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ABAEX

ABAEX

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  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721045#Comment_3721045

    You've still not addressed the issue at all my guy, Blue is not guaranteed to get to safety in either scenario, especially against stronger killers, and in both scenarios can have their DS deactivated through no fault of their own.

    Killers are not dumb and helpless, we are pretty smart, and would absolutely be capable of abusing protection hits disabling DS in a large variety of scenarios. Especially someone like Pyramid Head.

    survivor are not dumb and helpless, we are pretty smart, and would absolutely be capable of abusing protection hits and DS in a large variety of scenarios.

    even the version that killer can face camp and catch hook, survivor still can all escape.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720897#Comment_3720897

    The scenario you are describing in pictures a → b → c →d is equally likely to backfire as succeed.

    Green goes in while full HP, and the killer hits them.

    a) While the killer recovers Green uses the speed boost to get to hook and pulls blue off hook.Killer has recovered and now hits blue, which means blue has taken a protection hit but has gained a speed boost.

    b) You now assume the killer hits green… which the killer doesnt have to do. So already blue is in a dangerous spot. Blue now has to run up the stairs through the killer and try to make safety.

    c) At this point you also assume the survivor is away and home free... this is not true. Anything like a Trapper trap, Hag trap, Blight, Nurse, Wesker, Spirit, or Wraith can easily catch up and the survivor is far from safe... with DS no longer protecting them. Green is slugged in basement and not on gens, so this is good time efficiency to continue the tunnel. Your situation here is the ideal outcome, and doesn't consider the equally likely worst outcome.

    There is another problem scenario…

    a) After injuring green on the way in, the killer doesn't hit anyone... and instead body blocks the stairs. Blue never gets the speed boost and instead has to squeeze past the killer within 10 seconds, and obviously green will let them go first to have a good shot of getting out, so green is still there in the vicinity.

    b) Killer hits blue after 10s, with green still nearby, that counts as a protection hit, blue loses DS even though the killer was expressly tunneling... therefore DS didn't even protect against the scenario it is supposed to protect against.

    Even if blue squeezes past, the chance of them reaching safety is not good... So we never even make it to C.

    Hope that clears up why protection hits disabling DS are a problem. You can't even tie it to endurance to mitigate this...

    [a) After injuring green on the way in, the killer doesn't hit anyone... and instead body blocks the stairs. Blue never gets the speed boost and instead has to squeeze past the killer within 10 seconds]

    green can use [Anti-Haemorrhagic Syringe] to blue then get in locker, or use borrowed time

    blue can use off-record.

    can killer wait 80s? or 20s?

    how folly the green are that he don't know get in locker force killer pick him up? 10s is enough let green Crouching and slowly in the locker.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720897#Comment_3720897

    The scenario you are describing in pictures a → b → c →d is equally likely to backfire as succeed.

    Green goes in while full HP, and the killer hits them.

    a) While the killer recovers Green uses the speed boost to get to hook and pulls blue off hook.Killer has recovered and now hits blue, which means blue has taken a protection hit but has gained a speed boost.

    b) You now assume the killer hits green… which the killer doesnt have to do. So already blue is in a dangerous spot. Blue now has to run up the stairs through the killer and try to make safety.

    c) At this point you also assume the survivor is away and home free... this is not true. Anything like a Trapper trap, Hag trap, Blight, Nurse, Wesker, Spirit, or Wraith can easily catch up and the survivor is far from safe... with DS no longer protecting them. Green is slugged in basement and not on gens, so this is good time efficiency to continue the tunnel. Your situation here is the ideal outcome, and doesn't consider the equally likely worst outcome.

    There is another problem scenario…

    a) After injuring green on the way in, the killer doesn't hit anyone... and instead body blocks the stairs. Blue never gets the speed boost and instead has to squeeze past the killer within 10 seconds, and obviously green will let them go first to have a good shot of getting out, so green is still there in the vicinity.

    b) Killer hits blue after 10s, with green still nearby, that counts as a protection hit, blue loses DS even though the killer was expressly tunneling... therefore DS didn't even protect against the scenario it is supposed to protect against.

