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Sharpefern

Sharpefern

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Sharpefern
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  • @YOURFRIEND said:

    This turns it into "if you take the time to kick a gen and down a survivor before it's done, you get 10% regression on that gen"

    Does that seem like a worthwhile perk? Be realistic; nobody cares about skill checks. So just look at the core of the thing.

    Yes I do. It is the same base effect as Call of brine after 36 seconds of not being touched or Overcharge at a full minute. Both have secondary effects based on not being able to land great skill checks otherwise do nothing and both are highly used perks at the moment.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332423#Comment_3332423

    this 10% (currently 8%) is really just compensation while the killer kicks the generator the survivors repair other generators by 8%

    + take a look at overcharge any person can avoid it without any problems, if the eruption has a skill check, then this means the eruption will simply regress the generator by 10%

    although as I said, I won’t be surprised if in the update we have 1% regression without anything (remember ruin, bhvr likes to kill perks)

    1) Eruption is 10% you might be thinking of Jolt which is only 8%.

    2) 10% instant regression for any down, by any means, possibly on multiple gens is still really big. Overcharge is still a well used perk because of the instant regression and depending on the skill check can gain the extra 15% regression. Call of brine is even more popular even though call of brine give a maximum of 16.66% regression if it regresses for the full minute without being tapped. It would need 36 seconds of the 2x regression to equal the 10% that eruption automatically gives any time someone is down. Like neither of these perks are bad perks.

  • @DudelPuma said:

    https://forums.bhvr.com/dead-by-daylight/discussion/362966/eruption-idea

    never! that punish new and bad players...

    make it to 15-20% if you down someone and remove incap status effect

    I would think that it should not go higher than pop, under any circumstance since pop both has the limit of 1 gen AND a time limit. 10% is already really high for such a small trigger condition and near no cooldown.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/362966/eruption-idea

    this will make him useless, but knowing how bhvr likes to kill perk assassins will probably make it even worse

    The instant regression of eruption is the strongest in the game if at least 2 gens have it, 10% per gen with no limit. It has the potential (never will happen) of 70%. I don't think having incapacitation having something that can be prevented would make it dead.

  • Huntress.

    @CrowVortex said:

    I'd argue Twins / Freddie perks, at least for a paid DLC

    I will give you that for paid DLC they arent great but both Twins and Freddys perks have their use. Oppression is overshadowed by all the other slow down perks atm and its insanely long cooldown and coup feels bad only having a max of 5 that go away even if you miss. But both are alright (hoarder is only good on pinhead). and with Freddy Blood Warden wins are always fun and remember me is just overshadowed by no way out.

    If youre only going dlc Oni would like a word as I would argue that all of his perks are meme builds only. And for licensed ones I think Weskers might win over freddy.

  • This just got worse as it now doesnt show the aura to the survivor with the perk at all. Even after the bubble is gone


  • Basically I am trying to say a DC has minor effects on three of the four emblems but if instead of focusing on whats hindering you focus on what you can do you should still be able to pip with 1 person missing. Knowing what in the emblems does help. Totem finding will get you a little lightbringer but not really enough for what you want if you are dedicating perks to it since dull totems dont offer much in the ways of LB. That was why I was recommending a build change to max out what you can do with the 4 emblems.

    Lightbringer- Doing Gens, Being chased while gens are worked on, and Hex totems are the main ways to boost this.

    Benevolence- Healing and unhooking safely. A unsafe unhook essentially elimates everything.

    Survival- 5 minutes and 9 minutes for bronze and silver, escape for gold, never go down for iri

    Evader- Being in the killers terror radius or being chased.

  • @MisterMister said:

    https://forum.deadbydaylight.com/en/discussion/comment/3289170#Comment_3289170

    https://forum.deadbydaylight.com/en/discussion/comment/3289234#Comment_3289234

    Maybe you guys didn’t read what I wrote but I don’t have build issues or efficiency issues it’s the disconnects and suicides on hook at 5 gens leading to a 3v1 in just about every single game that is the issue. As I stated in my OP, 10 out of 10 games was a DC or suicide on hook at 5 gens.

    No I recognize this but disconnects and people giving up doesn't mean you auto depip. You have the same actions that you need to complete. If youre in a 3v1 you can still unhook, do gens, chase, and heal. If you continue playing to the fullest you should be able to safety pip most of the time and focus on pipping when you have others who actually play.

  • @AssortedSorting said:

    A person being on hook is inherently slowing gens down as the maximum number of potential repair is between three people, only two if someone is going for the unhook.

    I don’t think that there needs to be gen slowdown for reaching a threshold on a single survivor.

    I also don’t think that there needs to be a range for the passive hook feed for the effectiveness of a Hooked survivor, so long as the on-hook bonus is much higher than the passive drain.

