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bobateo

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  • @Nicholas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109540#Comment_4109540

    I think that's why casuals and terrible players love it. I know one such player; she's absolute crap at the game. Misses skill checks, loves to hide, loves to rescue but not heal/help; just hides, rarely on gens but always doing totems and chests. Always eager to escape! She loves 2v8 because there are seven others to take chase or for The Killers to pursue. She does nothing but rescue and hide.

    So, she can hide amongst the rest and hope that she escapes?

  • Judgement is the new Nurse. Hard to master, unstoppable if you do. For those who want skill to trump all, she's the next big challenge. If people want easy wins, she's likely not the pick.

  • @Royval said:

    after thousands of hours of dbd I’ve officially became bored of playing 1v4 and I get happy when 2v8 comes out. Am I the only one that thinks 1v4 needs some type of separate objective than just gens?

    I think the question to ask is why does there need be a separate objective than gens? Gens are the key to survival. Why does anything else need to take importance? If the answer is "because the game is stale", then something other gens has to become the win condition.

  • @Krazzik said:

    At a certain point pick-rate DOES equal strength, since so many players are choosing to bring Windows instead of other perks like Unbreakable, Decisive Strike, Off the Record, etc. If a huge number of players are forgoing other strong perks and instead are always running Windows, it must really help them.

    It's also been the number one perk for soooo long now, despite being a DLC perk.

    I disagree a bit with this. The biggest thing that WoO has going for it is that it is consistent not only match to match but throughout the match. The power of Unbreakable, DS, and OtR, when you need them, is way stronger than WoO. However, if the Killer doesn't slug, then UB is next to useless. If the Killer isn't tunneling or if you aren't the 1st person tunneled, the effect of DS and OtR is dramatically reduced. Adrenaline is useless if you don't reach endgame.

    WoO on the other hand puts out smaller but consistent value. Whatever match your in, you will likely get value out of it from your first chase to your last. I think that steady value, match to match, is perhaps it's biggest draw. It's not like going for that sweet healing build only to find yourself in a match against Plague.

    I think the other big argument against WoO, when it comes to basing its strength off pickrate, is that there is no other perk like it for survs. Yes, there are other information perks, but none that really give the kind of information that WoO does. If SB were suddenly the only exhaustion perk available that gave a speed boost, no one (I hope) would claim that its much higher pickrate is a sign its stronger than it actually is. It's just the only option in that category of perks that gives a particular effect.

  • I don't think having BP bonus on (less than) a handful perks is good when we have so many perks now. Either the system needs to would need to be expanded to include a lot more perks, or the BP gains in game need to be rethought. Personally, I lean towards the latter. I think there are enough external 'restrictions' on what perks to take that adding 'but I want more BP' into the equation would be even more restrictive. I also don't want to see trash perks being given a BP bonus as enticement. I'd rather see the perks reworked into something useful.

  • "Not scary", was my first thought. "Looks like a high end fashion designer went off the edge with their attempt to be 'new and interesting'", was a close runner up. On my first match with her, the chase music was jarring and not in a good or scary way. Then came the 3-genning soon after...

  • @xEa said:

    There we go. The long awaited post to kill off another decent survivor perk. I say decent, because it is far and away from overpowered. Unless you considere -5 seconds on a gen OP; in a game where a single kick can remove 25% off a gen progess.

    It is well known that the Déjà vu buff is a bandaid fix for the 3-gen solution and now that a plausible solution is coming, I have this feeling that perhaps the speed buff should be reversed.

    Do you have any source for that?

    Sidenote: The 3 gen solution has basically no impact. Damaging a gen 8 times happens once every 1000 games or so.

    I'm too lazy to go looking, but I do remember a dev post about the buffs to Deja Vu being a 'fix' to help with 3-genning. The aura/repair boost was no longer on a timer with a very minor increase to repair speed. I remember this so well because I laughed at the thought that a 1% speed boost was going to counter a Killer stacking regression and camping a 3-gen from the start, aura permanence or not.

    The perk was borderline trash tier before those changes. The 60 seconds to work on a gen seems generous until you consider travel time, etc. and the fact that the perk did not activate again until a gen was completed to reveal the potentially new 3 gen and that multiple gens popping around the same time severely limited the perk's usage. Pre-latest-buff Deja Vu did very little and while the buffs might have been laughable at countering a 3 gen, at least the perk has some decent use now. Decent, but by no means OP.

    IDC if the 1% buff gets removed, but if the aura reading goes to being on a timer, the perk will go back to being well below mediocre.

  • Just going to add that I agree that her power is way too easy to use for the amount of value that it gives.

  • Bodyguard - Oni or Spirit because I want a bodyguard with a sword 😁

    Party friend - Vittorio, nice looking and would an endless supply of trivia for small talk if needed.

  • Slugging is about the best option though still a time waste if they have UB, etc, unless you're playing certain Killers.

    I had a match like that pre-CoH nerf on Coal Tower (I think that's the right one) while playing a Legion with one perk (a daily). Once I realized what they were doing (fifth or so wiggle out/sabo/UB), I slugged them and went down to the stairs leading to the basement after snuffing the boons. Two of them came down to get hooked when I guess they realized I wasn't going to give them the chance to wiggle off again and pick each other up. I let the one survivor that I was pretty sure was just some rando solo Q who got tossed in with a 3 man wiggle off and go do gens. The fourth one stubbornly refused to come down off the second floor so, I left them there.

