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  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730789#Comment_3730789

    I swear everyone is sleeping on keys. I looped a Huntress for 3 gens in Disturbed Ward main once… it was like 80s before she was even able to pick up chase…

    My gut feeling initially was this perk seemed a little strong… then you remember blood amber exists (which also works with open handed) and it's like… oh… well who cares then? xD

    It's not that it's slept on, it's the opportunity cost of not running a medkit or a toolbox instead. It also requires some thought to use, you gotta get to high wall loops, medkit or toolbox you just use and get value right away.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730745#Comment_3730745

    Re the direction the killer is coming, Alert is superior imo to Fogwise. When killers are doing gen rotations they'll usually stop to kick them, which is when Alert kicks in for 6 seconds. You see which direction the killer is going in after theyve kicked, so you'll know long before this perk or the terror radius even kicks in that the killer is coming to your gen. It's also map wide.

    Also legitimate. Both options are better than the "stand still for 4 seconds and get a glorified terror radius reading".

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730723#Comment_3730723

    It's a few seconds let go of the gen, I think you're vastly exaggerating the -1 on gens.

    Let's assume the best case scenario, you're using both perks, killer isn't in chase, is rotating somewhere and you let go of the gen for 4 seconds to find out and call it out to the SWF buddies.

    You have a 40 meter radius around you for aura reads, most killers have a 32 meter terror radius. You get 8 meters of advance warning that the killer is coming to your generator (they're not in chase so they will be patrolling gens). People without the perks can deduct the same information based purely on the terror radius.

    What you do get admittedly is the direction the killer is approaching from since you see their aura and not just hear the terror radius. Unfortunately you could already get that info through callouts from teammates that were in chase with the killer last. If you really like the more precise information of the aura read, you can just run Fogwise, 1 perk slot, you're pretty likely to get a skill check while the killer is doing their rotation between chases, and it's map wide, no range requirements.

    It is, ultimately, just an info perk that cannot be used in chase. Fogwise is simply a better perk all around as it doesn't kick you off your objective and isn't range dependent. We don't see it widely used because the killer's location is already mostly revealed through comms and callouts (if the SWF can even do callouts, this perk doesn't show your teammates the aura you see so the SWF still has to know how to callout). Just like Fogwise or Alert, it will be a comfort perk for solitary usage to occasionally read the killer's location, but worse since you're forced off of objectives.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730691#Comment_3730691

    I run Empathy and a big upside is knowing where the killer is based on where the injured person is running lol it'll definitely be another throwaway. This is the standard knee-jerk reaction I've come to expect in every chapter though. A game where every second matters and I'm to believe my team mates will spend theirs standing still lol best time it'll come in handy is at the start of the game when you're loading in and have no choice but to stand still

    Or you could just get on a gen with fogwise and not waste any time.
    But yeah, classic knee-jerk reaction, perk proclaimed OP before it releases, becoming dead on arrival only used for adept and completely forgotten.

  • @Yharwick said:

    Correct me if I'm wrong but isn't it 40 meters in any direction, meaning you have a radar that covers about roughly 160 meters worth of area if you use it in the middle of the map?

    How is that not completely insane in a 3-4 man SWF?

    Already explained this in my previous post.
    - Killer location is already known to every SWF on comms with callouts during chase, which is most of the time anyway on most killers.
    - Stealth killers that do roam around are immune to this due to undetectable on demand.
    - This perk requires you to stand still and do nothing
    - There are already perks that provide killer aura read while also letting you do your objectives, best one literally providing you aura reads while working on a generator and hitting great skill checks which you should already be doing anyway. None of them are OP because of point #1.

  • @BbQz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730645#Comment_3730645

    Yeah I've even tested this in swf friends using a 4 man with deadline for wise and stake out. It was a fun gimmick build but didn't see us winning any more then normal and undetectable is fairly common as a basekit for killers or add ons or perks. And my team at least was able to work on gens the whole game having one person just stand there doing nothing?! A killer with slow down perks with only 3-2 people working on gens at a time is gonna be a long match for survivors

    The real reason these killer aura read builds aren't as good as they seem at first is that most of the time killer is chasing someone and that someone can call out which part of the map the killer is at already without any perks. And you can't use these aura read perks in chase due to their requirements. The only periods where the aura read does something that callouts don't do already are when the killer is rotating between chases. The type of killer where this would be most powerful against, stealth killer, is simply mostly immune to this aura read due to undetectable. So the only builds this is good against are low terror radius killer builds who wanna rotate around and jumpscare survivors while not having the undetectable status effect on demand.