    I would add a bonus for hooking a fresh survivor (One that hasn’t been hooked yet), inherently increasing the value of the Unhooker or other non-hooked survivors to incentivize going for others, and also to act as a tool if you’re just getting stomped compared to the other survivors by being the designated Unhooker if the Killer is intent on camping, as you’ll be creating a Hooked/Unhook loop between two Survivors that’s less lucrative as both have already been Hooked before.

    I do think there needs to be something that encourages the survivors after the threshold is met, otherwise unhooking them could be considered a liability. The one thing I really would want to avoid is leaving someone on hook.

    The reason for the range effectiveness is two fold. First is camp reduction as the passive increases more the further away but second is survivor urgency when the hook isn't being camped. Gens before friends cause a lot of survivors deaths even when no camping is occurring. Both survivors and killers are responsible many of the times a person gets out early

    I do like the idea of the of a higher incentive for first hook such as 15 points for first hook and 8 points for subsequent.

  • I am surprised noone has asked this but what is your build? I honestly don't think pipping in solo should be hard, escaping is a different story. Pipping with survivors generally follows something like the 2x2x2 rule. 2 good chases, 2 gens and 2 unhooks. 2 perks I think help out tremendously with solo are, Kindred and Distortion. Kindred because you can ensure unhooking is safer and that you dont waste time going for an unhook when someone else is already there. Distortion, one of the best survivor perks in general IMO, gives you information on the killers perks, and prevents you from being the target frequently. We'll make it can also help with your benevolence emblem. Bring a med kit unless multiple people are, in that case bring COH and a map that can track totems, less likely to get franklins. Information is your best friend in solo queue so aura reading perks will be the most helpful outside of your chase perk (possibly more helpful than your chase perk). Windows of Opp, Fogwise, Alert, Bond, and Empathy are great additions to know where your safe spots are, teammates are, and the killer is. If you make a build with 1 stealth perk, 1 assist perk, 1 chase perk, and 1 info perk you should do well. (example could be Distortion, Kindred, Lithe and Fogwise).

    Don't treat solo queue like SWF when it comes to your build. Meme builds are much harder to pull off and some great GREAT perks and items lose a lot of value in solo. Like Adrenaline is often very powerful because a teammate can trigger it while youre in chase. If you dont have a health state loss and are not in chase its actually a hinderance as it exhausts you. Toolboxes are weaker too because its hard to coordinate which gens you are doing to know which gen needs prioritizing. Deliverance, Prove thyself, Reassurance, Kinship, For the People, Botany Knowledge all work better with a team knowing you have them or helping you use them.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3285382#Comment_3285382

    As matchmaking will give you 5h player into lobby with 5K hours for everyone else, survivors are sometimes better of playing 3v1 then playing 4v1 with your shared pool. But sure - this is a bit extreme.

    The second point I made is that it's quite not entertaining when all you can do is wait and see your hooks drain and sit on gen hoping to do as much as possible. Or try to help that poor soul which does nothing if that person can't play.

    Also. read my first 2 sentences. It might help to make tunneling somewhat weaker winning tactics. But it still does nothing to address decision making behind tunneling. It would be still the same. Identify weakest link and tunnel until that person is dead (now you have more opportunities to find weak link).

    So part of the reducing tunneling is making it less effective on the killers side by making all survivors essentially equal. But the other part is putting more urgency on the survivors to place "friends before gens" both in having them sit on the hook for shorter periods of time and actually protecting the other survivors. Survivors will bring killers to the hook to farm other survivors so their chase resets and wonder why they get tunneled. With something like this system. The killer needs to leave the hooked area and find a second survivor, otherwise the hook doesn't get charged as quick. If the first survivor is unhooked during this time, the killer is across the map chasing someone else. So they can drop chase trek back to the hook and go for the original survivor but its gonna be much more effort than if they were in the area anyway how they can be with current camping and tunneling.

    The survivors should be baiting chases to protect in dangerous situations such as unhooks. Unhooking should be a risk that the survivors have to work around. If the killer cannot find a survivor to chase when a unhook comes in of course they are going to come back to the hook. They know 2+ survivors are there and one is currently still injured. This is why perks like BBQ and Chili are actually healthy for the game. They encourage killers to leave the area since they know where other survivors are. Stealth survivor tactics are fine but you need to recognize that those tactics only protect an individual survivor. This game is moving towards a team game. In prior situations its been considered a set for 4 1v1s for the killer and a 1v1 for each of the survivors winning being escaping or killing. Over time its been more and more adjusted to being completely team where the killer wins killing 3+ and survivors win by having 3+ escape even if their survivor doesn't.

    One thing I think a lot of people don't recognize is that with the way the game is currently designed both sides are both responsible and benefit from a survivor being tunneled. Tactically finishing a gen so it doesnt regress, hiding from the killer, not taking a chase all benefit in the individuals survival but hurt the chances of a safe unhook. And with killer getting someone out as quickly as possible protects your overall gens the most. Leaving an area where there is a survivor 1/3 dead who will be vulnerable once they are unhooked doesn't make sense. This is one of the reasons I think this might want to be an alternate mode. The goal is 100% the same but the best way to play it is different and more attuned to what I think a lot of both survivors and killers want.

