09SHARKBOSS
09SHARKBOSS
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- 09SHARKBOSS
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i will save with my unhook build i gotchu finding hatch is hard (i will still unhook with lone wolf build)
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@AssortedSorting said:
One of the easier ways to find out where the Survivor went after returning to the Hook when you hear the Unhook notification is to simply follow their Blood Pools, which they will always leave (sans Perk)
If Survivors did not leave blood pools while Walking (and Crouching), there would be an option to try and walk away while the Unhooker leaves scratch marks to lure the Killer away, potentially risky, but opens the Player up to more options.
(I would suggest indicating that the Survivor is not leaving Blood Pools by them holding their side while Injured and Walking/Crouching)
However, the Hemorrhage Status Effect would negate this.
oh and you could fake a tunnel to make them body block so you start a different chase
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@AssortedSorting said:
One of the easier ways to find out where the Survivor went after returning to the Hook when you hear the Unhook notification is to simply follow their Blood Pools, which they will always leave (sans Perk)
If Survivors did not leave blood pools while Walking (and Crouching), there would be an option to try and walk away while the Unhooker leaves scratch marks to lure the Killer away, potentially risky, but opens the Player up to more options.
(I would suggest indicating that the Survivor is not leaving Blood Pools by them holding their side while Injured and Walking/Crouching)
However, the Hemorrhage Status Effect would negate this.
i believe crouching should shorten the blood stay time and others should not
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@Ivanynakov said:
There already are tournaments with it's own rules like banning killers, banning perks, picking unique items and perks on each survivor. Why wasn't it implemented in the game and nobody even talks about it?
How would the game look like
- Step 1. Lobby is found. It shows the map which was generated randomly.
- Step 2. Each survivor is banning 1killer and 1perk.
- Step 3. Killer bans 4perks.
- Step 4. One Survivor picks it's character, item and 4 perks (other survivors will not be able to take any of those anymore). Killer picks one perk.
- Step 5-7. Same as Step 4.
- Step 8. Killer picks his character (can be even hidden from Survivors, so Wraith/Ghostface etc. aren't in disadvantage?)
Perks would finally become strategic desicion instead of blind hope for counter Killer perks. Also picking the Killer as last step gives the option for a twist.
How would you imagine it? And would you even want to have ranked league?
myres aura build
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@IWasLeft2Die said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412019#Comment_3412019
Btw this is my original account just as a heads up
got it
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@09SHARKBOSS said:
if it became an addon
like 4th hit downs instead of fifth
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@IWasLeft2Die said:
Personally, I'd like that to be the case but I get why several people would hate it.
Several perks would need to be changed (some nerfs and some buffs). Pretty much all of the delayed gate opening or exit perks would need nerfed.
I'd suspect EGC would have to be longer as well.
Overall I'd be into the change if other changes were implemented well. The whole 99% gates thing is super boring imo
just open the 99% gate as a killer to use their time and make them rush its what i do
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no please do not do this- killer main who uses remember me
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please do add some more story for the og guys
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with the new movie coming out it could help out alot but stranger things coming back could work
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@HugTechLover said:
Well then it simply wouldn’t work for saves?
purple flashlight purple lense iri bulb got me so many times with a sliver of light in my face
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im genuine able to say as a killer main i love exhaustion perks i dont want to stomp their whole team and if they are better than me without them i say well play and move on
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@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411873#Comment_3411873
Locker grabs would not be removed, at least while they are in. Only the delayed grab after jumping out of a locker would be removed, that thing feels so rigged when it happens to you.
head on is a good counter against me bc i let them leave the locker then whack them to purposely not grab them i try to make it more fun
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@ironblade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411834#Comment_3411834
Irrelevant.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411835#Comment_3411835
That's not true.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411836#Comment_3411836
Not true.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411848#Comment_3411848
No, you don't.
Yes, you do.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411851#Comment_3411851
No, it has a customized hook states not like your usual hook states we have now.
so similar to the executioners cage not exactly like it
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@09SHARKBOSS said:
even before to when they could stack -killer main
jk
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even before to when they could stack -killer main
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@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411866#Comment_3411866
You mean for gen grabbing? That's indeed a valid point, removing healthy grabs would take away the "joy" of grabbing someone with a stealth killer, at least while they are healthy.
yes or when you read their aura and see them hide in a locker
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@CaulDrohn said:
TLDR:
Grabbing healthy survivors creates standoff-like situations that should not be in the game. But removing them as a whole requires some compensation buffs for killer gen defense.
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Hello people of the fog,
today I was thinking about grabs of healthy survivors, where they can occur and if they are fine or need adjustments. Beware, the post might get lengthy:
First of all, how can a killer grab a survivor and in which situations?