    At this point, I think they just need to rework Boil Over all together. If you don't have a team and don't go for maps where you can get near guaranteed use, it's practically a useless perk that does nothing except in extremely rare situations, or it's used like you described.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629950#Comment_3629950

    Exactly. I don't mean to slam anyone either when I voice my concerns with matchmaking. I get that the devs are extremely concerned with queue times, but you can't have such a relative skill disparity in lobbies that players would do just as well hiding and doing nothing than if they had tried their hardest. The best player in that lobby could slam gens, try to take chase, and the game would be a 4k at 2 gens. Or they could literally do nothing and the game would be a 4k at 4 gens.

    Very much agree. It's just frustrating. And, for me at least, it's just as frustrating on the other end when I get put into lobbies with survs and killers that are so far beyond me in skill level that I am now the determent to my team. Sure, I will try to avoid chase if I can in those situations and slam out gens as fast as I can, but the game is not designed to have any surv not take chase at all. It is likely that at some point, I will have to take chase to either buy my team time or keep someone on death hook from getting chased again. I can try to make the chase last as long as I can, and I will, but chances are that I am going to go down quickly. Of course, that's assuming I haven't already been tagged as the weak link (fair) and tunneled out.

    The thing that gets me the most about the second part is that generally it's against Killers that are WAY above my skill level. To the degree that I can't even say that I learned anything in the chase or had the opportunity to improve. They're just over too fast. And so it feels like even more of a waste.

  • @[Deleted User] said:

    This is probably the only "us vs them" opinion I have. BHVR absolutely does not care about the vet solo survivor experience. Not even claiming that it's intentional. It's a blind spot for them. I think they genuinely don't understand how horrendous matchmaking is if you're a veteran survivor and have fun being optimal. You are there to carry newer players, but you will almost never be matched with a full party of players with your experience level. They have shown it repeatedly with how they've tuned SBMM and how they've rolled back changes that improve the experience of vet solo players.

    Some of this is true even at the non-vet level. I am, at best, a mid level player, but get put in numerous matches where I was the 'best' on the team matched against Killers that were at or below my general skill level (sometimes higher, but that seemed rarer). Yes, I can avoid/outmaneuver the 20 hr Nurse/Blight player or even one at roughly my level, but they can just switch to easier targets (and often do) who oftentimes had less skill than the Killer. While I might be better-than-average, I cannot do gens, rescue, heal, and take chase all at the same time because one teammate is already out, one is on hook, and the other just got into chase and is going to go down in 10 seconds.

    Just to note, I am not slamming my teammates. It is not their fault they get into matches with Killer players who are much stronger than they are. I feel the same for Killer players who get chucked into game with survivor teams who individually are more skilled than the Killer. I've had those matches too as Killer and they're not fun or informative.

  • Gonna upvote 'ignore 'em'.

    As annoying as the constant notifications are, just think of it as metronome that is ticking off the seconds that they aren't doing something productive. Generally, if you ignore them, they will eventually try to find you. Ignore them harder (unless they screw up and give you a free hit/down). I find that most survivors who do this (or teabag for attention) end up getting way too aggressive when ignored and I get a down on the surv I was chasing and the attention hog. Even if you just get a free hit off of them, they will typically go pester their teammates to get healed so they can do it again, which gives you more slow down.

    Sometimes, it will be a surv who wants to DC-by-Killer and then I just leave them slugged and go find someone else. I will even let their teammates get them up for 'free' at that point because I figure if someone is trying to throw the game, I can at least let their poor team get some extra points in.

    *Unless, as radiant said, you are confident in downing them quickly. Also, still free slow down as someone will come to rescue them and they will probably hound their teammates for a heal.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623355#Comment_3623355

    I want hatch removal so the game can finally be balance around 5 Gens done every match.

    Talk about a meta shake up....

    (btw - love your art!)

  • @[Deleted User] said:

    They put themselves in a bit of a pickle because certain things seem non-negotiable for the devs, and those things directly affect solo queue.

    They don't want the game to go in a more competitive direction, so matchmaking remains loose if it's left to its own devices i.e. not SWF. It's not a lack of teamwork that kills solo teams in my experience. It's one or two players being *significantly* worse than their teammates, leading to thrown matches.

    They also don't seem to have any plans for players to curate their experience. This ties into the first non-negotiable. I load up OW, Rocket League, Street Fighter, Madden, etc, and I have a choice between quick play or competitive. There's a decent chance I can get the type of game I want in either queue. With DbD, there's a good chance you *won't* get the type of game you want. There's no choice. Want to chill? Sorry, Seal Team Swf or killer playing for a Subway gift card. Want to sweat? You'll 4k at 5 gens and half the survivors will d/c.

    And that's a problem because "fixing solo queue" can mean different things to everyone. For me, I tend to play more seriously and want a more consistently sweaty solo queue experience. I don't care if the killer is hard tunneling, but I do care if nobody knows what to do about it. Other people might want something more relaxed out of solo queue. Depends on who you ask.

    Agreed. I felt like, in the AMA, teamwork and overall team-skill got conflated. I can't blame the 100 soloq player that was in my lobby with a higher skilled Killer for 'bad teamwork' because they didn't rush into take aggro for the surv on their 2nd hook. They probably don't know any better.

    I feel equally bad when I'm in a team that exceeds my skill and I'm the weak link. I typically can't chases beyond 30-45-ish seconds and for the life of me, I cannot figure out how to deal with Blight in chase. I feel bad at the end of the match knowing full well that I'm probably the reason we lost. It's not from lack of trying or not trying to support my team, there are areas of the game I'm not proficient enough in to match the rest.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616242#Comment_3616242

    And I said that?

