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SimulacraFrostburn

SimulacraFrostburn

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SimulacraFrostburn
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  • Unhooked survivors have base kit 30s of elusive and haste, endurance would remain at 10s. All status effects go away when the survivor becomes healthy, and all status effects become a flat 10s when exit gates are powered. Babysitter would need to be adjusted or reworked.

    The way i see it, elusive being the primary anti-tunnel mechanism just means that the game would revolve around maintaining eyes on the hooked survivor whenever the get pulled. Really, that just replaces one problem with another (if we even are to consider tunnelling as a problem, which I am skeptical of)

    Hard tunnelling someone in 3 hooks isn't even the meta. That only happens when the the tunnel out gets two tapped every chase or die on active gens repeatedly. If the survivors play properly you have to go for a pressure reset otherwise you'll lose a playable gen split and/or go into 3v1 with high enough gen progress to where the game is guaranteed outs unless the survivors troll.

    (Remember, that the win condition of killer is to have a survivor dead with 3 gens remaining and a playable three gen OR have a survivor dead with 2 gens remaining + no gen progress.)

    A survivor dying so quickly that the killer does not need to pressure reset is a result of playing poorly. I do not see someone being punished for playing poorly as a game design issue.

    You wouldn't argue that if survivors pop three gens for the first chase the killer should get slowdown. The killer played terribly and got punished for playing terribly. That's how well designed games work.

    All of the tools that you need to counter tunnelling exist in the game entirely basekit. The problem is twofold.

    A: The game's design encourages you to solve your problems not by playing better, but instead by putting on perks.

    B: Solo players cannot coordinate even the most basic strategy.

    Possible DS rework: DS is increased to a 5s stun, but completely disables when the killer reaches 4 total hook stages. This more effectively counters hard tunneling while being much less likely to affect killers that spread hooks.

    Frankly DS is still top 3 perks if it stuns for three seconds. I don't think buffing individual perks is the best way to address broad system issues if that is your goal. This also punishes the killer more, which you directly said you did not want to do.

    For the first second after an unhooked survivor's animation is done, they have immunity to attacks (similar to Mettle of Man). This is a simple way to counter killer powers that encourage the killer to get a double hit on both the unhooker and the unhooked survivors, which then in turn encourages them to tunnel the survivor they now know has zero endurance (or dead hard).

    This feels like a band-aid fix to me. For the record, I am an ardent hater of the resolve mechanic, but I think 70 second hook stages and basekit BT were very good changes. All this does it that it means you wait like half a second before m1'ing the tunnel out, or just force the trade on the unhooker. Instead of a universal change, just make certain killer powers (like dracula hellfire,) slightly worse in unhook situations.

    The point of endurance is to give the tunnel out time to reach a resource. Getting hit off hook with a power does not stop you from doing that if you have even decent pathing. There are exceptions of course- such as basement. I do not see that as an unhook issue, but as a broader issue with how basement completely skews the risk-reward of camping.

    For both sides, change the score cap to being 40k total rather than 10k in each category. In relation to tunneling, this more adequately rewards a survivor that ran the killer while being tunneled. For killers, certain killers are way harder to max out in certain categories making it much harder to reach the cap.

    I mean thats fine. I've never really cared that much about bloodpoints, but that seems reasonable.

    Before the killer has a total of 4 hook stages, any death hook survivor receives aura reading on all other survivors for 60s.

    I don't really understand the point of this. This is just an issue with how soloqueue is in general. Just add voicechat and a ping system to survivor and the issue of coordinating resets vanishes entirely.

    TLDR: i think most of the changes you suggest address symptoms instead of the root causes of issues. I also think that most of the changes you suggest aren't even related to tunnelling, but are instead complaints about other mechanics entirely.

  • @wesker_shades said:

    https://forums.bhvr.com/dead-by-daylight/discussion/472043/so-this-game-is-killer-sided-and-im-tired-of-playing-it

    First off, I am going to break down your post.

    But the new killers can kill us faster, mori us at the start, have busted add ons that make the game almost impossible for survivors to win

    • Sure, new killers are often released in an overtuned state. Once enough player data is collected, the developer team will compensate by nerfing the worst aspects.

    And if your a survivor that COUNTER'S or tries to run a BUILD that is to save people IE: Flash light build, Sabo build, and so on. We get TUNNELED and mori'd as soon as the killers are aware.

