is right now, especially as the Face of Dbd.
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@Trollinmon said:
Making it not a scourge hook would be a nerf to the perk honestly. The fact that you can avoid using the proc makes it have more value in my eyes.
The new PR is still a top tier perk like it was before but now it's mostly locked to players that want to spread hooks. Instead of using Agi+PR for 9 hooks you can just run new PR alone for 5 or 7.
There is less time needed to be wasted to get your procs since it's only 4 times and also less problems with hook rng since you only need 4 downs for the total value; unlike before where you really wanted Agi for the full value of the perk.
Yeah, i agree with the point of the nerf it would be to lose its Scourge Hook Part, but calling it a top tier perk is just something i can't agree on. You say you need just 4 downs. In fact you are right but if you put in mind, what you have to do to use it, its way harder. If you really want to have the maximum regression, you have to look, which surv you gonna chase. And 25% for the work of finding a survivor, who hasn't been on a sh until that point + getting the down and hopefully the sh wastes much more time than you gain from the regression. So chasing down survivor to get the regression will make you lose more time.
And i cant be the only one, who experience sh doing almost nothing, because the furthest gen got finished a few seconds before the hook.
These are just my first thoughts about it, so im curious how top tier it will be after tomorrow.
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Sry, but just no. All you need is just some Gamesense. I don't know, when i died the last time against a tombstone Myers by his Mori. If i notice myers needing way longer to get Evil III, i just assume it to be an Tombstone Myers. So if i hear his Tr i try to loop him as good as possible towaste some time, just to jump into a locker, so he needs to grab and hook me. There is nothing really overpowered with him, because at the moment, where myers is getting Evil II, everyone knows about him.
instead of nerfing him in such a weird way, just try to get better first.
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Why are so many here complaining about cob and overcharge stacking? if the killer is 3-genning and your mates have some brain so they are focussing another gen instead of the one you were working on, you just can tap the gen, hit the skillcheck (not very difficult) and you will easily make more progress, because even at the maximum of cob + overcharge (which is after 30s) it is just as fast as one survivor repairing and if you really need so much time to tap a gen...its your fault.
Be aware, while you are working on a gen, if you see the killer or hear his tr just get off the gen. Wait until he kicked the gen and go back to it, because the killer has to go back to the other gens. What regression do we have in that case? 5%? Eazy repaired within a few seconds.
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I am kinda hoping they are reworking every Mori. As we know they are trying to implement basekit-Unbreakable and the Finisher-Mori. But tbh Mori's how they are rn, aren't that great.
So i am hoping, Bhvr is reworking every Mori so the Finisher will be a highlight of the game! And to make at less repetitive and in a way profitable for Bhvr, they could give us different Moris in the store.
This thought came in my mind, right at the moment i've seen this Freddy 2.0 Mori from the Skull-Merchant. Maybe that is the reason, why it feels so much less creative, compared with the last mori's.
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@Spare_Them_Mori_Me said:
-"DH wasn’t nerfed, it was changed, but it kept the same level of power. A real nerf severely reduces its uses and has it become weak enough compared to other perks that it actually becomes one of the options instead of remaining the best option. Everybody still running it? Not nerfed."
It was nerfed. As much as people think a nerf requires something to be used less, it is not a requirement. It lost a LOT of power, and became harder to time. Literally a nerf. Same level of power? No, less in fact.
-"That said, I’m not at the point where I think DH isn’t in a good spot, but I think it could become more fair. Survivors think it’s fun and skillful and it lost DH4D so I’m mostly happy but my real issue is being forced into playing in a very specific way because everybody ‘could’ have DH."
Well, thats a choice you are making though. I understand its the #1 surv perk, but that should just mean you'll expect it. And it sounds like you do! So... I'm just lost at this point I suppose. I know people who have adapted well, myself included, and all these forums do is toss up some niche examples and say unbalanced! unfair! Not saying this is you, just saying. Its a repeating cycle.