    Even if blue squeezes past, the chance of them reaching safety is not good... So we never even make it to C.

    Hope that clears up why protection hits disabling DS are a problem. You can't even tie it to endurance to mitigate this...

    [So already blue is in a dangerous spot. Blue now has to run up the stairs through the killer and try to make safety.]

    nope, blue can go Through the killer. killer can't bodyblock a survivor that just be hit.

    [c) At this point you also assume the survivor is away and home free... this is not true. Anything like a Trapper trap, Hag trap, Blight, Nurse, Wesker, Spirit, or Wraoth can easily catch up and the survivor is far from safe... with DS no longer protecting them. Green is slugged in basement and not on gens, so this is good time efficiency to continue the tunnel. Your situation here is the ideal outcome, and doesn't consider the equally likely worst outcome.]

    if killer hit blue, green Definitely not in the basement, it can run away 2.7s(10.8m), it Totally enough to run to the basement entrance and killer just finish the attack cool down.

    [a) After injuring green on the way in, the killer doesn't hit anyone... and instead body blocks the stairs. Blue never gets the speed boost and instead has to squeeze past the killer within 10 seconds]

    now basement stairs is Wider than before, killer is harder to block.

    and…… anti camp makes killer can't camp Above the basement, need move Further, if camp at Basement entrance, survivor don't need to sand anyone to save, that survivor can unhook it self and get 15s Endurance&15s 15% haste .

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720900#Comment_3720900

    You said it right here:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717651#Comment_3717651

    Let [protection hit] event be a Conspicuous Actions only effect Endurance and DS.

    So you want a free down for being back at hook. Quit the bs.

    YES, [protection hit] event be a Conspicuous Actions only effect Endurance and DS.

    but if hit the Endurance, the endurance work first, then [protection hit] event pop out to disable Endurance and DS.

    This idea is came out at Endurance not disable after been hit, makes survivor can use off-record to take Multiple attacks only need heal deep wound.

    but like the killer perk [Dying_Light]+[Furtive_Chase]+[Friends 'til the End], if killer hook the Obsession, Trigger order is [Furtive_Chase] then [Friends 'til the End].

    survivors Endurance get hit first, then trigger [protection hit] event.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720713#Comment_3720713

    Unfortunately I feel like you're arguing with a brick wall here, at best.

    You've already pointed out that the most common scenario for this would be hitting the survivor immediately off hook, where the unhooker is 'nearby', which would count as a protection hit.

    Since the survivor's only protection against camping is endurance, and the only protection against tunneling is endurance or DS, the OP is just asking to turn off camping and tunneling protections in that scenario.

    Which means, if the killer wants to tunnel someone off hook, the obviously optimal play here is proxy camp, hit the unhooker on their way in, then hit the hooked survivor as their get touch the ground, which instantly downs them.

    This is just an argument to go back to before base kit BT was implemented, and I trust that the devs completely understand the consequence of this. Them calling this 'good for survivors' is just gaslighting.

    endurance can be Conspicuous Actions disable.

    but the way trigger Protection Hit is the Endurance unhook survivor get hit.

    so it only dis able DS.

  • @YuffieGreatestWaifu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718386#Comment_3718386

    The problem is what I just described. You proxy camp and I cant take a hit otherwise I lose DS perk since protection hit occur when another player is close by.

    need another player is injured by 10m.

    if another not injured, it not trigger protection hit.

  • @YuffieGreatestWaifu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717673#Comment_3717673

    Sigh what the poster wanted is to remove DS to trigger if you protection hit that is bad.

    not remove ds, is Limit its aggressive use.

    This change will help future perks gain more power, but will not be used to prevent killers case others, just preventing tunnels.