Grabbing a survivor is performed by the killer by using a quick attack (just tapping mouse, no lunging) on a survivor that is currently in an animation. The most common situations for grabs are the survivor vaulting, repairing a gen or unhooking, to a lesser degree when entering or exiting a locker or opening a gate. If I'm not mistaken, you can also be grabbed from cleansing or booning a totem or saboing a hook, but that would be pretty rare. You cannot be grabbed when healing someone or opening a chest (pls correct me if I'm wrong here).
Most of the grabs can be performed on healthy and injured people, only the vaulting grab can only be performed on injured people, and it may not be a fast vault.
Why/when can grabbing a survivor cause issues?
The possibility to be grabbed can create standoff situations, were both parties best approach is to do nothing to not give the other party an opening.
The most notorious of such standoffs was the infamous hatch standoff. Killers would be able to grab a survivor while they were jumping into the open hatch. So the survivors best approach was to not jump into the hatch when the killer was nearby. But the killer could also not hit the survivor with an attack, bc that would allow the survivor to jump into the hatch during the attack cooldown. Both sides were locked, the one doing it's first move would lose. Hatch standoffs were ultimately removed with the addition of End Game Collapse and the simultanious removel of hatch grabs.
The hatch standoff was special bc it prevailed even when injured. The other types of standoff situations that are still possible to this day due to grabs occur only then the survivor is still healthy, bc on injured ppl, the killer has no disadvantage to just down them.
Which other standoff-like situations are introduced by healthy grabs?
The possibility to be grabbed healthy comes into play most when repairing a generator or going for a rescue.
Unhook standoff:
For rescue attempts, the healthy grab creates a standoff-like situation where a survivor cannot unhook in front of a killer, bc that would make him vulnerable to the grab, and the killer wanting to prevent the unhook cannot hit the survivor, bc that would enable them to unhook during the hit cooldown animation. Of course the killer can usually secure a trade in this situation by just hitting the unhooker before the unhook and right after. But there may be situations where it's better for the killer to secure a second hook stage or a sacrifice, instead of a trade.
The time is on the killers side in this situation, so the unhooking survivor will usually try to bait an attack by rapidly starting the unhook animation and cancelling it. The closer the hooked survivor is to being sacrificed (timer being up) the more risky the unhooking survivor will have to bait. Either the killer times it right and gets the grab, or the survivor is hit and will proceed to unhook, forcing the killer to accept the trade or tunnel the unhooked. This unhook standoff happens often with killers camping aggressively, so consequently it was suggested multiple times to remove healthy hook grabs to make camping less effective.
Generator standoff:
For generator repairs, the healthy grab creates a standoff-like situation where a (single) survivor cannot finish repairing a generator in front of a killer, bc the killer could grab them than, and the killer cannot hit the survivor, bc that would enable them to finish the gen during the hit cooldown animation. The killer can likely trade the finished gen for a down, but preventing a gen from being done may be more valuable, esp. on the last gens.
This situation can be side-steped by the killer kicking the gen, which will apply the slight kick regression (2.5%). When the killer can do this two times, they are safe to hit one survivor and be ready again to hit before the gen can be finished by the (now injured) survivor. The survivor could also try to bait a hit similar to unhook standoff, to finish the gen during hit cooldown. This esp. comes into play when doing the last gen with Adrenaline ready.
The situation changes with multiple survivors doing the same gen, even a grab might lose the killer the gen, so it's not really a standoff anymore. Kicking the gen might also not be possible, since a gen can only be kicked when no surv works on them. Even if the killer gets a kick through, without having any way to add additional regression (Pop), they would need multiple kicks to be safe to hit a survivor afterwards without losing the gen during hit cooldown. With the surv. repairing aggressively, there's not much the killer can do to prevent it (seperate, but related issue).
Vault standoff (if vault grabs were possible on healthy survivors):
For demonstrating the strange impact on the game when grabbing healthy survivors is possible, lets imagine what would happen if healthy vault grabs where a thing: Grabbing a healthy survivor during a vault would be a great way to cut chase times in nearly half, so killers might feel incentived to chase a survivor around without hitting and building up blood lust 3. The survivor would be safe as long as they find safe pallets and strong vaults. But with weaker vaults or the killer already breathing in their neck, their only option to not get grabbed healthy would be to stand still at a vault and wait for the killer to hit them. Or straightout ignore vaults and the killer when being tailgated until being hit. The killer won't hit a healthy player near a vault, when they can afford it (in end game). Healthy vault grabs would introduce "anti-play tactics", so it's good we don't have that.
In summary, grabs of healthy survivors can create standoff-like situation and strange interactions between survivors and the killer, which break the "natural flow" of a trail. This situations force the players into utilizing the flaws / restrictions of the game mechanics itself instead of just playing the game "normally". It breaks the immersion or "logic" of the game: Why would a threatening, murdering psychopath have to wait for the survivor to do some action before they can strike?
So should healthy grabs be removed?