  • @YOURFRIEND said:

    I don't understand the purpose of this or what it actually changes.

    Two major things that survivors complain about are tunneling and camping. One major thing that killers complain about is survivors gen rushing. By having the survivor have essentially a team health state this eliminates the main purpose of tunneling, getting a player out quickly. But at the same time survivors are needing to prioritize saving survivors or their health deminishes faster requiring a reprioritization for "friends before gens". The base goals are the same, Killer kill survivor repair however the strategy behind them have to be be adjusted.

  • @sizzlingmario4 said:

    No. Those perks are already pretty good as they are.

    I would’ve been okay with Jolt working with special attacks when it had a cooldown, but not now.

    Agree with the Jolt one its strong as is and to implement that it would need to reinstate a cooldown which would essentially just be debuffing M1 killers.

    In addition lets look at those killers with special attacks for sloppy

    Hillbilly/Bubba/Oni - is a 1 shot down so if you want these status conditions run Gift of Pain and get them on hook + added bonus when they do get healed

    Huntress - has begrimed head

    Plague - Laughs in broken

    Legion - has defaced smiley pin and joeys mixed tape - if anything just combine these add ons change it to purple and move BFFs to green or yellow and give him another add-on

    Wesker - already requires healing and disinfecting, revealing your location to not suffer a fate way worse than sloppos

    Artist - Thorny nest

    Twins- has rusty needle - could add mangled

    Pyramid head - has CC book which could get updated to include mangles since pheads add-ons are trash anyway

    Death Slinger- has 2 add-ons that inflict mangled given that he will also inflict deep wound it really doesnt need the buff of survivors breaking free ALSO having hem

    So the people this would benefit would be Trickster, Demo Nemi, Pig and Blight. Blight doesnt need his rushes to be buffed and both Trickster Demo and Nemi have add ons that noone uses or have multiple levels of the same effect that could be reworked to inflict this. And Pig does have add ons just that require the bear trap if concerned for her ambush they could just alter those.

    All in all the reason why these perks are specific to basic, not special attacks are because special attacks are inherently stronger and have their own specialties to go with them. The killer that would be getting the buff from this change is basically just blight in addition to rendering many add on without real value.

  • Ummm good question

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/356903/basekit-endurance-change

    What happens if the guy that unhooked did a 1 for 1 and cannot take the damaging state anymore?

    It says if you go are in an injured state you go into deep wound

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283733#Comment_3283733

    That sounds a bit counter-intuitive, obsession-wise.

    Maybe when you hook the obsession, another one becomes it (along with other incentives)

    I feel like its no more counter-intuitive as STBFL. You're killing all of their little friends. However it would make all of Michaels perks synergize really well for a non-tunnel build as youre only going to lose STBFL stacks if you attack the person last unhooked which might be a little too stronk.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283656#Comment_3283656

    Tunneling is largely on the game design. What do you get for hooking three survivors one time? You get nothing. What do you get for hooking one survivor three times? Gen speeds are permanently reduced by 25% of their potential maximum.

    Imagine one simple base kit change: If you hook a survivor that was not the last survivor hooked then all survivor actions (healing, generators, totems, doors, etc) are reduced by 4% per hook.

    This actually could be a cool dying light rework. When you hook a survivor they become the obsession and then getting a stack every time you hook a non-obsession.

  • @jmwjmw27 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282894#Comment_3282894

    You could have hit Feng there. You had enough time to go from Feng's side and get a free hit as she finished the unhook animation (If you went from the side you did in the video but aimed for Feng, Ada could have chosen to block or moved, we'll never know). I don't think Feng's unhook was amazing either, but unless Feng told you herself in endgame chat that she was banking on you being nice, this could just as well be her just... Unhooking. Simple as that. Maybe she has a daily or archive. Maybe she knew where her teammates were, and thought that running for the save after failing the oppression skill check was the best play. We can't say. But it is disingenuous to assert that Feng made that play hoping you would play nice, and that it is in turn Feng's fault you decided to go after Ada despite being able to get a free hit on Feng as the unhook completed. (Side note: you don't need an excuse to tunnel, you're welcome to do so whenever, you bought the game play it how you want. Just don't blame others for how you choose to play.)

    When it comes to Ada, she is clearly not very experienced at the game, she ran past multiple pallets she could have known were real and was trying to circle around a random object as you downed her. I would definitely not attribute that to "greeding resources" when she could barely hold a straight line - you can see her pathing losing her distance as she passes one pallet by a stone wall. Her best play was probably to take the hit then hold W to either shack side or the jungle gym by main, depending on where her teammates are doing gens. But expecting her to play a chase optimally (or suggesting she predrops a pallet!) to avoid getting tunneled is unfair to her, I think moreso when her chase after the unhook clearly indicates she's newer or has less experience.