  • OMG, how hard it is?

    Is good for survivor.

    should I Draw a picture to explain why it good for survivor?

  • @YuffieGreatestWaifu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717651#Comment_3717651

    Once again you get unhooked the killer goes after you next to other player the protection triggers and opps you just lost DS it would be bad.

    protection hit only give the man who be hit, not the guy who be protect.

  • @YuffieGreatestWaifu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717651#Comment_3717651

    Once again you get unhooked the killer goes after you next to other player the protection triggers and opps you just lost DS it would be bad.

    Yes, NO DS.

    but that be unhooked survivor have 10s Endurance to get hit then run away 20s(if have mft is 25s), the save guy is not downed, can heal or fix the gen, other 2 survivor don't need send other gut to heal or rescue this save guy.

  • @SkeletalElite said:

    because there is no way to implement such a system that is not extremly abusable to tunnel someone while ignoring their anti tunnel perks that is also effective at preventing the use of anti tunnel perks to protect other survivors while also being relatively simple and easy to understand.

    Let [protection hit] event be a Conspicuous Actions only effect Endurance and DS.

    The Endurance is normally be used when get hit, give survivor deep wound then Endurance be removed.

    The stand survivor is More threatening than downed survivor to the killer.

    if killer want attack unhook survivor trigger [protection hit] event to deactivate DS, killer will face 2 moveable treat.

  • @YuffieGreatestWaifu said:

    Oh god this is dumb
    Example 1
    Killer hooks player in Basement you go first in case killer has any type of 1 hit knocks
    Example 2 Proxy camping

    What you want would make the game even more easier to tunnel and or proxy facecamp.

    Example 1:

    A: Killer hook another survivor in basement

    B: You go to rescue that survivor.

    C: You get hit at basement entry.

    D: You go down and succeed make that survivor unhook.

    E: you get hit, you triggered [protection hit] event and get score, but that survivor not triggering [protection hit] event, so they DS is still working. you down in basement very deep, killer can continue case that survivor or pick you up then hook, that survivor don't have too much time to run away(attack cool down need 2.7s, pick up need 3 s, killer don't need to move, hook need 2s. is7.7s)

    If killer want DS not working, killer can not hit you at E, killer need to hit that survivor, in this situation, you and that survivor both can move, and that survivor is faster than you, and you can run away 8s. If killer knocks you and pick you up, that survivor have 16.4s to run away from basement.

    Example 2:Proxy camping

    same but survivor can snake to Approaching the hooked survivor.

  • @oxygen said:

    Because conspicuous actions are 100% of the time active decisions made by the player in question. If someone gets on a gen, starts to heal themselves or anything else like that, that was their decision to press the button to do so. This is very intentional design.

    That is NOT the case with protection hits. A protection hit is simply being hit close to an injured survivor, and the system is rather generous in applying it as well. You don't even need to know the survivor is there, you could run from the killer and get hit with an injured Dwight sitting a bush nearby, and it'd be a "protection hit".

    If you want to do something about people using anti tunnel mechanics/perks offensively you don't introduce something as frustrating as this, you make them just straight up not have collision while the perks are active so the killer can ignore them even if they try to bodyblock, just walk through them.


    You said [A protection hit is simply being hit close to an injured survivor, and the system is rather generous in applying it as well. You don't even need to know the survivor is there, you could run from the killer and get hit with an injured Dwight sitting a bush nearby, and it'd be a "protection hit".]


    Yes, 10m around injured survivor can trigger protection hit. but hide injured dwight in bush Also is a decisions made by the other player, they can choose Run in the opposite direction 1.5s to avoid make anti tunnel perk failure or this dwight protect that unhook survivor, because that survivor will be Sacrifice instantly while next hook, but that dwight not be hooked once.

    The [not collision] will make other problem, survivor can have 80s hide in other survivors hit box to avoid killer attack, or make ohter survivor can be a killer only Blocking door.