  • Can't you just use Fogwise to call out the killer's location at any distance while also progressing a generator and not have it take 2 perk slots? I don't see the calls for nerfing this perk now which should tell us everything we need to know about the question asked in this thread.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715495#Comment_3715495

    That's why I started with "not defending the perk", because it's still bad and the only thing that will ever make it not bad would instead making it gamebreakingly OP, which we've seen with who knows however many other perks. It's just a funky little thing that I never see get mentioned and wanted to say because I think it's a cool little tidbit of information.

    Yeah, fair enough, it's just that selective reading and cherry-picking are just rampant in this community so I can imagine someone making an argument from this that would go something like: "See, they nerfed gen regression even more with this busted perk that you now must run".

  • @GoodBoyKaru said:

    Not defending the perk but it's worth noting that it also makes all regression perks weaker by being activated, much like a BNP does. That's one thing I always see left out of these debates - every single regression event a killer has is worse, now, because it's all %based regression (with the exception ironically of Ruin, which will continue to regress at 0.25c/s) - PGTW, Pain Res, Surge, even the basekit 5% on kick, plus it takes less time to undo the regression because that's %based too.

    The perk is still bad, but it's a damn sight better than it was, and while the maths isn't mathing prima facie it's still worth noting that you're also weakening the Quad Regression Randy's

    This small advantage simply pales in comparison to the fact that the survivor who activated this perk made their chases with the killer much shorter. Especially because the advantage of a speed boost and bloodlust resetting upon taking a hit cannot be overstated, the survivor gets a small opportunity to pick where the chase goes and go to a strong loop. As a permanently injured survivor you have no such advantage, you always have to stick to areas where there are decent loops in order to avoid taking a free hit in the back and a down. People are just looking at raw numbers and jumping to conclusions in this thread.

    Can you try to alleviate this downside by playing for stealth? You can. It brings its own risks like encouraging tunneling or losing gen effectiveness due to excessive stealth.

  • @PreorderBonus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714723#Comment_3714723

    Before: Getting a survivor downed at a pallet, BP user can stand in a circle around 60m of it and get the save.

    After: Getting a survivor downed at a pallet, BP user can stand in a circle around 40m of it and get the save.


    Ah, yes, quite significant. Now I will only have to check half of the map to find the BP user instead of three-quarters of it!

    I wanted to comment on the last sentence, since it's a common misconception with circles and their radius. Reducing the radius from 60 meters to 40 meters actually has a very significant effect on the area the survivor can be in.
    A circle with a radius of 60 meters has an area of around 11310m2.
    A radius of 40 meters? Around 5027m2.
    It's an area reduction of about 65.5%
    So it would be more accurate to say you don't have to search three-quarters of the map, but only a slightly bit more than one quarter now.

  • @robrob909 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715447#Comment_3715447

    The game has perks that activate on protection hits so I'm pretty sure the game can tell

    A protection hit is literally just taking a hit while near an injured survivor. The injured survivor can be crouched hiding in a bush near your active chase and you'll get a protection hit prompt. It does not in any way detect if you bodyblocked the killer or any interaction, only the vicinity to an injured survivor when taking the hit.

  • @Sunflower_Mage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715317#Comment_3715317

    Except all 7 gens are technically valuable until the completion of the 5th one. As technically the "5th gen" you need to open the exit gates might technically be the 7th gen or the 6th gen in a given situation. As applying that effective 10% progress that can't be regressed by the killer also applies pressure onto the killer and makes it harder for them to attempt a 3-gen scenario. As the killer now has to deal with effectively 30% progression spread across 3 gens that can't be regressed.

    5 gens need to be done. Just because all 7 gens get 10 seconds of progress doesn't mean that the 5th gen that is chosen for completion somehow takes in all the remaining progress from the others, it will still take 80s. Meaning, in total you are getting 50s of effective gen repair done.