-"Do I really have to play a solo mind-game with myself just because a perk exists? That sucks to do for every down constantly. Keep your perk as it is now but give me any kind of visual clue that you’re running DH and I can join you in the mind-game and we can battle it out instead of finding out later that you didn’t have it and I wasted time or you did have it and I wasted time."
Again, ive never had that headspace. Devs, if killers are literally doing this, that is playing around perks without even knowing if they have them, then please exclude this from decisions. It is, again, a personal choice players are making.
You 'think' they have DH? Then play around it or don't, either way its a guess, like all the other 50/50's the game presents in any given match.
Hope this didn't sound personal to anyone, just thoughts on everything. Likely won't be popular, eh.
Sry but what? DH lost a LOT of its power? Are you serious?
Lets just see, what we have lost and what we have now with the DH change
Lost:
- getting some distance with the activation to extend the loop
- Avoiding a hit without the need to mend afterwards
- avoiding a hit without gifting the killer a stack (remember me, stbfl ...)
- unable to use, when deep wounded
Got:
- extending the loop/chase anywhere, so you can run to another loop (great if you are in a dead zone)
- bodyblocking is even stronger because the killer has to hit a surv three times
- noed/devour hope gets countered, great to use against killers like Bubba or Billy (running into chainsaw to get a free sb)
- Trickster got a lot weaker because you just need to time DH the Bladecounter is back to 0
- losing more stacks of stbfl if you want to down the obsession
These are just the points, which came into my mind just now and if there isn't any big mistake, i'd say the biggest lose is the fact you cant use dh if you are deep wounded. But in exchange, if you can use DH, you can use it anytime you want and if the mindgame works, you have a bigger value with the sb you get.
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In my opinion it's hard to call Eruption like it is for the remaining days "uncounterable" as solo player. Of course there are situations, where you get hit by it, but especially with the new information i get as a survivorand after noticing what killer i am going against, it is possible to avoid some eruption hits.
And some killers do have some sounds, where you just could get off the gen for a few seconds. For example if you see a injured survivor and hear a nurse blinking, if you see someone getting trapped, spirits phasewalk, wraiths bell or deathslingers shots.
Yeah Eruption has been strong, but by far not overpowered. Especially if you think about the total regression compared to what a killer has to do for it. Going to a gen, giving the survivor time to run away, because you need to kick the gen. Right after the chase, where the killer has to get rid of 2-3 health states, just to make the kicked gen(s) lose 10% in an instant and 6,25% over time. The reason why i loved using eruption is, because it didnt feel like my regression is doing nothing. There are so many times where i use pain res and because of all these big maps i just barely notice the regression of 15% just because repair speed is fast imo.
I mean eruption makes the gen regressing for 16,25%...this is one survivor working for 16,25 seconds at a gen. and with two its barely the half. But because of the incapacitated status i had the possibility to get the hook and still go for the effected gen.
I don't like the rework of it, although i am happy they removed the 10% current progress back to total progress. But i can't really see the advantage of seeing the survs auras for 10 seconds, because of following reasons :
- I already saw if a survivor got hit by eruption, because of their screams and i had the possibilty to relax a bit, because i knew there are some people incapacitated
- I see the aura of the survs for 10 seconds after i downed someone...so what options do i have? Slugging the downed surv, just to make use of my 10 seconds and go for another survivor? Yeah will definitely be an option the moment unbreakable becomes basekit. Or i could use these 10 seconds of aurareading while i carry the downed survivor to a hook, seeing the survs doing the gen(s). Yup sounds fun.
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I dont think the last buff did change much. The only thing i noticed is, i am getting way more guards to chase someone, but they are still easy countered by running forward.
i don't know if i am playing him right, but i'd say his time to down is very high (except you get a double hit with your guard, which is pretty rare imo). There are some little things, i would like to change to make him better in general.
- Ability Placement: Pls Bhvr...why does he need to have space in front of him to use his Ability? Its sometimes so damn annoying, if you want to place a guard, but you can't, because you need to have enough space in front of you.
- Guard Swap: Yeah, pls make it so we can decide which guard we can use. Even if it means the cooldown becomes longer every time we use the same guard.