    I just proposed to give the killer a little information about the upcoming match, so that they can go in better prepared.

    Playing the match out is still up to the players.

    I have no problem with losing. I try to learn from mistakes. But it's not my mistake, that I didn't know if the team I went against was a 4man death squad or a soloq fun party.

    I believe, that many players come here to talk about their losses because matches where you lost are more engrained in your memory than the ones you win. At least for the most part.

    Many people seem to have problems with losing , which is sad but understandable. It's a game. Wanting to win is understandable. Calling the game unbalanced because the other side won in a game where multiple mistakes happened is absolutely wrong.

    I think the other issue is when does a 'little' information become too much, especially when it's one sided? Killers can already see all 4 survivors and their items. While I don't think prestige is a great indicator of skill, it is somewhat representative of play time at least. They can also potentially view profiles.

    So let's say the Killer gets, in addition, an indication of SWF. Should they know if it's a 2, 3, or 4 man? Playing against a 2 man and 2 solos probably won't the same as a 4 man, after all. And if that information doesn't relieve stress/allow the Killer to be properly prepared, what's next? Total playtime? Total playtime as the SWF as a team? Should they get an indication of item rarity and add-ons? Perks?

    All which will then invite the reverse - why can't survivors know that they're about to get thrown into a game with 10K hr nurse on a 150+ game win streak and prepare accordingly? Or that there about to get into a match with a Plague running massive gen regression and should probably take off the healing build for something more gen focused?

    Personally, I think such a feature would be overall detrimental. There is already too much lobby shopping and this would make it worse.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589591#Comment_3589591

    He also said he is not going to play sweatier even if it means loosing... So unless you just don't believe him when he says he doesn't but then again he is pretty much known for most of the time not caring for the outcome of the match.

    Why is everyone assuming just because the other side is slightly better than you means you will never get out... Like what is this?

    Then why bring it up at all?

    "Oh, looks like matchmaking changed and I'm getting opponents of my skill level more often and I'm not winning as much." That would be all that would need to be said unless, on some level, he does care about winning. The implication behind all that he said is "I want to be able to play 'chill' but still win and to do that, I need to be matched against people weaker than me." Because if he doesn't care about winning as much as you keep saying, then his opponents being as skilled to him wouldn't matter at all. He'd already be okay with losing matches on at a higher rate because he'd rather talk with chat.

    Lastly, in order to tilt matches to favor a Killer 4K with 12 hooks (and before you say anything about it not having to be a 4K, that is the example he used - 12 hooking - MULTIPLE TIMES) , matchmaking has to be a bit more than 'slightly' in favor of the Killer. And, just in case it isn't overwhelmingly obvious, even if it were a 'slight' tip in MMR, what do you think that does a surv teams who go up against Killers more skilled than them that aren't playing nice? The escape rate would be painfully low and, yes, escape for survivors would be exceedingly rare.

  • Take aways -

    • The game is less engaging for him when he has gotten over the initial rush for new content.
    • He doesn't want to 'have to play sweaty'.
    • He's able to play 'nicer' when going against weaker opponents. This allows them, according to him, to have 'more gameplay' while he gets 12 hooks (a 4K). "I can make the game more fun"

    Counterpoints -

    If the game is truly less engaging for him because he's been playing it so long, then pick up another game or be okay with losing when going against opponents who are as skilled as you but are playing to win instead of playing to chill with chat.

    He doesn't have to sweaty..... Unless he cares about winning. I've seen a couple of people say that he doesn't, but I think his owns pretty clearly say that he does.

    While there might be people out there who on the whole would rather play against a Killer who doesn't tunnel and camp, but still 4Ks than one who does, even that will get old after awhile. The feedback loop for survivors would be atrocious - no matter how much better they get, they will still lose most/all their games. It will never matter how hard they try unless they make it into the top 1% of players. Then maybe they'll get to escape sometimes. That's a good way to get people to quit playing with any consistency.

    This may be harsh, but it sounds like he wants to put in minimal effort while still getting top tier results on a consistent basis and if that's the case, sounds like he needs to do custom games against bots or his audience.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587075#Comment_3587075

    Oh, yes, to be clear, saying that Ultimate Weapon has a 30 second flat cooldown and saying it has a 60 second flat cooldown are both equally wrong.

    Ultimate Weapon has a variable cooldown of between thirty and sixty seconds, depending on when it actually procs. The activation window has to pass before the cooldown even starts, so it is meaningfully part of the cooldown before it can be used again. You can't give the perk a fixed number that is the definite real cooldown, because it varies.

    This is probably an 'agree to disagree' moment!

    I still don't think you can accurately say the cooldown is variable. There is a pretty large difference between 'perk is active but can give no more value *because all the potential value has been realized*' and 'perk cannot be activated at all and therefore can give 0 value'. Nor does it operate like exhaustion perks, which IMO would have a greater claim to a variable cooldown because the time to activate again can objectively be extended if a surv is running. However, I think that is still inaccurate at the end of the day because the exhaustion mechanic has the specific caveats that halt its recovery built into it.