I would say yes. Not just for unhook grabs, which make camping more effective, but also gen grabs and all other grabs when being healthy. It would make the whole grab process more consistent, and prevent such "unnatural" situations. You could still be grabbed when injured, but when healthy, you have to be hit first.
But wouldn't that be a nerf to killer?
Yes. While we may be fine with removing healthy unhook grabs to make camping less effective, killers would have it harder to prevent a gen from the being completed with a single survivor working on it. So there should be some compensation changes/buffs if healthy grabs would get removed.
Two things I have in mind for this, which could come alone or in combination:
1) Make survivors incapacited for 3 seconds after being hit with normal or special attack
So essentially as long as the hit cooldown animation. That would prevent them to tank a hit and finish the gen in the killers face, as long as it's only one survivor. It would also prevent tanking a hit and then healing someone full / from the ground (another standoff-like interaction, but without a grab), but I would assume that happens way less than tanking a hit to finish a gen (esp. with the last one, into adre).
This change together with removed healthy grabs would be a net buff in gen defense, a single survivor won't be able to put a gen through by force anymore. But I think thats just reasonable in the context of the game (killer having the power role). And there wouldn't be healthy hook grabs anymore, so less effective camping.
2) Have killer actions take priority over survivor actions:
There are a few interactions where survivors can dictate what action a killer can perform, or moreover, what they can NOT do at a certain time:
- Kicking a gen while a survivor is repairing,
- Picking a survivor up while being healed (heal tech at the exits)
- Saboing when trying to hook (Is it? Or does hooking take prio over sabo? In my exp not).
These "jam tactics" do not make sense in the context of the game either, imo. A big, fierce, brutal killer would absolutely be able to shove a survivor aside to damage a generator or to pick someone up.
So by giving the killer actions prio over survivor actions, a killer could just walk straight to a nearly finished gen and apply the kick right away (possibly with pop), forcing repairing survivors off the gen (similar to being pushed away when gen lock perks like Deadlock trigger). This would also help against multiple survivors repairing. Only when there's no place left to apply the kick, the killer would have to hit a survivor (possibly with incap effect from 1.), so they could apply the kick imidiately after, if the gen was not finished during hit cooldown).
Both changes in combination with healthy grabs being removed would make the killer more fearsome in close interaction, making bold plays from the survivors more risky, and remove "unnatural" (standoff) situations. Camping would get less effective, survivors would have a better chance to at least secure a trade (excluding certain killer powers or exposed effects cough BUBBA cough ).
So, what do you think?
Is grabbing healthy survivors an issue at all?
Should it be changed as a whole, or only hook grabs?
What do you think of my suggestiongs? Are there problematic edge cases?
Do you have some improvements or other ideas?
no it requires either stealth or oblivious survivors so its pretty difficult
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@lifeisstrange said:
I had a match with some twins and they was very very bad at chasing. Much of the time they ignored me or will target my weaker team mates, eventually they got tunnely and would go for my team mates cause I can see they was not good at looping. I did got to force her to chase me since I got 0 hook and ofc wasted her time popping all the gens, now I was not the obsession this whole time, and did not know that this game afoot perk makes you the obsession after she m1s. Ok cool that is no problem. However what was lame as heck is just as I get down as the last gen pop unknown to me she also had rancor and I got moried which ofc is stupidly unfair as I would not know she had rancor the whole time since I originally was not the obsession.
Ok cool its fine I died , but what shock me was that even though I died as the obsession she hits the meg who now becomes the obsession and then she took gets moried by rancor. Why is that a thing? I thought perks that has to do with the obsession no longer work if the obsession dies.
Killer gets 2 cheap undeserving moris? Please change that and do not allow game afoot to constantly change obsession or rancor should only work ONCE on one person not multiple. I do not know if this was an error on bvhr part cause I know that sometimes mistakes happen where perks combo with each other and was not meant to or if it was intentional. Either way that is totally not healthy at all for the game.
honestly thank you for the idea to hurt my friends mental state(only gonna use this in custom)
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@Marc_go_solo said:
I'd definitely prefer an Alien chapter for the anniversary, albeit nothing has been confirmed.
However, a non-humanoid killer such as a Spider thing is also something I'd really like to see.
where would its face be to blind it?
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@ironblade said:
Give me a spider queen killer that envelops the survivor in a cocoon covered in spiderling that will nourish on the Survivor's blood which, by the way, replaced hooks.
so like the executioners cage
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it might get better after a week thats how it went for me
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cmon its just a great story
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if it became an addon
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try save the best for last on a special attack killer like huntress or nemisis
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@Mooks said:
nope, not possible and the devs stated they have no intention to add this feature.
😥
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@KenwanObinobi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406676#Comment_3406676
The regress perks, as they were, were too powerfull and killed the fun as DH/CoH did. The nerfs were necessary but for the regression they went too hard on it. It was not really for balance but for the fun factor.