- A quick Summon Ability: I am thinking about something like this. If a survivor is within a range of for example 10 m, you see this green circle around them, like you see around the gens and if you see that, you can summon a guard. The Hunt Timer would be way shorter compared to a "Path-Hunt", but the Shift W counter wouldnt be as strong, because you don't lose to much distance if you try to get a survivor away from a loop. And additionally it would buff Knight in general, if he could just walk past a breakable wall and quick summon his guard to destroy it.
- The last point, if Bhvr belongs to the original thought about his playstyle with using paths: The longer the path, the faster the guards or at least fix the speed of the guards, so my guard won't become outrunned, although i placed him right next to the surv.
These are just some random ideas, but i guess some of them would be healthy for him.
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PE is a perk i just can see as a troll perk. I experienced way to often how a mate is joining me on the gen, activating PE, just to release it at the same gen...i mean really?? Until now i didn't experience any value from this perk. .
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Yay...here we see it again. Just enough people have to cry about something and the devs will look at it. Won't be surprised if they kill eruption just like they killed Thana (for the most killers), Ruin (which is still a hex...i mean why is it still a hex?) and Pop (which is only useful on already good progressed gens).
Of course the effect of Eruption is strong, but especially now with the new HUD i am able to avoid it even better. I know the killer and i see an injured mate getting chased. So i kinda guess how long the chase will be until the down and get off the gen. Yeah sometimes i wait 10 seconds for the down, but it is at least better than getting hit by eruption.
And i also run Repressed Alliance since some days, so the killer isn't able to kick the gen and put Eruption on it. Of course he could wait the 30 seconds, but time is something the killers don't have, so they often go for a chase and while i loop, my mates see the gen and finish it after RA stops.
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So it is still a nerf and what did you expect? Did you expect her to get a new ability, so she doesnt "ignore" the game mechanics? Without her range Add ons and her exposed hits she is much easier to play against. Shift W takes a lot of time and you can use the surroundings to block line of sight to bait her. And if you use DH you have 3 health states she has to deal with.
You cant expect the devs nerfing nurse so hard, so you dont have to use your brain.
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@IronKnight55 said:
Unfortunately, the survivor role is terrible right now. I recommend taking a break. I've been playing much less myself.
The Survivor role is terrible? xD
Sry, but thats just not right. Survivor feels almost like ever. I play solo and swf and i get my escapes and pipping is so damn ez. As killer i have to sweat and play kinda tactical.
As survivor the only thing i have to think about, is to avoid the 3-gen.
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Why should someone change that?
Think about it... the killer gains nothing from it. He gets no Chasepoints, he has only one hook into sacrifice, loses 5 gens pretty fast and is close to the hook.
Of course its annoying for the one surv to be on hook all game, but damn even with this one kill the Bubba is just getting stomped. If i get facecamped, i am sitting there, hoping for my mates to be fast enough to finish the last gens and escape.
bubba hopes for Mates coming for the rescue, but if it never happens, maybe they will some day learn how to play :D
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Funny how some people just say "use fontain add-ons and you are fine". If i play against plague and i hear the sound of her getting her dark vomit, i just hide. I dont lose anything by stalling some time. Plague becomes a very easy m1 Killer and i don't have to care about some abilities. I just have to loop a M1 Killer.
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@Pulsar said:
Ideally, we will have nerfs to quadruple slowdowns as well.
Yeah lets take away the only thing, which makes some more killers valuable! I can't wait to get even more genrushed, just because survs can't handle these perks. I play surv and killer and even in solo q its possible to counter eruption. if i see the obsession getting hurt and which killer we are against, i can kinda guess, when i have to get off the gen. Of course it doesn't work every time, but it is possible to avoid at least a few eruption-hits. Especially with the new HUD, it will be even more counterable, because you'll see when someone is getting chased.
Yeah i know slowdown perks are annoying, but if they nerf them, it will just shrink the variety of killers you go against, because some of them just need it, if you want to compete against good survivors.