    As for Feng "farming", I don't think what she did was farming. If the Ada was more experienced, that unhook and hit would have been fine. You said so yourself that if Ada predropped a pallet that you would have been dissuaded from chasing her, her position even after that hit was still decently strong. And you could have hit Feng as she unhooked, so it wasn't the safest unhook ever, but I don't have the context of the match to tell you that that was necessarily a good or bad play. What was a bad play from Feng was not taking the hit and instead clicking at you lol. I agree that the play you made was optimal, and it would not have been optimal to go for Feng, but it being the optimal play doesn't make it Feng or Ada's "fault" you chose to play that way. I don't think it's fair to expect either of them to know your mindset of wanting to play optimally and try to offer you a free hit and entice chase / try to become too hard to tunnel respectively. Feng saved her teammate, Ada tried to run away. You chose to capitalize on their mistakes. No one's "fault", even if misplays were made.

    As a side note, did you get any bloodwarden/black box or agi/mad grit value that game? I think your build looks pretty fun, wish I saw more builds like that.

    If I would have followed Feng directly I could have hit her but I didnt expect her to unhook because of how unsafe it was. I could see a reassurance play but that also would be unnecessary if she just didnt run to the hook. But since I went to cut her off and she didnt wrap around for the unhook there was no way for me to get the hit on Feng with Ada in between us. And although its a quick choice to hit Ada it felt in the moment when she walked, not ran, away from rock towards the exit gate not the map, that she was doing so to bodyblock and protect Feng.

    So checking end game Ada was Prestige 88 so I think she's got the hours. I personally think, and could be wrong, Ada thought I would take the Borrowed time hit then go for Feng, the survivors rulebook way. This would make sense as I didn't camp or tunnel the Vittorio when he was hooked and I didn't camp her but was brought there. This would make her run past the pallet, because why waste ,it and was caught off guard when I kept after her instead of the Feng.

    As for your blood warden/black box question. I did not get any value that game because it ended at 2 gens. But I did have a different game later where I had only 5 hooks on three different survivors when the last gen was complete and it turned into a 12 hook 4k with maxed out bloodpoints in all categories (which is super hard because you need I wanna say 3 endgame collapse death hooks in addition to 12 hooks) I actually got black box value on both exit gates.

  • @RaSavage42 said:

    It all comes down to the Feng going for the unhook... if she didn't then there would be no reason for this post (sorry for being blunt)

    Also getting the Hit on Ada does something... she can't ignore the Deep Wound status effect and it prevents the bodyblocking from happening (not saying that was her plan but anyway)

    No I 100% agree that its the Feng. My main point is that I too often here survivors blame the killer for tunneling when plays like this happen where the survivor side intentionally puts the killer in a position where there is no other good alternative.

  • Freddy with Black Box and Dream Pallets. There is something super satisfying about watching a survivor use a dream pallet. BUT nothing is as satisfying as a survivor opening the exit gate, tbag you and then get downed because they are blocked in for 15 seconds.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/356778/tunneling-is-sometimes-on-the-survivor

    I watched your footage, and disagree to an extent. For me, you clearly returned with the intent of tunneling, maybe since the moment you saw Feng leading you back to the hook.

    We can see Ada got in the way, but I honestly cannot see you trying to go around. She was more or less sandwiches by you and the feng, a hill on her left. The only way for her to not get into the way would have been to run away left imidiately after the unhook (from your pov). But how should she now beforehand where you and the feng would run to (assuming no swf)? If anything, the clip shows Ada trying to get away headlessly and some bad coordination between her and feng. She might still have tried to block on purpose, but the video does not really support that claim, imo.

    About Feng, I agree that she enabled this tunneling by her actions. She shouldn't have run to the rescue when being chased and could have protected Ada better / taken the aggro. Still, there might not have been much for her to do after the unhook, with Ada running in a totally wrong / unexpected direction.

    So all in all, for me both you and feng are "responsible" for the tunneling. It's not like you were forced to, as when the rescued survivor stands in a doorway or something to block for the rescuer. You could have run around the stones the other way and likely hit Feng after the unhook. You could have followed Feng after hitting into Adas endurance. But you choose the easier target, which is a perfectly valid decision. But not "enforced" by the survivors action, imo.

    Edit:

    I'm not denying the point you want to make, that survivors may actually create such tunneling situations by themselves, and then cry about it afterwards. I'm just thinking your video is not the best example for portraying this. The actions esp. of Ada leave too much room for interpretation, imo its not discernable if that was voluntarily or by accident.

    I don't see how I returned with the intent of tunneling. So after reviewing the clip like 30 times I am noticing that Jane existed and failed on the same skill check on the same gen, but due to the way that scratch marks work the only set I saw was Feng's. I honestly wasn't expecting her to do the unhook there because Ada had SO much time on stage 1 left and Reassurance is a thing which would explain her running to the hook. I did expect her to wrap around the rock which is why I went to cut her off. But the end positioning of Feng and myself had Feng placing Ada in between us.