    The only way I think a longer cooldown on UW could be reasonably argued is if it's potential value decreased over the activation window. But it doesn't. The full value can be gained up until the moment the activation window ends.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586595#Comment_3586595

    If everyone screams as soon as you open the locker, because they're all already within your terror radius, Ultimate Weapon unambiguously has a cooldown of sixty seconds. The minimum time you have to wait before you can use it again includes both the active duration, as it cannot be activated again during that period, and the cooldown afterwards.

    Ultimate Weapon has a variable cooldown that is at least thirty seconds, but can be longer, depending on how early the survivors scream. This is kind of immaterial when it comes to how strong the perk is, but it is just how the perk works. I'm not sure why you're contesting this when it's pretty obvious.

    But that isn't what a cooldown is and adding a condition of 'if I get all the value a perk can give over 30 seconds in the first .05 second' does not suddenly make UW cooldown universally 60 seconds. The perk has a set 'value' that can be gained over the course of its 30 second activation. Whether or not all the value is gained right at beginning or all at the end does not change its actual cooldown of 30 seconds.

    While there might be instances that UW feels like it has a longer cooldown, at the end of the day it doesn't because you could find all 4 survs at the 29.5 second mark and still get the full 'value' that the perk can give right before it goes on its actual cooldown.

    A 30 second activation window comes close to guaranteeing that you will find a surv with it and the 30 sec cooldown means that more than likely by the time you've chased, downed, hooked that surv, you are at or very near being able to activate it again. Saying that UW does have a 60 cooldown without adding the huge qualifier of 'in very specific situations where you get all the perk value right at the beginning' is pretty misleading. I am not saying you're doing that, but other people claiming the 60 second cooldown have.

  • @burt0r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579752#Comment_3579752

    That it's not appreciated nearly enough to keep this self detrimental playstyle up.

    Even if they don't do it for the feedback, it will eventually mentally drain the nice mindset out of most killer players.

    And then many people come on the forums, make comments on profiles and in end game chat and complain about the lack of friendly/fair playing killers.

    And to those people I ask, "do you make the killer that do play that way feel appreciated?"

    I personally gave GG's and nice comments exclusively after games where there was no tagging, sweat gameplay, flashlight goblins and the like.

    The play style is no more inherently self detrimental than tunneling is inherently bad conduct.

    If playing nice is a mental drain for someone then I recommend they don't do it or turn off the game for a bit. Though I am skeptical that being nice is mental drain at all. However, I might might not understand what you mean.

    "Many people" is far to general a term and you can say exactly the same thing about Killer players complaining about survivors. Regardless, neither Killer nor Survivor players are a hive mind.

    As for making someone feel appreciated, unless you're talking about more than a gg at ECG, I already see that fairly frequently. Yes, some people are rude in ECG and they shouldn't be, but it silly to hold everyone you might face in a online game accountable for the actions of others.

  • I'm sure everyone on this forum can cherry pick two matches to 'illustrate' something like 'why bother being nice'. Given that regulars on the forum probably play more DBD on average than the rest of the player base, then they could probably cherry pick a dozen or more games while blithely ignoring all of the other games that fly in the face of whatever assumption/assertion they're attempting to prove, if so motivated.

    However, it seems to me that what posts like this are really saying is "why I let other people's actions dictate my behavior and why the rest of you should be okay with that". Which, of course, naturally invites the reverse.

    To use your specific example of the survivors you did tunnel, consider in end game chat their message to you being more in the line "Because you tunneled us, we're going strict meta/genrushing on the next Killer (and every Killer after that) and do everything we can to dunk on them because of you."

    If you're response to that is something along the lines of "well, I don't think it's fair at all that they'd do that to someone else. I'm the one who did that to them, not these other people", then - well - you have your overall answer to the question which is 'taking out your frustrations on unrelated people isn't a great thing to do no matter how you spin it'.

    If you think that response from the survs would have been perfectly fine, then I don't understand why you're asking the question to begin with. For all you know, the survivors who tbagged you with a 0K had a hard tunneling Killer the match before who treated them like dirt in the previous game. This type of thing would already be acceptable for you.

    To be clear, I don't think tunneling is bad behavior. It's in the game, for better or worse, and isn't inherently a sign of 'bad' conduct on the part of the player. You can play as you like and play as hard as you want, but don't try to justify it or excuse treating other people poorly because someone did something to you.

  • Huh, this was an incredibly interesting journey! Thank you for taking the time to design and play it. Do you feel/think that as you played more matches, you were able to make adjustments/improvements on your playstyle inside of the restrictions? Did you have any matches where you felt like/observed the survivor team(s) adjusting to your playstyle?

  • Survivor POV -

    Start of the game & first survivor found - did I delay the Killer finding me? Did I manage to get into a good position before the chase began? Did I avoid running the Killer into a gen a teammate is working on? Did I buy enough time for 2-3 gens to pop or be pretty close?

    Bonus: First three gens pop during my chase & I lead the Killer back into one of those areas, freeing up 'space' for teammates. (not yet achieved, but maybe one day) If I were to ever manage to do all that, then the next layer would be 'while using up as few resources as possible'.

    Mid game - Am I buying enough time for my team? This could be for any pressing objective from getting an unhook and healing, to completing gens, etc. Am I pulling the Killer away from those same 'hot spots' even if I go down 'faster'? Generally, I consider it more valuable to pull the Killer away from objectives to buy my team more time than engaging in a 'long' chase that is constantly disrupting my team.

    Bonus: Last long enough for any heals to take place and time to comfortable work on gens after healing is done.