    You mention 3 gen scenarios, well in those survivors often heal before committing to breaking a 3 gen since you don't want to go down and then get hooked in that same 3 gen which would create a nightmare proxy camp scenario. Guess what the invocation does to the one who completes it?

    Let's not even mention the fact that any sort of gen blocking when the invocation completes makes it not even do anything to that gen which is frankly hilarious. You can have DMS+Pain Res block every generator and the invocation does literally nothing except permanently injure the survivor doing it.

  • Not much to discuss, games are vastly different, that's it.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715375#Comment_3715375

    But those things can affect the match. If a map is t sided, and you start off as T, you can win the game before you are able to switch sides.

    You cannot win the game before the sides switch, at best you can make it require 1 more round for a win. In the competitive maps at least, the map are not so one-sided for this to happen, the usual cause of this instead is a huge gap in the teams' skill.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715280#Comment_3715280

    CS is inherantly asymmetrical. 1 side is on offense and 1 is defense. And they have different weapons available.

    Yes, some maps are CT sided, some maps are T sided, some weapons are more effective on some maps on one side, some are on the other side.
    But then what happens in CS? Both teams get to play both sides so there is in effect no imbalance because both sides get to play as the stronger and weaker "role" in any given match, in equal proportion.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715307#Comment_3715307

    This is a wildly uncreative way to handle a problem that does not exist. Sometimes it's advantageous for a survivor to body block. Sometimes a killer is backed into a corner and needs to get someone out of the game. It's all about player agency and the more you remove the more you dumb the game down and make it less interesting. Decisions cease to be decisions and it just becomes an unengaging flowchart funneling you down options that have been decided for you. It's bad for the game.

    And then some killer players just want an early 3v1 every game which makes the tunneled survivor start 2 out of their 3 chases wounded while the killer breathes down their neck. And the 3 other survivors are forced into a gen rush race against time since a 3v1 is more or less a loss at anything other than 1 generator worth of progress left or less.

    We're talking about these measures limiting player agency, but this is a textbook example of player agency being severely limited just because one player decided the game will play out like this. Minimal interaction with other survivors, they are railroaded into one action or they automatically lose.

  • @Sunflower_Mage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715285#Comment_3715285

    Bro, I think you miscalculated. I could still bring a toolbox with a BNP in addition WS that is worth 7 BNPs. And also your previous time calculation was wrong. It takes 60 seconds solo to finish the invocation, when that is effectivelly working on 7 gens at once which normally take by itself 70 seconds, not factoring in travel time between each gen and time spent avoiding the killer.

    Do you need to complete 7 gens or 5 gens? 10 x 7 is 70, but what is 5 x 10?

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/413571/decisive-strike-nerfed-again

    My idea of an update to DS that would make (hopefully) most people happy:

    • The stun will be 5 seconds. End. Of. Discussion.

    • DS will disable every killer power for 5/7/10 seconds after the stun ends.

    • Survivors will lose DS if:

    • They touch a generator.
    • They take a protection hit.
    • The endgame starts.

    Thoughts?

    Killer proxy camps the hook, survivor comes to rescue, gets hit in the unhook animation, killer hits the unhooked survivor, unhooked survivor took a "protection" hit and DS deactivates.
    The bodyblocking issue could be solved if the survivor simply loses collision during their basekit endurance period, survivor could get a bigger speed boost in return in case killer decides to clip inside this survivor until their endurance runs out.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715176#Comment_3715176

    Again, just because something is rare, doesn't mean it is balanced.

    Why is it ok for those "seal team 6" guys to just queue up and have a near 100% win rate? Why is that ok?

    What if there was a killer offering that:

    • Made the killer move at 200% movement speed
    • Permanently exposed all survivors.
    • Permanently revealed the aura of all survivors
    • Permanently increased gen times to 180 seconds
    • Permanently made it so all survivors are immediately moriable
    • Appears in the bloodweb with a 0.01% chance

    That offering would be fair right? After all, a 0.01% chance means you'd only see it in one out of every 10,000 games roughly. So that would make it fine right?

    Did you miss the part where I mentioned the Blight on a 1900+ winstreak? Why are you focused on the seal team 6? Some killers can also get a near 100% win rate as well. Arguably easier to do as well since it doesn't require 3 other people to team up with, just you getting really good at a top 2 killer as you mention it.