    Had I been able to get the hit on Feng during the unhook instead of being blocked by Ada I would have had a different choice, where its even between Feng and Ada, with either one being a one hit chase, assuming Feng didn't have borrowed time because it would take me more than 10 seconds to get Ada. Like it would still be a slightly stronger strategic decision to go after Ada to place her on death hook, but I would have the same in moment pressure either way, 1 person injured one in chase. My side wouldn't have severely punished for being nice during Feng's misstep, or calculated play vying for sympathy.

    I will concede my comments on Ada's play were putting speculation on intent. I am fine as to say even that she is the victim here. However I would also state that its due to Feng's actions as survivor. Her actions dictated the choice. She effectively removed the pressure I had on survivors and reset her own chase at the risk of Ada being tunneled as the only good choice the killer could make. I see people placing the ownership of tunneling solely on the killer not recognizing survivors impact and agency with it. I like this clip because Feng made a choice to put me in the position where I have to choose between losing 100% of the pressure I have created or down the Ada. However despite that action people will still blame the killer for tunneling.

  • @jmwjmw27 said:

    As other commenters have pointed out, you decided to hit and then tunnel Ada before she had any agency in doing anything. And in almost any situation where you are physically able to avoid chasing the recently unhooked survivor but choose to do so anyway, you're tunneling, and your actions are not "on" any survivor. There may be cases where survivors enable you to do so, or make it easy for you to do so, but it's ultimately your choice to continue pursuing them. If you want to tunnel to win, or for whatever other reason, just do it, but don't act like it's the survivor's fault you want to play in that manner.

    Feng farmed Ada for a free health state. Feng should have been injured at that point in chase. Hitting Ada literally does nothing for me after her unhook unless she goes down. I would actually lose pressure because she is no longer on the hook. So going after Feng would be rewarding her for farming Ada. Especially given that Ada still had 30 seconds she could sit on the hook. Like I do put most of this on Feng decision to unhook. She shouldn't have. She is banking on the killers sympathy to make a poor choice to turn her choice from very bad to amazing double chase time.

    As for Ada, maybe I am overthinking her actions assuming that shes trying to greed resources hoping for me to let her go and going after Feng making which again changes Fengs action from being a really poor choice to an amazing chase reset. I still say Ada's best move was to run in front of Feng both because the main building would have been there and because it would have put Feng between us. Her second best move would have been predropping that pallet to add distance. However the craziness of the chase could have clouded these thoughts.

    Regardless of Ada's motivations I stand by that Feng farming Ada is the reason main Ada got tunneled. The situation I as the killer was in was do a HUGE throw in wasting the past 45 seconds just to reset a chase and lose the pressure of the hooked survivor, or go after Ada because of Feng's misstep. Like I think that the base kit endurance is great for intentional camping and tunneling but in a case like this I would have previously had the option to slug at the unhook, which is essentially her not getting unhooked, and start a chase with Feng after 2.5 seconds as opposed to 14. I don't get why this onus isn't on the Feng mainly and worsely if killers do do the throw tactic to be nice it encourages Fengs type of gameplay because she would have literally gotten a free unhook with killer chase reset for 12 seconds of Ada mending.

  • @Huge_Bush said:

    If memory (from when Stranger Things Chapter) serves me correctly, the Devs don't want underage playable characters in their game.

    Laurie, Cheryl, and Quentin are all 17.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282712#Comment_3282712

    This. There was no time for Ada to move out of the way. That video doesn't look like any attempt was made to go around Ada for the hit on Feng. Not only did Ada only make 2 steps before she was hit but killer went around hook to hit Ada once unhook finished instead of Feng. Since she was hit so quickly she also was already in the dream world by time she would've noticed that pallet so wouldn't have known if it was real or fake.

    The Feng shouldn't have unhooked with the killer right there and 2 healthy survivors still in the match - she should've lead the killer away or at the very least put herself between the killer and Ada if she's going to make plays like that. There's no way though the killer wasn't going to tunnel Ada - they made sure to hit Ada and the instant excitement of "now you don't have dead hard." If you are looking forward to no Dead Hard you aren't giving up that opportunity because a pallet was dropped or to go after a healthy survivor with a flashlight nearby. Not saying it's wrong - devs really haven't done anything to stop tunneling and it is efficient if you want kills quickly - but Ada didn't do anything to encourage getting tunneled.

    She was awake. You can see it in the HUD that she didnt fall asleep from that hit, no laurels. You have a buffer time from getting off the hook.

    I agree that Feng made the bigger mistake. But Ada could have easily avoided by literally going in front of the Feng. She 100% had the ability. She leaves the hook walking until she gets hit and then goes to the only unsafe tile in the area.

    I believe I said " Ya know what thats actually fine now you dont have dead hard" as in not who I was going to go for but this will work.