    After gen completion but before exit gates are powered - Am I pulling the killer away from the doors & hooked teammates to buy my team more time open/heal/etc or in worst case scenario, am I buying my team enough time to get the doors open and get out? If NOED is in play, am I giving my team time to find it/NOT going down next to it?

    Exit gates are open - Can I buy enough time/space for the rest of my team and myself to get out?

    For Killer POV - basically, the opposite of all that with a few variances. Notably, knowing when to drop chase, which pallets to kick and which to leave, and probably the biggest, can I get another down/hook before or close to an unhook.

  • Playing survivor, I did not understand how to perform a secondary action for an embarrassingly long time. Playing killer, I didn't understand how to do grabs for also an embarrassingly long time.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559389#Comment_3559389

    Self-care + botany is faster than old self-care, Combining other stuff you can get the self-care down to faster than medkit if you have a whole build for it.

    I wasn't a huge fan of old self care either. Old self care was ~32 secs. New self care + botany is ~30 secs, iirc. Technically, yes, it's faster, but 2 seconds isn't worth two perk slots, imo. Yes, other perks can get that time down further. However, I'm not a big fan of perks that are reliant on other perks to be useful in more than extremely niche situations. It'd be something that I'd run on a lark, but that'd be about it.

  • While I agree that - within reason - it is not a bad idea to call out bad behavior in EGC, I don't agree with the conclusion that this is going to lessen tunneling and camping because the two things are not intrinsically related. Tunneling out a survivor early is one of easiest winning strategies. Camping is similar, but less effective overall IMO. And frankly, if a Killer goes into a match to tunnel and camp because someone in a previous game was rude to them, then I doubt they're going to do anything different if rude behavior is called out. After all, taking out one's frustrations and irritations on unrelated people is about as rude and inconsiderate as one can get.

  • @EmmaFrostyEyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559379#Comment_3559379

    Tbh i still use it but with resilience desperate measures and botany on my yui

    Do you find you get decent speeds with that combo? I've tried it with botany, but personally find the time sink way too painful to bother.

  • If I were to hazard a guess it is because the ability to self heal without needing to bring a med kit that you'll get 1-2 heals out of instead of the 'unlimited' heals that SC gives is very appealing despite the time sink. However, taking up 2 perk slots to self heal is probably much less appealing.

    I've seen it a lot in various builds/meme builds on various content creators which might also play into its usage rates. It also prevents you from being reliant on a teammate either because they won't heal you, or can't heal you when you need it.

    Another point on its usage might be the prevalence of Sloppy. If you get interrupted while using a medkit, you might end up with no heal and no more medkit/not enough medkit left to get a heal. Or if you're interrupted with a teammate, it might be a while before someone else can heal you. Whereas with SC, you can at least start over again if you get in the clear.

    Is self care good?

    Eh, I largely don't consider it worth a take on its own and needing a second perk to make it somewhat tolerable to sit through the incredibly long heal. It often leads to people spending huge amounts of time trying to heal themselves while teammates are going down and gens aren't getting done. I won't go so far as to say it's a 'Killer perk', because used decently well I think it can be a boon.

    However, I don't think those situations are frequent enough to warrant its use and I think it's more likely to end up being a net negative in any given match. I've seen plenty of survivors who would not allow me to heal them in favor of them self caring. This was especially annoying when I'd pulled them off the hook and was running We'll Make It. lol

    Do I think people would still run it if it was nerfed more?

    Most likely unless the nerf is something huge and glaring. Ex: You heal yourself but are rooted to the spot for 20 seconds with a neon sign over your head that says "free down here". Then it's usage would drop. The ability to self heal will always be massively appealing, especially to new players. It's also more effective than a lot of other self heals.

    Inner Healing is a good alternative, but if you're new then you don't know totem spots well and if all survivors who want self healing bring inner healing, then the totem wars begin. Plus, Inner Healing took a hit with the rise of Pentimento.

  • It can depend.

    The Killer is close but seems to be ignoring the gen b/c they're chasing another surv. In this case ,it can be beneficial to stick to the gen and keep working on it, even early game as the other surv(s) are also in range to try a save if the opportunity presents itself. This also counts to a surv moving back to a gen when the Killer engages in chase with another. Especially, if that gen got kicked.

    The gen is almost done. Popping a gen guarantees that it cannot be regressed whereas leaving a gen unfinished could mean a significant amount of progress lost or, in the worst cases, all progress lost. This is by and large a judgement call - especially, at 5 gens - but overall survivors will stick to a gen and take a hit if it means they can finish it.

    Connection issues. The Killer is a good distance away but suddenly isn't and it's not because they're a high mobility Killer.

    'Common knowledge'. JuSt Do GeNs is a common call in DbD, but like 99'ing the gates, etc. context is very important on when to stick a gen and when not to. However, most will default to cranking out gen progress because it's such a repeated mantra.

    Learning curve. A little bit related to everything above. Knowing when to stick a gen and when not to is just part of the survivor learning experience. This includes judging distance accurately to get as much progress as possible, but still letting go in time to avoid a hit/down/grab, knowing when to go back even if the Killer is still around, etc.

  • @Peanits said:

    It lasts for 5 seconds, fortunately, not permanently (but I would welcome our Lightspeed Trapper main overlords if that were the case).

    I'm not saying I hope there is a bug......

    Just that I'd like to see Trapper doing his best nascar impersonation just once.

  • Obviously, the Skull Merchant has a more complicated core design than the Trapper, because pretty much every killer that released after him does, but we can still apply that general distinction.