  • @adam1233467 said:

    You can hit the survivor on the animation of the unhooking, and they took a protection hit, now they lost their anti tunnel because of that, not going to happen

    If killer don't make Savior injured or that savior not injured when save that hooked survivor, that will not trigger protection hit.

    Like I said, protection hit considered will make survivors rescue Smarter, protection hit only trigger in 10m, two survivor only need to run away 1.25s to make this 10m Distance.

    Now the survivors almost have free 【Safe Hook Rescue】, 10s Endurance + 10% Haste make most of killer can't hit the survivor when their Unsafe Unhooks.

    Survivors do the thing wrong, but they still get advantage.

  • @adam1233467 said:

    You can hit the survivor on the animation of the unhooking, and they took a protection hit, now they lost their anti tunnel because of that, not going to happen

    you mean killer hit the saver then hit unhook survivor?

    that make 2 survivor stand and moveable, killer only can case one survivor a time.

    DS will be change to anti-tunnel but not anti-face camp tunnel.

    anti-face camp tunnel can use [Reassurance] or [Camaraderie] [Self-Preservation] [Borrowed Time] (+10s haste) [Babysitter] (8s 17% haste=4.68m/s)

  • This is kind of cheat.

    survivor change their walk speed to 4.0m/s

  • @Mandy said:

    If you have your player logs when this happens that would be super helpful thank you. Also any video?

    I'm seeing this randomly reported so I suspect it might be a difficult one to find the cause - so any information you have, could be super helpful.

    This is kind of cheater.

    The cheater survivor modifies their walking-move-speed to 4.0m/s and keep running speed to 4.0m/s.

    Killer look like the cheater are normally running, but they are actually walking as 4.0m/s with running animation.(in DBD survivor stand movement animation according to movement-speed, you can test when survivor been hit and use shift trigger perk [Sprint Burst] then walk.)

    They can Walk like running.(The advantage of this cheat is: they can Recovery [Exhausted] in chase.)

    But the "ingenious" cheater will press shift some time to trigger chase and keep chase won't let killer awareness they are cheating.

  • This is kind of cheater.

    They modify walk move speed to 4.0m/s and keep they running speed to 4.0m/s.

    You look like they are running, but they are walking.

    They can Walk like running.(The advantage of this cheat is: they can Recovery [Exhausted] in chase.)

    But the "ingenious" cheater will press shift some time to keep chase won't let killer awareness they are cheating.

  • @bleep275 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690903#Comment_3690903

    bro is 110% a desperate tunneling killer main. He doesn’t want his only strategy to get nerfed

    tunnel and slug is opposite that after Knock down survivor.

    if killer not hook that is slug.

    if killer hook that is tunnel.

    no other way.

    because killer can't win like Injury 4 survivor and get 4 slug, if survivor not too bad.

  • Blight's hug-tech principle is:

    Collision detection of Blighted Corruption, is consistent with Basic Attack obstructions.

    you can Stand by the wall very close, face to wall and attack, slowly move down your Camera after hit the wall.

    then you will find A miraculous phenomenon. when you can not hit the wall by m1 attack, the Blighted Corruption prompt (m2)appears below your screen and you can use hug-tech.

    The question is, blight when rushing, he's camera will be Force pull to [Horizontal plane](I mean Parallel to the ground), but the Collision detection is not flushing, just keep the beginning detection.

    even though in this moment use M1 attack will hit the wall and get Obstructed Attacks by the wall.

  • @LapisInfernalis said:

    I see it like this as well.

    Blight's hug-tech is a feature at this point, not a bug.

    Blight's hug-tech principle is:

    Collision detection of Blighted Corruption, is consistent with Basic Attack obstructions.

    you can Stand by the wall very close, face to wall and attack, slowly move down your Camera after hit the wall.

    then you will find A miraculous phenomenon. when you can not hit the wall by m1 attack, the Blighted Corruption prompt (m2)appears below your screen and you can use hug-tech.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690878#Comment_3690878

    They can still only use it once. Same stuff.