  • @Ayodam said:

    Ada’s feet had just hit the ground when you hit her the second time. She couldn’t go anywhere. But Feng kind of positioned her to get hit. Not like Ada could do much to avoid you in that situation, and she couldn’t go left because there was a structure there and she couldn’t move right because there was a structure there as well.

    I also could be wrong but during the time and looking back on the clip it felt like Ada was walking until hit not running. Its hard to tell but Fengs lead does increase a bit despite Ada having 10% haste.

  • @Ayodam said:

    Ada’s feet had just hit the ground when you hit her the second time. She couldn’t go anywhere. But Feng kind of positioned her to get hit. Not like Ada could do much to avoid you in that situation, and she couldn’t go left because there was a structure there and she couldn’t move right because there was a structure there as well.

    I do get that and I would put that on Feng rather than Ada. But after the hit Ada definitely had choices to avoid me choosing her in chase. Pre-dropping the pallet would have been enough to dissuade me from continuing. Or she could have used the speed boost to get in front of Feng pushing the chase onto her. Both give up some of the survivor resources but no more so than if Ada wasn't unhooked in the first place since the unhook essentially reset the chase.

  • @Grandpa_Crack_Pipe said:

    Sometimes survivors give you no reasonable choice but to tunnel and get mad for it.

    Sometimes killers go far out of their way to tunnel from the very get-go.

    People like to make it out like it's all one or the other and I don't get why.

    Exactly. Both do occur. I have definitely seen killers refused to hit someone body blocking effectively to the point that they actually lost more distance than if the killer would just taken the health state for no reason other than trying to damage the tunnelled survivor.

  • @Katzengott said:

    Copied from the perk description: ("... all affected Generators explode and start regressing ...")

    So it wasn't a (shadow) buff, now it just works as intended.

    Jolt and Pain Res do the same thing. But if a person is on at the time of regression they will not regress because ya know someone was on it. You know this because Pain Res/DeadMans does not continue regressing after deadmans and Jolt if you lunge to down a survivor working on a gen, downing them the gen will take the 8% but not still be regressing. All three always would regress if someone wasnt working on them but if there was someone working on it it would immediately stop the regression. The fact that there is 0 warning to let go and 0 way to stop the regressing once its triggered is the problem. It is the Pain Res/Dead mans switch combo built into one except stronger because they dont need to be hooked let alone scourge hooked and the regression continues after the delay is over.

  • I was wondering if this would be mentioned. Its ridiculous that the STRONGEST perk in the game got a 7% min buff. Like why?

  • @wimpy said:

    Everyone should be relieved. I have checked and this bug seems to have been fixed.

    https://us.v-cdn.net/6030815/uploads/JM5YJXSN1Q9K/image.png

    I was just about to comment this. I saw the same thing.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268564#Comment_3268564

    They did interrupt actions on the PTB.

    Which means now that it‘s every 25 seconds, this perk with thrill of the hunt might actually do something. It would actually be impossible to cleanse the totem outside the terror radius since it’d take 28 seconds to do so if thrill has 5 tokens. You’d need to get rid of thrill while FTD isn’t active.

    I was thinking the same thing like a thrill/devour on a stealth boy/girl

  • @Peanits said:

    The part that scales between tiers is now the frequency of Survivor screams, which is now every 35/30/25 seconds (previously random between 20 to 40 seconds).

    While we are asking questions about this perk, will all survivors scream at the same time or will they be intermittent. Second question do the screams interrupt actions

  • @HuntresssMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261276#Comment_3261276

    Yeah, the perk should lift its hex status, it would make it a more useful perk, but it couldn't be consistently applying the buff, it would need a trigger of some sort. I can understand why it's a totem though, you need to have a trigger of some sort to have it be a perk, and making it a hex would be much easier. It does need a buff though, so I think the devs need to add something better to the hex, but still keeping it a hex and a decent perk.

    The only way I could see them lifting the Hex status without making it OP is changing it to only being active while a survivor is on a hook. Either keeping it as stacks this way OR just having it be while a survivor is on a hook you do not get notifications for skill checks.

  • The reason I dislike Eruption is I feel it is too strong in comparison to the other perks that do similar things. It does:

    • 10% max
    • 25 second incapacitated
    • scream reveal
    • no limit to the number of gens
    • triggers on any type of down
    • super short cooldown
    • no time limit.

    So other instant regression perks include Pain Res, Pop goes the Weasel and Jolt.

    • Pain Res- Only 2.5% max more, when you account for the initial 2.5% that the gen loses, Hits only one gen, requires hook instead of down and a special hook at that, doesnt reveal location although scream is still present, doesn't incapacitate. The plus is alway hits max gen and doesnt require a kick.
    • Pop- This perk literally doesnt make sense anymore compared to the others. 20% current progress, so unless the gen is over 50% a single gen of eruption does more in regression alone and 2 erupted gens will always do more. Occurs after the hook. Has a 45 second time limit after the hook. One gen per hook. No notification. No incapacitation. The only plus is if you find a gen after hooking someone that has over 50% progress within 45 seconds compared to eruption only triggering on one gen.
    • Jolt- Requires a basic attack so survivors avoid this loss by hopping in a locker or if the killer has an M2. 4.5% less regression, when you account the initial 2.5% gen loss, Less control over gens that get hit by it since its in a specific radius. The plus is not requiring a kick, no cooldown.