    I'm not sure this is true. Her core design is almost the exact same as his. A 'trap' that can be placed in a area and will remain 'active' once the Killer leaves the area. Instead of injuring a survivor, her power gives information and possibly puts the surv in a state of vulnerability with exposed. Instead of needing to be manually reset, SM can remotely reset. Instead of having to pick up her drones from around the map (frankly a far more complicated part of Trapper's design than anything SM has), she has all of hers either active or available to place in the absence of claw traps.

    Survivors can interact with bear traps and drones, but that interaction for Trapper is far more punishing for him where as the claw traps become another tracking method for SM. She can lock down strong loops and multiple floors with 1 drone, Trapper cannot. SM doesn't have to consider drone placement anywhere near as carefully and surivor interaction with her drones does not hinder her much if at all.

    Oh, and she moves just as fast as he does, base kit.

    Her power design isn't more complicated. It just has a lot more bells and whistles tacked on.

    She's just not a complicated Killer at all, imo. Any skill ceiling for SM is completely at the player's discretion by limiting the gameplay they will engage in with her and even then that don't complicate the core of her power. It works exactly the same. And we wouldn't say that Nurse has an incredibly complicated power just because some players choose to not use her hit after blink at all. Or that Oni's design is hugely complex because some players will only use his power to down a survivor if they pull a mindgame around an LOS blocker.

  • Should any of them be removed? No. Should any base and relatively low effort strategy - killer or survivor - require herculean effort on the part of the other team to have maybe-possibly-but-probably-no chance of curtailing? Also no. Nor am I a fan of 'just bring [x]' for either side in circumstances like these. 'Just bring [x]' means you either bring those things all the time, or suddenly develop ESP in order to know when you'll need them.

    3-genning, tunneling, and slugging can all be done without any particular power, add-on, or perk. This is generally fine, imo, but there needs to be a basekit balance too and extreme outliers need to be dealt with (see: SM 3-genning). The possible solutions may vary depending on the exact issue.

    Ex: 3-genning - I think overall it's okay at this point, but there are some killers who's kits can REALLY take it to the extreme and when paired with add-ons and perks exacerbates the issue. SM is currently the champion here and it is very much tied to her drones, their ease of use, and what they do. When paired with gen regression and certain add-ons, her ability to lock down a 3-gen in the majority of scenarios is beyond too much and to have a shot at breaking it, requires a level of coordinated effort (complimentary perks, items, etc) that the majority of the game's survivor base (solos and duos) cannot reasonably accomplish. In other words, ease of use with SM with this strategy is not even in the same ballpark as the effort required to deal with it.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491950#Comment_3491950

    You know what? I thought about it a bit more and I would like to amend my earlier statement about how it wouldn't have made a difference. It would have made a difference.

    But not to Team Eternal's benefit.

    If the killer is going to be patrolling the 3-gen the entire match in the express hopes of keeping those three from being completed within 60 minutes, then they're not going to be chasing, downing and hooking. Knowing this, Team Eternal got the first four gens out of the way completely uncontested.

    If they'd broken the 3-gen first, still taking upwards of 40 minutes to do so, they'd either be doing the remaining four gens while Skull Merchant is actually being a threat to them, or they'd get stuck with a new 3-gen for her to hold.

    So basically, tackling the 3-gen first would've been the worse option either way.

    Just to add: SM didn't have a 3 gen in that match, they had an easy 4 gen. If Eternal had broken the 3 gen first. The SM player could have just switched to that without much of a change. Even if they had the other gens 99'ed, not having the other gens done just gives SM more chances for downs/stalling.

    Regardless, the match still would have gone on just as long.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478558#Comment_3478558

    Solo survive streak might be possible with excessively selfish play, using things like Sole Survivor. I'd still like to see those solo, duo and trio streaks, and if none of them get past, say, four or five matches, that'll be pretty interesting to know by itself.

    I watched Aryun try to do a solo win streak a few times. I don't he broke 50 and most often it ended in the 20s iirc. I can't remember what builds he used tho. I know I've watched a few others attempt it, but don't remember much about them. I don't think the majority to or beyond 20.

  • Like any strategy or technique, it's only as good as the execution and how well the circumstances of that particular match are read.

    Even though there have been time when a 99'ed gate has caused kills that probably wouldn't have occurred otherwise, in my games, there have been other games where the opposite happens. The gates get opens quickly and there's no time to: find NOED, get someone who'd led the Killer away so that those of us remaining could get the doors open/heal up, get hit with Blood Warden, etc.

  • In my region, it almost always comes down to the time of day that I play and whether it's during the week or on the weekend. Later in the evening and weekend? Way more slugging/camping/tunneling than during the mornings during the week. Unfortunately, it's very rare that I can play early during the week.

    Camping - used to be the most common in my games, but it's tapered off quite a bit except for end game, which doesn't bother me. Right now I'm seeing camping 1-2 times per play session, including end game. So, not a big deal in my games currently.

    Slugging - used to be the rarest, but I'm seeing a pretty big uptick to the point where I see more slugging than anything else. This past weekend, I got to bleed out 6 times while the Killer hunted my remaining teammates with three games of the Killer intentionally trying to slug all four of us. I'm seeing it so much during the event that I'm seriously considering changing up my build to compensate.

    Tunneling - was fairly rare, but recently spiked. Could just be the event, but it was right up there with slugging in number of times I saw it this weekend.

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463903#Comment_3463903

    Nicolas Cage bringing terrible perks would genuinely be so funny I wouldn't be mad

    Only if they also reference his movies.