    I can now spin your argument around and replace "killer" with "survivor" and change some wording around to survivor beneficial factors and ask you the same question.

    Do you understand your us vs them based arguments aren't going anywhere when those same arguments can be used by the other side?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715134#Comment_3715134

    What is the bigger problem.

    The fact that 95% of the killers are not viable at a high level, or that 5% of the killers are too strong lower levels?

    You need to address the thing that impacts the most players. And take a look at these forums, people are tired of seeing blight/nurse/wesker every game.

    See my point?

    2 things can be true at the same time, there can be multiple problems in play, but there are degrees of problems.

    The only REAL solution to SWF is to split the queues, solo queue and SWF are separate queues with separate rules that balance the game for those different types of players.

    Personally, i'd like to see a "ranked" mode that is a traditional ranked mode like other games, where there are ranks shown, leaderboards, etc. And that ranked mode is where the SWFs go, and then there is the "solo queue" where you can only queue with 1 other person and a match can only have a single premade (so always 4 solos, or 1 duo and 2 solos). That is a different problem entirely though.

    At this rate you're pulling numbers out of the blue. No, there are more viable killers than 2 of them. Do I know the exact number? No since I don't play every killer.

    Just splitting the queues won't work unless you plan to add a full-blown competitive ladder and hard incentives to even play in the "try-hard" queue. Not to mention enormous balance efforts to get rid of map RNG, and many other things that affect match outcomes in a random way. Losing the game as killer because 2 god windows and a couple god pallets spawned is not gonna feel good, nor is it gonna feel good to lose as survivor because the map decided it's gonna be 2 pallets and a giant deadzone.

    As it is right now you'll just be giving killer players a choice. "Do you want hard matches or do you want easy matches?". Guess what most people who derive enjoyment from winning will pick? All this is going to do is make finding matches to play with friends impossible, while giving tryhard killer players very easy games to win in.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715055#Comment_3715055

    What killer besides Nurse can realistically keep that up? Survivors naturally reset way faster than the killer gets their next down. Unhooking, healing and getting back to a gen is much quicker than getting a down.

    Many high-mobility killers, killers that have basekit slowdown mechanics, or killers with exceptionally good 1v1s. And killer players that can find and exploit survivor mistakes especially in macro play. The grand majority of killer games aren't against a seal team 6 SWF on comms with callouts who never make mistakes. Just like the grand majority of survivor games aren't against a 10k hour Blight streamer on a 1900+ winstreak. Skill is a real factor in DBD games.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715118#Comment_3715118

    Because there should be more than 2 viable killers at a high level, especially when the game has 36 of them.

    And then I retort with

    Because survivors shouldn't have to team up on a Discord call with 3 other skilled players to be viable at a high level, especially when the game has trio SWF, duo SWF and solo q all with potentially no comms.

    Also, only 2 viable killers would be a pretty disputable number even back when the game was blatantly survivor sided all those years ago, let alone now.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715055#Comment_3715055

    And chase #1 is precisely the problem.

    Basically, the way a standard game works is as follows:

    • Start the game, all the survivors spread out and hop on gens
    • Killer starts a chase with 1 survivor 3 are sitting on gens

    Now, does the killer get a down before 2-3 gens are done? If not, the survivors are probably going to win. If so, the killer is probably going to win.

    This is a problem and should not be how the game works. The reality is, at high levels, when survivors have a whole map available to them, that first chase can take ages, especially when you factor in god pallets. Based on times, do you realize that all it takes is for someone to predrop (yes predrop) 2 god pallets and then run to a corner of the map and stand there? That is enough time for those 3 gens to get done.

    The problem is in "solo queue" survivors are allergic to gens for some reason.

    The reality is, at high levels, when survivors have a whole map
    available to them, that first chase can take ages, especially when you
    factor in god pallets. Based on times, do you realize that all it takes
    is for someone to predrop (yes predrop) 2 god pallets and then run to a
    corner of the map and stand there? That is enough time for those 3 gens
    to get done.

    Alright you made a scenario where the first chase lasts 90 seconds, presumably with low tier killers, then I make a scenario with a high tier killer where the chase lasts 20 seconds and make an opposite conclusion to yours. What now? High tier killer against high tier survivors = good, low tier killer against high tier survivors = bad, who could've seen this conclusion coming?