    • What did you expect would happen, when you use the most annoying survivor strategy against any semi-competent killer player?
      Look, a flashlight save or a sabo from time to time is fine, but if you and your entire team is running those kinds of builds, the killer will adapt to your shenanigans, and use their "cheese tacs" against you.

    This game is SO unbalanced it is NOT fun anymore.

    • While yes, some aspects of the game is in a very lopsided state, not everything is. At the higher levels of play, survivor is by far the stronger role, since a well-co-ordinated team can easily work around and give good info on the killer.
      But when it comes to your average soloQ or less experienced teams, then yes, killer is stronger.

    Why did Vigil have to change?

    • 66% reduction on EVERY damn status effect is a little broken no?
      I do agree that 20-30% on Exhaustion alone is a little undertuned. If it were like 40-45% for just Exhaustion, it would have been fair.
      Alternatively, if it were 20-25% on every status, it would not be that bad either.

    Why do you guys water down and nerf to oblivion survivor perks but the judgement can have a light beam faster than a bullet zoom through the map and down all 4 of us before we can even blink

    • Some survivor perks has been in a very strong state for a very long time. Like Sprint Burst, which has been the de-facto Exhaustion perk for a man's age. But while some got nerfed, others got buffed. They are just not the "get out of jail for free cards" anymore.
      As for the Judgment, we are probably looking at future nerfs, since players are starting to figure out how strong this killer really is.
      Note: Some killer perks do need adjustments too.

    If they expect us to hug the wall and make a miracle out of a shitshow then at least clean up the invisible walls and hang ups that survivors face on every map.

    • This I can agree with. Maps has been in a horrible state for a long time. Ever since they messed with the pallet density update, maps has been really weird. Player clipping needs to be added to a lot of objects, but as to not make it so that every dash or chainsaw killer can just slide off of the walls, this clipping needs to be close to the ground, so that it mostly affects survivors.
      This is a whole other can of worms that I have been discussing in earlier threads.

    Let's be real and the actual slap in the face this last update was is the last straw. And if your gonna punish TBAGGIN then punish the killers too. It's WILD what you take away from us and go "we'll your a killer this is ok" is insane.

    • I will say that both teabagging, "humping" and slapping someone repeatedly on the hook should not be allowed. Any kind of BM is immature and is just obnoxious to deal with, on either side.

    Very well written post overall

  • @melissayeti said:

    nah when five moves ahead a much better version of windows exists.

    truth nuke

  • "Windows of Opportunity is one of the most used dead by daylight perks."

    This is true, though it seems like its pickrate is declining in current times. It was 35% around six months ago, but seems to be hovering around 22% nowadays.

    image.png

    "The perk is definitely strong and very useful but it would also help solo queue."

    I don't think it is that useful. Most practical application of windows of opportunity is on maps like midwich where you can call out all of the god pallet spawns. (To be more specific, if you see a pallet down-7 then you know that you have the bathroom god-filler, as nothing else spawns there in midwich's psuedo-fixed layout.)

    The biggest issue with windows is that it does not tell you how strong a resource is, only that a resource exists there. Windows is never a replacement for properly scouting the map on maps that are meaningfully randomized (80%+ of them.)

    Beyond its pretty pitiful usefulness to good players, windows also adds a very large amount of visual clutter to the screen. Personally, I would rather not have windows even if it didn't take up a perk slot to use. It does not provide me, or any competent player for that matter, with information valuable enough to warrant the visual clutter.

    Untitled (3).png

    Something like Deja-Vu or Bond give you more actionable information on where to take chase than windows ever could. If we are to add basekitted perks to "Aid soloqueue", bond and kindred would serve that purpose better (though i am doubtful as to how necessary that is)

    I would be fine with corrupt-intervention basekit, but the problem is that it just gives an extra slot to stack more gen slowdown if it is basekitted.

    Untitled (4).png

    Does this really solve anything with the slowdown meta? I don't think so.

    Its not a bad change, but the slowdown "economy" would have to be tweaked in order to account for the extra perk slot it gives killers that are running full meta. (Currently, Corrupt/PainRes/Pop/Eruption)

    I also fear that a 60 second corrupt would incentivize all survivors to stealth at the start of the game to wait it out. This is a common strategy against killers like plague already- even when it requires no one being found for 180 seconds! This could potentially incentivize survivors to play LESS aggressive at the start of the match.

  • I've been getting pretty significant FPS drops since the update. I've played against two cheaters since the test started (which seems much larger than normal) , though it could be that cheaters are just checking out if their cheats still work. Pretty small sample size though, so thats mostly anecdotal.