    Example for Gone in 60 Seconds: Eleanor's Whim - after finishing a generator, Eleanor has a 35% of granting you 150% haste for 20 seconds or a 65% chance of stunning you in place for 10 seconds.

  • I can't say that facecamping annoys me more beyond a general "whyyyyyyyyyyyy? we could all get so many more bps without this."

  • Already played it, but I had Small Game (turned out to be MVP because there was Devour in the match lol), Sabotour (useless), Adernaline (I was in chase and injured when it popped, so good) and I can't remember the last one

  • Generally, I'm a 'no man left behind' kind of player. I will go for the unhook and if circumstances permit, heal my teammate and take aggro so they can try to find the hatch. But if the Killer is camping or I don't think I can get the safe unhook, I might not.

  • The bedazzled mask - just why? Every time I see the jewel encrusted-sorta-gas-mask, I burst out into giggles.

    Overall aesthetic - I've seen a lot of people say that she's supposed to be a 'femme fatale' character. IDK if BHVR ever said one way or another, but if that was the goal, it's a swing and a miss. I would say if it was possible to swing once and miss twice, that'd be closer. I think she looks awkward - like a teenage girl putting on her Mom's high heels for the first and trying desperately to imitate a catwalk on uneven ground. In short, I don't find skull merchant remotely sexy or scary, much less both.

    Oh, and the predator/wolverine claw thing looks borderline ridiculous.

    Drones - interesting concept, but the mechanics of her drones means that she's going to be a 3-genning monster no matter what perks and/or add-ons that she chooses. Everything that she could use (perks and add-on wise) only means that she will be better at some other piece(s) of game play AND be able to 3-gen harder.

    I've faced a few skull merchants who didn't start off 3-genning, yet as soon as 1 or more gens popped, they'd start 3 genning and this Killer can make almost ANY set up a 3-gen. Doesn't matter if the survs started in the middle and worked strategically out, if there are 3 gens left in play on the map, she can effectively guard them. The only exceptions might be the really big maps. Just to contrast, I play Trapper mostly when I play Killer and there is a certain distance where if the gens are that far apart, you won't hold it well for long, SM's limitation is much MUCH more generous.

    And if it's a map with a close 4 gen? yeah, not one of my fonder DBD memories.

  • Back when the MMR was first redone to move away from the emblems, I tried Killer for the first time. My first match was against survivors who were far, FAR, FAR above my level and were a SWF. The game was utterly miserable for me, ending with 1 entire hook. In the post game chat, the survs were super nice about it and apologized (though I didn't think they have anything to apologize for), offered condolences on the matchmaking and a few pieces of advice.

    I had a match playing Trapper that started off pretty rough for me until the game got down to the last gen. I was able rally and get some quick downs and hooks on a Badham map and move the hook count from about 3 to 10. I would have gotten a 2K, but since the match had literally come down to the wire and had been huge amounts of fun, I let the last two I downed go as well. Color me surprised when I saw compliments in the chat for pushing the endgame so hard and making them work for that last gen and gates despite the slow start. We talked some strategy afterwards too for a couple of minutes.

    On the survivor side, I had several matches where I got paired up with the same person in soloq (5 or 6-ish games in a row) and in the last match we had 2 DCs against a Legion. The three of us ended up practicing chases etc and much to my surprise in the post game chat it turned out that the Killer was one that the 2 of us had faced in a couple of the previous matches. We chatted a bit about Legion.

    I'd say those are my top three and real #1 favorite.

  • @Witchubtet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443751#Comment_3443751

    My idea is specifically made to be against SWFs and to add more danger to the End Game before the collapse, but I’ll respond to each point you made.

    Hook State Regression is Bad like you Said, but there are ways to slow or stop the hook states. Reinsurance being a popular one. Alongside Breakdown that stops the hook from being used for a time.

    Tilting it in the Killers favor is slightly the point, it’s to add more danger to the survivors so they are forced to open it as soon as possible. No more waiting for saves for a whole minute or trying to gain a few extra points. This is the end game.

    There are 2 switches and for the full regression all 4 must be alive. This isn’t a harsh punishment for doing good, this is a warning to open the door before it’s too late.

    Pressure should always be there, just because you finished the gens doesn’t mean you won. You need to get out and hope you don’t get caught before the door is open.

    While I can somewhat respect the goal to add a layer of difficult for SWFs, this mechanic doesn't just target SWFs. In fact it will end up being more effective against 4 solo survs who did well enough to get all 5 gens done with no one being sacrificed. SWFs on comms will adjust easier and faster because it is simply easier and faster for them them do so.

    You mention that there are perks that can slow the progression to the next hook state, meaning that one has already been achieved and the surv is on the way to the next. There is nothing that stops that progression once they're on the hook or reverts it once they're off the hook. What you're proposing is more in line with a perk/mechanic that regresses the progress of a hook state back to 0 over a set amount of time and possibly for that regression to happen faster depending on the number of survs left in the game. (Or perhaps more comparable to the number of hook the Killer already has).

    As for tilting it in the Killer's favor, again, I think you need to add more justification for this because the time between gens completed and the final escapes and/or kill already leans heavily towards the Killer and with some maps and Killers it skews it even further. In short, I see too many potential scenerios where this mechanic allows Killers to pressure switches instead of survs after the gens are powered to ensure a 4K when it might have been 1-3 escape otherwise.