    The solution I think is fair and the devs seem to be implementing is cutting gen regression down because it is overly oppressive in the hands of high tier killers, while also handing out buffs to the low tier killers, which is, I repeat, happening in this same patch, and has been happening many patches this year. I don't see how this is a bad direction.

    Funnily enough, since you seem to be keeping score of streamers, Otzdarva, who you rank as killer biased, thinks this is, I quote "one of the best sets of patchnotes in recent times". Food for thought about your arguments based on streamers and their biases.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714886#Comment_3714886

    Ok. How do I stop losing time with literally everything I do? There must be something all these killers have overlooked the past 8 years. Even if we were to assume, that you wouldn't need to walk to the next gen, then that's still 17 seconds wasted just by hooking someone.

    That means, the survivors get 17 charges for free, right? Actually no. Because it's 17 charges x 3 = 51 charges. From a total of 450 charges. That means, just for the hooking someone, the killer already loses ~11.1% of the gens. Now what happens, when they actually have to traverse the map, find survivors and chase them before hooking? That only makes it worse.

    Please tell me, how do I speed up hooking? How do I stop the other 3 survivors from progressing while I am busy just going through the steps to get 8.3% of my objective done? After I had already to put in the bulk of the work by finding and chasing that survivor.

    This is only valid for chase #1, a case where tunneling is going on, or a chase that lasted for quite too long.
    Otherwise, the survivors' activities are as follows:
    1 on the hook
    1 going for the rescue
    1 in chase
    1 remaining to do gens.

    This is generally how killers win games. And this is why tunneling is so effective when done quickly enough, 3v1 there's no one that can do gens, there always has to be someone who rescues a hooked survivor and someone to keep the killer's attention while the rescue is happening.

  • Equip a perk and get 100 seconds of gen blockage with no requirements to fulfill on your end.

    There's the answer to your question.

  • Seems like a good buff overall, PTB will show if it's overtuned in some way.

  • @I_CAME said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714988#Comment_3714988

    What is your solution to this if you don't mind me asking? I watched the video and he points out that someone is going to lose regardless of how they balance this. If they do nothing then survivors have to deal with high tier killers stacking four strong slowdown perks which he CLEARLY acknowledges as being completely unfair and borderline unwinnable for survivors. On the other hand nerfing regression will make the weakest killers even weaker as everyone has pointed out. How would you personally make this fair for everyone?

    The solution is buffing the lower performing killers.
    They're already doing it this patch with Bubba, Slinger, last patch with numerous killers, Billy rework that made him among the top tier ones, they've been doing it for months now so it looks to me like par for the course.

  • Not gonna lie, this is giving me some heavy "MFT has actually been buffed" vibes.

  • Pack it up folks, a DBD streamer agrees with them, we lost the argument.

  • Ah yes the usual fearmongering: "If you nerf x side, they will switch to playing unfun strategies!!!".

    Even though it's been shown time and time again that when one side gets a meta that favors them, they keep doing the same unfun strategies all the same.

    This patch, with some exceptions, is a nerf to the strongest and more annoying combos on both sides. Some perks took undeserved fire while other things might have gotten a bit overtuned, but I don't see anything immediately sounding an alarm like the previous PTB updates these couple of months. Good on BHVR.

  • A protection hit is just a hit taken while being around an injured survivor, the game has no system to detect whether it was a survivor attempting to bodyblock the killer or just being around another injured survivor.
    A guaranteed way to deactivate anti-tunnel perks with this system would be to proxy camp, hit the person doing the unhooking, then hit the unhooked survivor right off the hook, voila, they did a "protection hit" and DS is deactivated.

  • Well, the first sentence was a reply to you, the rest was going in more detail why the hits are guaranteed, for any readers out there that don't know why.

    Also you were in discussion with 3 people disagreeing with you and as usual on the internet the casual quick reader would see 3 people voicing an opinion over 1 and think the majority is more often correct, so I wanted to chime in in support to your argument just in that case.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714309#Comment_3714309

    How is it counterplay if it requires the killer to miss... If Victor misses a pounce that is basically 100% on him.... I would some counterplay that requires me do to something skillfully and not him to be bad.

    Recall after 5 seconds + the additional 6 from the recall... Isn't that basically what their bugged state was? When they were super busted because you could easily 4 men slug everyone?