And i am sure, the new survivor HUD will raise the efficiency of even a full solo q team.
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I can't really relate to people saying solo queue is stressful. I play mostly soloqueue and its so damn chilled compared to playing killer. As Survivor i don't care about escaping. I do my gens, try to unhook my mates and if i manage to escape, its great. I dont have to push myself to get to iri 1 with survivor...it just happens while i am playing the game.
But Killer? Damn this is stressing me. Every little mistake gets punished. One mindgame to much and a missed chance to get a hit are raising the pressure and i try to to the best to get at least a pip or a draw.
I had one killer round yesterday. Round about 15 seconds until i managed to find a survivor and after that (i would say round about a minute) i got him on the ground, carried him to the hook and on my way to a gen i heard 3 gens popping. The survs just did 60% of their objective in round about 2 minutes. Of course i dont get rounds like that every time, but it just feels frustrating from time to time.
I dont want to complain. Killer had been in way bigger disadvantage in the past and i'd say the game is going into a good direction. I just would love to be able to play even with weaker killers against such good teams. I love the variety in killers and their playstyles, but i feel like i am sometimes getting forced to use stronger killers, if i dont want to get destroyed.
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@jajay119 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309112#Comment_3309112
I don't agree that it's in any way the same as one survivor repairing a gen - this takes 90s as base. With a good combination of regression perks gens can reduce from 90+% to next to nothing, or even nothing, in no time - especially when coupled with the likes of Eruption, Pain Resonance and Dead Man's Switch etc. which they are more than they arent. When you have to leave a gen to go rescue, heal, get someone off the ground, enter a chase etc it's very easy for a gen to regress to nothing in that time and for matches to snowball easily - especially when there are less gens.
The thing is...there is nothing you can't agree, because its nothing about opinion, its about numbers and facts. Lets do a little example:
Lets say we have a gen on 90% progress. So we have a eruption regression of 10%, Scourge Hook PR 15%. Now we are at 65% (just to make it clear. Its a loss of 25 seconds progress if just 1 Survivor is repairing for 1 knockdown and the walk to the hook...in my opinion totally fine, because a solid survivor most of the time manages a loop of 25 seconds). Survivors who got hit by eruption can't tap the gen for 20 seconds (0,25 c/s x 20s = 5c / 5c = 5,56 %, lets make 6%) So we are at 59% progress. So i guess thats the meta for gen regression. We can also add pop to the calculation if the gen got tapped and it would be at round about 47% progress.
Yeah its a lot of regression, but its not even close to nothing! Its a loss of 43% -> 38,7 c (~39 s solo, 23 s duo, 20 s duo PT). But think about what the killer had to do to get this regression. Kick the gen, find the survivor, get a down on him, carry him to a scourge hook and kick it again.
I hope my example was kinda right. But i just want to show the total exaggeration of some people here.
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@jajay119 said:
This will be a majorly spicy take for many here, so be ready for that.
However, I agree. The fact that killers can have multiple l blocking/explosion perks coupled with others that can give up to 400% regression is absolute BS. If the regression didn't stack to so much, then fine. But it does.
Sry, but i have the feeling you just read 400% and think it is way to powerful. Do you know what 400% regressionspeed is? It is the same as one survivor repairing a gen. So its in your opinion way to powerful, that a gen is regressing at the same speed one survivor is repairing? And btw, you can just stop that regression by tapping the gen. The killer has to kick the gen to start the regression most of the time.
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@CursedPerson said:
Its pretty good to have the pallet stuns farther back since it helps with latency otherwise some people would get very little stuns.
How can you say it's good? It's just stupid, because it has a big influence into the mindgames to make the survivor drop the pallet. If i have to stand (exaggerated) 2 m away from the pallet to avoid the stun, how should i bait the survivor to drop the pallet?
So many times i tried to bait an ambush to make the survs drop the pallet, but i got stunned because of this huge hitbox.