The self-heal nerf is great as it now forces the survivors to teamplay, it is a team game.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406681#Comment_3406681
The Knight is not that terrible, really fun to play as and against.
The skull merchant however...
agreed
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i personally have not tried her but i will soon
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@Veroles said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400362#Comment_3400362
After one hour of playtime people get disconnected from the match.
never had that happen
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just stop nerfing it so hard
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@Chordyceps said:
As a killer main, I have to say windows. Strong pallets will eventually be dropped and then destroyed. Strong windows are permanent and you just kinda have to deal with it.
agreed
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@lostamongechoes said:
https://us.v-cdn.net/6030815/uploads/ZZ8ZW0RNEALX/16819592980604071495432264592751.jpg
Hard to do anything when this is the turnout. Beginning to feel like I wasted money on this game.
trust me not all games are like this im a killer main "as in i mostly play killer" and i do not like when stuff like this happens
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never had this problem you need to be close to them though or directly above them (there is some space in between the floor and basement)
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legion go brrr
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@notJustDante said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405666#Comment_3405666
Read the first sentence on my post
srry did not notice that part
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they might have had map offerings
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makes you stay undetectable for 2-5 sec longer like lethal
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@CrossTheSholf said:
It's too surivor sided, They undid most of the nerfs to healing and murdered most of the gen regression perks that were still used.
we dont need them meta makes the game no longer fun -killer main
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same but when im killer if its an injure i give them a headstart if its a down i pick them up and drop them for a second chance
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its technically an opinion bc i think twins and nightmare are strong when i play them
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comedy horror
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people just shouldn't tunnel or camp
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@Rulebreaker said:
Leaning towards piggy or sadako. Piggy is an m1 killer that has a lethal slowdown requiring a down first with an ambush that rarely works against attentive survivors. Sadako is an m1 killer with a fast slow teleport (teleport itself is fast, tv cd is slow) and a lethal gimmick thats hard to exploit without add ons. At least Trapper can get alot of pressure real quick (though requiring luck and unlucky survivors) and technically some anti-loop while Freddy has mobility and ways (or 1 way since no add ons) to help in chases.
i play pig and dont use ambush she stil has stealth in her basekit
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@psionic said:
In your opinion, which killer has the weakest basekit? when playing without perks and addons?
https://us.v-cdn.net/6030815/uploads/HGU5IFKCVWH4/image.png
I'm between Myers, Trapper, Hag and Wraith. But I guess Myers has the worst early game of these killers. So maybe Myers?
not myers i tried this its still ez he is op in a fun way
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@PowZapBamWoofMeow said:
50/50 Killer Survivor player here.
Survivors DC far more often than killers.
Almost every other match when I play killer and find a survivor early it’s often a DC.
Then there’s the 2 early DC’s if they are an annoying meme duo.
And almost always a DC when someone hits death hook. Don’t want to give killer that well earned 4K.
yeah i have lost my chances at a merciless even when the survivor was dead on hook and hooked
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thx for the idea
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@TonyXSplash said:
I like going against Leatherface, Freddy, Clown, Hillbilly.
I hate going against Skull Merchant and The Huntress (Unpredictable hit box)
you would love playing against me
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@NekoGamerX said:
just add killer bots already no one going want play killer soon anyways.
false killer main who dosent dc here but yeah you are right there are alot less of us than before
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@PowZapBamWoofMeow said:
It’s 2023. There are almost 100 killer perks (same for survivors).
I believe it’s time for killers get 1-2 more perk slots.
Survivor teams now have 17 perks which includes basekit BT.
Lightborn has become almost a staple with the amount of ways survivors can blind now: flashlights, flashbang (perk), the other gen blinding perk (landmine), as well as firecrackers. So that’s basically 1 mandatory perk.
On console (PS5) I need to run Iron Grasp all the time because the way wiggle affects the console controller especially noticeable with Boil Over, killer literally gets stuck and frozen in corners/turns/walls for 1-2 seconds. I’m pretty sure this is a known issue.
Aside from that, it’s just time to allow killers to bring more perks, period. I want to have more fun and it’s stale and limiting gameplay when all I can equip are 4 perks, or “the same” 4 perks game after game after game.
Now for anyone thinking it could lead to abuse - say 6 hexes or 6 gen regression is too OP. BHVR simply categorizes the perks or does some kind of coding to only allow 4 of any type, like you can currently do today. I’m sure they can figure it out.
It would be nice to feel appreciated as killer players, to have more fun and variety with perk builds, as well as a little more powerful without being OP.
Thank you for attending my Ted Talk.
What do you think?
im my killer oppinion no just no first up i dont need lightborn and i dont run 4 gen perks and still i get 4ks with decent and apperently bad perks
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more of a five second stun and remove its timer