    I can't believe people are still making balance arguments around Victor missing a pounce. No, you cannot avoid a 150% killer walking up to your ankles and charging a pounce that can also hit over pallets and windows if needed. He sees you and you're not near a god window and they're not a newbie at the killer, you're getting hit.

  • @caligraph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706617#Comment_3706617

    how is this misinformation? I'm not seeing a counterpoint.

    I'm not gonna go into a long discussion, check Nightlight killer stats for a more detailed view of the relation between kill rate and win rate (3k and 4k), you will see the difference is much smaller than the often parroted 20%.

  • @caligraph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699899#Comment_3699899

    if that 60% number is meant to be the killrates, 60% killrate means 40% winrate for both sides.

    Oh boy this bit of misinformation will never stop being parroted will it?

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706536#Comment_3706536

    I'm sorry, but if you not only don't see how broken Twins are with Victor being nigh constantly available, but also genuinely think it's best to play for Charlotte M1s and only then unleash Victor, I can't tell you anything but that you lack game understanding.

    "If you disagree, then you're bad." Great argument.

    It was nice talking to you but if this is the best you got, then we'll have to agree to disagree.

    Gonna chime here as a third party, I honestly don't see how it's not automatically obvious that it's better to instantly start the match (and always try to be in control of Victor as much as possible) as a 150% movement speed killer with a fast charging lunge, than a 115% regular M1 killer with no power. Why would you ever play the 115% killer besides the time when Victor is busy or you feel the need to hook?

  • The AFC system needs to reveal its progress to other teammates, as it stands it's almost useless in solo q because of people not knowing if you're being facecamped or how much progress there is left before they come in and stop it, just another information gap in place among many that makes the game harder than it needs to be.

  • It is just what happens when companies have a monopoly over something, in this case it's the genre of asymmetric game of tag. There's a safe consumer base that wants to play this type of game and there is no risk of them switching to another game of this type. So, updates slow down and innovation is not as incentivized, outside of the skins department. "If it ain't broke, don't fix it" mindset.

  • @NekoGamerX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703179#Comment_3703179

    all these post make me want to run the perk and record every match and het a lot of bratty survivors banned.

    So your intent here, is to grief people on purpose with this perk, but it won't be "actually" griefing since you're "just using a perk as intended" and then report people who grief you back for it. Basically baiting or entrapping people into grief scenarios.

    Interesting that you would admit to this on the forums especially after everything you read on the thread, but, good luck with that I suppose, doing your part in justifying the lamentations for solo q these days I guess.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703207#Comment_3703207

    Or I could just skip all that, and tunnel people off the hook, so I don’t need to deal with weaponized DS.

    Ok? What I catch from your responses is that you were gonna tunnel anyway no matter what and that you think DS is not powerful enough to deter you from doing it.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703191#Comment_3703191

    It’s mathematically better to just pick up survivors, and risk the chance of DS. Slugging a survivor that doesn’t have DS is a lot of wasted time, and you might need to do this twice per survivor. Even if a survivor does have DS, it’s much faster to just eat the DS, than it would be to leave the survivor slugged and wander around the map looking for someone else.

    How are you wandering around the map looking for someone else when the player who weaponized DS did it do bodyblock for their teammate presumably? You were already chasing that teammate of theirs.

    And if the DS user ran into you while you weren't chasing anyone, then, take your free pressure with them following you around for nothing?

  • The current rendition of the perk is, simply put, a griefing perk, even if you don't really intend for it to be that way. Some people in solo q will decide to grief you back when they see you use this perk. If you really want to use the perk for some reason, I recommend getting in a SWF with people that are okay with having a 2 minute absent teammate that will come out permanently wounded later. Otherwise, you will continue having these experiences and will more lose more of your matches than if you didn't use this perk.

  • @StalkingYou said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701767#Comment_3701767

    Alright, I'd like to keep this on topic so I'll say this. I do think that there should be a mechanic that gives survivors a chance if there are only two of them left with 3-5 gens remaining. I know how miserable that feels, I've had it happen in a lot of my solo q games.

    But my point is that there needs to be a mechanic that stops survivors from prolonging the game because they want to troll you.

    Even if there were a mechanic which gave survivors a fighting chance in situations like this, lots of them would still just hide and do nothing out of spite, either because they don't like how you played, or because they're just salty in general.