    I think Eruption needs a cooldown like CoB. CoB only does the extra regression for 60 seconds, Dragons grip only triggers after 30. I think if eruption had a cooldown where the eruption expires after some amount of time it would be less oppressive because especially for high mobility killers when there is 3-4 gens left if they just kick them all they can commit to a chase knowing once they win the chase all gens lose 10% max. Either that or give it the Pop nerf and make it 10% current progress. Also slimming the incapacitated down a bit I think would nice. The update nearly doubled both the incapacitated time AND the regression amount. They 100% overtuned it.

  • I think I am a solid 50/50 split. I like playing both roles because it give a more rounded view of the game (however I swear vault hits just are always against my favor.) It also I think helps with both sides of the game. I can learn how to play the opposing side better from seeing what they do that's effective. I also thinks it gives me a better mindset of the game, I will almost never us a map offering now because it feels scummy... on both sides. In that same vain I don't bring BNP or Syringes nor the beloved CoB/Eruption combo.

  • But the pipping system isnt based on kills by any means necessary. If you dont let survivors heal you have issues with chaser, same thing with camping. If you dont hook enough times devouts an issue. If you are doing most of your work at end game with noed or something then both chaser and gatekeeper.

  • @Yatol said:

    maybe shattered but otherwise hopefully never

    NGL I would love to see snuffing being replaced with breaking. Either that or having hexes work like boons where you could ignite a different dull totem if you see it at snuffing speed. But I am unsure how balanced that would be. Devour stacks would have to drop off if you replaced the totem

  • I mean in the big overhaul they got Base kit:

    • 2 stacks of save the best for last
    • Tier 1 Brutal strength
    • Survivors getting less of a speed boost after hit
    • Faster bloodlust
    • 10 seconds to gens

    I don't think that BHVR is targetting one side or the other but trying to maximize gameplay experience for both. The finisher mori also is adding time to how quickly the survivor can pick themselves up.

  • I am actually fine with the double nerf. I do understand why they did it, BUT saying that I think they need to revert the changes they made to sound in patch 5.1 and go back to increases and decreases in sound be additive not multiplicative. Like if you have Iron will active and you are in a locker you should not be making grunts of pain. OR if you have Iron will and No Mither you shouldnt be making grunts of pain (its real quiet but its there).

  • @NerfDHalready said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266714#Comment_3266714

    i don't know, it almost felt like an anniversary event, you had exactly 3 anniversary stuff in a web. i think just a strong coincidence, i got 3 prestiges and saw insane amounts of maps

    So if I understand the blood web correctly, its not direct RNG but basically two sets of RNG.

    The first RNG is color and is not pure random. Each node would have a % chance of being a specific color. If I understand it right the inner circle has a much higher probability of being brown and the rarity goes up as you go to the outside circles.

    Once color is established its random based on the possible offering, items and add ons. I believe that this is pure chance in the pool but there might be a separation an RNG of what type of node it is beforehand.

    Event webs are different as there is an addition rarity added into the bloodweb. I did have some webs though with 0 event offerings/add-ons but those were all between levels 1-5.

  • Welcome to the Eyrie of Crows. There is a reason you see survivors often bring it as map offering and I dont think I have ever seen a killer use it as one. (Hint it's not a balanced map 😂)

  • You really shouldn't see a difference between her and other killers since all killers have the same number of each thing. Three map offerings in a single web isn't unusual depending on the level. Like 30+ I wouldnt be surprised because map offering are over 1/2 the total green offerings.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264750#Comment_3264750

    huntress is just as weak to rock loops as trickster is. the difference is that huntress can punish pallet drops if she makes the right read. Trickster's can't throw enough knifes in a pallet drop animation. I think trickster is suppose to be like plague where you should be able to hold his knifes in a loop without losing much m/s. Because he takes more hits to down, he should have higher movement speed when in throwing mode because he spends the most time in throwing mode compare to other ranged killers. that's my theory to why he feels slow. That is also why his main event is total garbage because moving at 96 m/s in main event means that you can loop a rock and he can't hit you.

    He could have normal terror radius and removal of lullaby, but if you remove his lullaby and turn into normal TR, then huntress should also have no lullaby. Wooden fox huntress would be super funny to play. I would say he's probably above average if your really really good at him like 6/10 but for most killer players, he's just impractical to play. there's just not much reward to playing him. Not enough of advantage when the other range killer is more simple and offers same/higher rewards.

    Depending the length of the rock loop huntress and trickster can line up a shot. But huntress just needs to hit it once where trickster is resetting his loop for 1/3 of a damage.