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I don't understand, why the killer shouldnt be able to adept to the survivors... The only thing the killer is able to counter with seeing the survivors are their items. A simple "power up" of their abilities in the game. Items are extremely powerful in this game, so its neccesary for the killer being able to adept. A Flashlight is able to steal the killer his objective (hooking a survivor). Toolboxes are strong as well, because there are so many BNP after the change of the bloodweb. Same goes with Medkits. A lot of Instaheals, BT in a bottle and so on. The killer often needs to adept in some kind of way.
And i can't tell how often survivors prepared another character with items and perks, switching to them in the last second of the lobby.
It is a 4v1 in a (in my opinion) still survivorsided game, so please keep the killer the advantages he has rn.
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In my opinion its often the survivors, who makes me tunnel them, if i decide to tunnel. There are some points, who influence my decision to tunnel:
- A survivor is breaking my hooks. I cant afford to have a survivor in game, who is sabotaging my objective, so i need this one to be out of the game, so i can make sure to get the hook after a down.
- Bodyblocking survivors, after they got unhooked. I get it, why they are bodyblocking, but if they do it, they dont have to be mad, if i start to hunt them down. I decided to go for the healthy survivor, but the fresh unhooked one blocks may way to hit him. So im gonna wait for endurance to run out or hit the fresh unhooked one, triggering endurance. After that i have two options: First, i chase the healthy one, who got even further away after my hit and still needs two hits to get downed or second, i go for the injured one, who needs to mend and is down after one hit.
Of course there are some games, where i tunnel, because i notice the team being efficient, to slow the gens down, but most of the time i do it because the mentioned reasons.
And i have to admit, although i dont like to tunnel a survivor, i dont feel bad for it. The survivors barely always say the killer should care about the survivors having fun. Sry, but when do survivors care about the killers fun? They rush gens and tunnel gens without thinking about the fun of a killer.
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Of course i guess all changes at one could be to much, but at least some of them would improve the gameplay i guess. I like the idea and the design of the Knight, so its sad to see him losing so bad
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I played the Knight the last two days until i got him Prestige 3 and yeah, there is some stuff, i would love to be changed.
- The Pathing: It feels like The Guards are just brainless KI, even worse than Nemesis' Zombies. Everytime i watch my guards following survivors, it feels like the Survivors are drawing an invisible Path (like the Knight does with his ability) and the Guards are following this path..slow and steady. And this feels just bad. Of course you can sometimes manage to sandwich the survivor and with some good timing you can get two hits, but its very rare. The guards can walk through obstacles, so make them using this ability so they try to walk the shortest path towards the survivor. They are slow enough, so the survivor can react.
- Ability Activation: Its just bad how much time you waste to use your ability at a loop. To place my guard at a loop and get the survivor to leave it, i need to stop, find a place to use my ability (which isnt working everywhere...i dont understand why) and spawn him. In fact this takes just 2 Seconds, but the survs, i am going against, just use this 2 seconds and are just gone. I would love to have some kind of quick spawn ability. For example if the survivor is within a radius of 5-8m, the survivor is highlighted, like the gens and you can press the ability Button to spawn a guard, who is chasing the survivor for a shorter amount of time than the hunttime out of patrole.
- Callback of Guards: Its great to have the possibility to call the guard back, but its stupid i have to hit the guard...its just another waste of time. If i manage to get a survivor leaving the loop, i have to wait for my guard to despawn and for the next guard to be available, if i want to keep chasing him...why isnt it possible to just press the Ability Button to call my guard back?
- Ability itself: As we know the Survivors are able to see the green orb. i dont get it? Why is the survivor able to see my orb, but i lose the ability to see the survivors, so i can maybe react to their movements? If i cant see the Survivors, they shouldnt be able to see my orb...it just improves the quality of mindgames...where is the guard spawning? Is the Knight really using his ability to create a path or just to lure me into a different direction? And yeah of course the knight could spawn the guards right next to a gen with some survs on it, but as i can tell after the past barely 2 days, you can just outrun the guard, especially because they have to get to the point, where they've spotted the survivor.
So yeah, these are my first thoughts about some improvements.