    Well, given the current system you can't really tell trolls apart from people who just genuinely want to get a hatch escape and don't want to be found first. That's the thing, the best play for both remaining players is to hide, and it's a boring mechanic I agree, which is why I mostly just hold onto the gen and don't bother hiding, would rather go next.

    We could add an aura read timer for people who don't do any gen progress for x minutes, to reduce egregious cases of hiding. Or if there is a comeback mechanic added that incentivizes doing gens, one can make this timer shorter. This is just off the top of my head.

  • @burt0r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701646#Comment_3701646

    It's always funny to me that survivor need a chance comeback option at all times in the game.

    Meanwhile where is something for killer when they are on the back foot at for example 1/0 gens left and less than 6 hooks?

    Edit: Outside of perks like noed, which is also been complained for by survivor since it's inception and therefore not a valid answer in my book.

    Killer doesn't have comeback mechanics? Have you ever gotten a 2k getting another person downed while camping the hook in endgame collapse? You've never done a mass slug play when all gens are done and got at least 2-3 people that way, really?
    You don't count NOED in your book that would by your logic also not count any perk complained about on any side ever, but there are others valid in this book of yours like No Way Out and Blood Warden that can absolutely make total losses into 2ks or more.

    On the survivor side, tell me the mechanic or perk that will enable a 3 man escape in a 3v1 at 3+ gens remaining. Or how does more than 1 survivor at best escape in a 2v1 where the exit gates aren't already powered? I need to know.

  • @ExcelSword said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699992#Comment_3699992

    I pointed out that with a fixed killrate of 60%, your winrate as killer can vary drastically, from as high as an 80% winrate, to a low of 50% winrate,

    It is not my problem that you do not understand how data works, but go ahead and continue claiming I am somehow arguing for killer buffs. And I do not think the killrate should go any higher than 60%, that would make the win/loss ratio even more insane.

    Nightlight stats show us that win rate closely follows kill rate, differences range from 5% to 8% less than the kill rate. As it stands, queuing up as killer, you have statistically more chance to win than if you queued up as survivor. With that in mind, I'd suggest the devs to try lowering their targeted kill rate to something like 55% or so.

  • @Marioneo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699183#Comment_3699183

    You obviously haven't faced against enough plagues the speed boost you get is nothing she has plenty range and duration to 2 tap you while your running away

    If you're running in the open with no cover in sight, yes. But you get a global notification that Plague has her power so you should at least aim to have a place with high cover around you to retreat to as to not go down instantly.

    PTB Victor? He finds you, you are dead. There is nothing you can do against him bar a god window as I mentioned before. Good luck camping a god window against the Twins every game.

  • What's with the word "tech" being used as a buzzword nowadays?
    Giving up on hook is clearly a deliberate mechanic, given that it activates after 2 skipped skill checks in a row.

    It's either that or remove all these game leaving methods, in which case people are gonna afk in front of killer or hook and then you need entire mod teams looking at matches to see who threw the match on purpose. Since this isn't a competitive based game, this is not going to happen. The solution pretty much being to find a group of like-minded people and SWF with them instead of expecting randoms in solo q to hold to a standard.

  • @Marioneo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699135#Comment_3699135

    Giving plague a 30 second duration red vomit duration boost who can down faster then new PTB Twins that everyone is calling OP busted is insane

    It can't down faster because the survivor gets a speed boost after a hit to get to any sort of cover, and she can't catch up to down as fast because, unlike your Twins comparison, she does not have 150% movement speed basekit. PTB Victor eats through health states faster than a Nurse and the only temporary reprieve is a god window. There are no comparisons to be made here.

  • In lieu of windows, that I expect is probably going to get a nerf at some point due to pick rate alone, I'd take any memes necessary as well for the reasons you mentioned. Still, it feels bad to occasionally run behind a rock or into a room and just see.. no pallets spawned in that area and you just die.

  • Yeah you need to look up the thrilling gameplay of the first iteration of Legion to understand why deep wounds works like it does now. The purpose of it right now is slowdown, annoying screen effects that can hinder looping and to prevent stacking endurance effects. It is not meant to be able to down people, and when it did, it was horrendous. Again, look up old Legion.

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