    You mention 2 switches and 4 survs alive, but have you also considered maps where both doors are easily visible and reachable by the Killer from an advantageous point? Matches with those maps where there are less than 4 alive and how easily Killers can keep chasing survs from the gate -causing any gained progress to start regressing- until they're able to secure downs? Sounds like it would just make 'door-ing' a thing next to hard '3-genning'.

    Lastly, pressure is already there. There's now only 2 exits (unless you're the last surv alive) that are often times either very close together, or at least easily viewable from a relatively short distance and the longer survs stay in a match the more likely it is they will be downed and hooked. There's also the potential of end game perks that Killers can employ. A mechanic like this would only make all those perks even stronger.

    Survivors are guaranteed an escape just because the gens are done, but neither are Killers guaranteed a kill.

  • @Witchubtet said:

    The current survivor strategy is to 99.9% a gate so they can get a save, and that’s okay like 50% of the time. But the only true way to stop that strategy is to run No away Out.

    How would you all think of a regression system based off of how many Survivors are alive during the end game?

    4 = full regression. 99->0 over double the time required to open. (About 40 or so seconds and this doesn’t mean it takes longer this is how long it takes for it to reach 0)

    3 = Some Regression 99->50

    2 = a Small dose of Regression 99 -> 80

    1 = No regression at all.

    It just makes sure in a 4 man someone is manning the door at all times or forced to throw the switch to escape if the killer gets close. While not fully punishing the smaller groups of survivors.

    So, you're premise is incomplete. Survivors don't 99 gates to solely get a save. A large part of the reason that gates are 99ed is to combat the possibility of Blood Warden being in play.

    In general, I don't think every mechanic in DBD needs to have a regression mechanic. (Could you just imagine a hook regression where by perk or regular game play, a Survivor can recover a hook state? Yikes.) The time after the gens are powered is supposed to be somewhat 'high adrenaline' for Killers and Survivors. Adding regression to it only tilts things more in Killer's favor than they already are. As a result, if such a thing were to be added, it would need far more justification than "survivors can sometimes secure a save without it".

    Killers can also chase a surv away from the switch and there's a sizeable number of Killer's that force survs to stay off the gate switch. A mechanic like this would only increase the already significant ability of Killers to apply pressure after the gens are done.

  • I’m just trying to figure out why killers never get huge QOL changes while survivors seem to get them every few months.

    Just a thought - it may be better to not think of it in terms of what 'they' get vs. what 'we' get. It may be that some changes - such as QoL for people who have hearing difficulty - may be easier for one role than the other. Personally, I dislike the the heart icon thing on surv and don't run it. From what I have been able to gather from reading/watching other people is that if a surv who doesn't have hearing difficult runs with it on, the impact on gameplay seems to be minimal. Meaning there is no significant benefit to not running it vs. running it.

    The question then becomes is that same statement - the impact is minimal - for Killers? If a similar icon is in place for Killers will it make detection easier for Killers even if they do not have hearing issues? Is it enough of an impact to potentially tilt the outcome of the game? To be clear, I'm not posing that I have an answer to those questions, only that a QoL change for one role might have very different game impacts and considerations than for the other role.

    It could also be that a thing that is easy to design and implement for one role is harder on a technical level to do for another.

    I completely feel you on the Killer FOV. My motions sickness is fairly mild, but it's enough to make me stop playing Killer after a few games or outright not play Killer, depending on how I'm feeling that day. How much would changing the Killer FOV impact gameplay though? I don't know, but I imagine it's perhaps one of the big points to consider with a change like that.

  • Yes, it can happen, but generally only if the survivor players are significantly better than the Bubba player AND the Bubba makes a mistake(s) that can be capitalized on. I've had it happen exactly one time. We had three gens pop during the chase with the third coming soon after the down. Got the 4th done and the 5th nearly complete (near a gate) when 2 of us peeled off to see if we could get the unhook.

    The other surv and I took turns trying to bait and eventually Bubba moved a touch too far away and tantrumed on a rock just as the other was going in from the other side to get the unhook. Thankfully the gate was close. That's the only time I've seen it.

  • ...someone else is getting chased close to them but they simply hide instead of doing a gen in the same vicinity that is done more than 70%

    Can depend on other factors, but generally, I'd rather a teammate keep on the gen if possible and relatively safe. Otherwise, move to another gen.

    never being willing to trade a health state/hook state....

    Yes, a healthy surv with no or 1 hook state should try to draw aggro if a teammate is being chased and on 3rd hook, but it's one of those things I don't get fussed about unless the healthy person is hiding in a locker across the map or testing out their ability to blend in with the bushes while doing nothing else.

    to take a protect hit for you or prevent you from getting killed.

    This one I mind a lot less. Learning the best times to go in for a protection hit can be difficult in some situations and could end up negatively affecting the person running from the Killer.

    Trading a hook state and protection hits are things that are generally simple in concept, but are harder to execute properly in game. I don't begrudge people for being hesitant on those unless they are being completely useless over all. Work on a gen, get the exit gates open. Do anything but hide.

    The stealth play that annoys me far more is the surv with the flashlight or the sabo build that follows me around during chase, waiting for me to go down. They don't take proc hits, they're not on gens, and a lot of times they end up messing up my looping because of their positioning. Then, more often than not, the flashlight timing is off and I end up on a hook anyway, or there's another hook close enough and the sabo play doesn't matter.

    But, with those instances, I try to not get too fussed. Everyone has to learn timing somehow.

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