    Huntress Lullaby is because she can do long range damage by landing a hatchet and no indication would be super strong on her. Trickster cannot do that because you get the lovely notification of knives 1 and 2 going into you and you still need to get hit 4 more times

  • @FentV1rus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264776#Comment_3264776

    I actually went back and put my reasoning of listing Artist second. They already have T3 CoB, Overcharge, and Eruption for all of their killers. These perks are just as good as Pain Resonance, CoB and Eruption being arguably better in a lot of situations. They would get more benefit from Deadlock supplementing their current regression since you literally have to do nothing to gain benefit from it. At least, that's how I see it.

    I see your point. It is a tough call but I will concede that Pinhead is probably better first with current perk setup.

    That said I would level both to P1 before leveling either to P3 just because of how valuable their perks are and because the perks will then appear in the bloodweb for the other characters so you get more perks in the blood web for future characters you level. This has the secondary benefit of making bloodwebs go faster. When you have all the perks the entity starts eating after 5 but if there are 2 perks on a web the entity will eat at either 5 or whenever you grab the first perk (at 3) like king suggested with the maths. And although 2 nodes may not seem like a lot the big thing is since the entity starts eating sooner a better chance of leading them to a big branch so it might only be 2 nodes but it could also mean like 10.

  • I would say that it depends on who you want to play some of the time.

    Like if you like trickster or huntress - Dredge (Darkness Revealed) and Legion (Iron Maiden)

    If you like Pinhead - Twins (Hoarder)

    If you are just looking for general good ones I agree with Fent but I would go with Artist first then Cenobite. However if you wanna be a nightmare go Artist/Deathslinger (Dead Mans Switch).

    I would say Trickster is also good just because of No Way Out.

    The only thing I can say for certain is level Huntress last LOL

  • It depends on the survivor, same with killer. I find more often than not if I play "fair" or at least start "fair" I dont experience the salt. The past few times I have gotten salt from survivors I have also gotten defended by the others. I really wish more people would play both roles as I think it would help the us vs them mentality.

  • I say for me it depends on when the DC is. If its super early in the match, no relief nothing good just sadge. But if a couple gens have popped they would be like 6th hook or something and I still havent killed anyone. I am thankful for not losing the hook or the time to carry them there.

  • Survivor- I love doing Power Struggle or Head on builds. Unfortunately they both require more than one perk

    Killer- Mad Grit is fun but I also love Nemesis/Rancor combo

  • He is currently underwhelming in Power Level IMO. Like I really like playing him but I know hes not great. I think his biggest issues is his speed. I 100% understand why ranged killers are 110, however tall rock loops and wall loops are especially bad for trickster because he doesnt have the same advantage huntress or deathslinger have in only needing to hit one shot to damage. If he cant shoot over a loop in alot of cases he needs to bloodlust the pallet because if he lands the 1-2 daggers it will reset the loop because of his slow speed throwing as well as losing bloodlust. All other 110 killers have their power to counter these loops but without trick blades trickster will actually take longer if they try and use their power.

    He is stronger in open areas than other ranged killers but I wouldn't say by that much. Mainly because hes only stronger against full health survivors since he can keep throwing without the delay of cleaning a weapon when he injures one.

    I think hed be in a good place if he either lost the lullaby so he could sneak up, or became a 115.

  • @nora_the_explora said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264675#Comment_3264675

    i understand all the points you are making, but i think u didn't understand mine, i said god forbid people using what they like, and then a joke, a quote frome otz cause the whole thing is "surv are sc.. they must be destroyed, they are having fun? no? good!" cause the op posted intentionnaly the screenshot of those guys slugged ( didn't say he didn't pick them up cause he did, i've watched the vod) with the intent of bragging the fact that the swf lost against him after they tried to bring him to a map of their choice, all of this mixed oh they were not good. it was a post made to flex the fact that they died, wich i think is a little bit weird. I also said multiple times good for him that he won the game, good for him if his proud of his win, but if the post was made to complain about map offering theres plety of them , very recent aswell, in the first/second pages of the forum, and he wanted to make a personal one this is clearly not the way to have a discussion, if people come out in a certain way they have to expect a little bit of irony i guess... anyway i didn't say anything bad to them, all my discussion was related to the post i didn't think a joke this silly would offend people

    I think a big thing was the predicting of the map offering. Not necessarily that Map offerings are OP, but showing that opening screen seeing a SWF with 4 toolboxes, predicting that they were also going to bring offerings that would do the same. I am not denying there was a flex here, but its general discussion posting a personal experience makes sense. Also I think him blurring the names also shows that he wasnt trying to embarrass the survivors.

    And I do understand your point, however I think it might have come out harsher than intended which was what I was trying to point out. It reads as an attack, a discredit to the post. It comes across as mocking as opposed to making the point "I think the survivors were just trying to have fun as a sabo squad." I am more just stating the way that it reads might not be how you intended it.

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