    Just don't tunnel. Same stuff.

    you mean killer can't Take advantage of survivors' mistakes?

    if survivor don't missteps, killer will be loop for 5 gen.

    most 1V1 race already prove this.

    if killer want case other survivor with out Information.

    it will start at find some survivor to case.

    I don't know What kind of opponent you dealing with.

    but most of good survivor team can finish 2 gen before some survivor been hooked.

    killer Forced to slug survivor and continue hook that been hooked survivor to Reduce survivor team Actionable member.

    you know……If there have 4 survivor alive, someone been case, other 3 survivors can fix the gen.

    until that cased guy been hooked, it turn into:

    1 cased

    1 hooked

    1 go to saving

    1 fixing the gen.

    If there only 3 survivor alive,someone been case, other 2 survivor can fix the gen.

    until that cased guy been hooked, it turn into:

    1 cased

    1 hooked

    1 go to saving.

    no one are repairing the gen.

    There's an old saying in DBD to killer: 4 guy control man, 3 guy control gen.

    it can't work now.

    Because killer have 8 Regression Events limit, Even if there only have 3 survivor, killer have to keep control survivor not the gen to take long term advantage.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690810#Comment_3690810

    I already played the game when DS was available the second the killer picked you up for the first time. So, yes, I know the DS+UB combo and it never really bothered me, because I am not tunneling.

    DS+UB is old, now survivor have [Plot Twist]. they can fully healed and keep endurance to body block that killer cased survivor. let DS work, then use DH.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690839#Comment_3690839

    Killer then: "Stop hiding, I can't find you! Also Distortion is OP pls nerf!"

    true, what kind of perk can denial all aura perk?

    and it can stack in all situation in Terror-Radius?

    [Distortion] is a hide perk,

    [Diversion] need without being chased.

    [Lucky Break] need heal other survivor.

    But [Distortion] will stack with out any interaction.

    the only way to consume [distortion] token is use Undetectable killer.

    About [Distortion] to the aura perk.

    just like old [Spine Chill] to Undetectable killer.

  • @bleep275 said:

    Im all for the DS buff. The tunneling in this game is insane, i almost never get a killer who focuses on gen pressure and just chases the hook guy. There needs to be more punishing mechanics to promote a healthier game style on both sides. I'd even go so far that DS should only deactivate if you fix gens.

    if don't want be tunnel, just don't be found or downed by killer.

    just like if killer don't want be DS stun 5s just don't tunnel.

  • @GolbezGarlandGabrant said:

    The fact that you state all 4 survivors will be bringing it says a lot about the state of the game and tunneling.

    If survivor don't want be slug and tunneling.

    just don't be found or downed by killer.

  • @GolbezGarlandGabrant said:

    The fact that you state all 4 survivors will be bringing it says a lot about the state of the game and tunneling.

    it means, all killer need to default all survivor carry DS.

    just like the DH that don't need to unhook.

    or MFT that just work in injury.

    if off-record don't have "Suppresses Grunts of Pain when injured." it change to "if be hit will give 150% speed boost." you think killer will hit when survivor just unhook or wait for 10s then hit?

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687491#Comment_3687491

    Slug them, wait out their UB, slug them again or leave them and go somewhere else. They don't do gens if they run after you because they have DS.

    do you never meet the unbreakable? or Plot Twist? or they have [Flip-Flop]+[Power Struggle]?

    you slug them, means you are tethered around downed survivor, like they are 99% gen.

    and other gen will be fix least 40c/survivor (45%X3=135%)

  • @bleep275 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690676#Comment_3690676

    the thing is….majority of survivors aren’t on comes or swf. So it’s difficult to communicate that teamwork you’re preaching about. It is needed for balance.

    Killer and survivors both wine and cry about perks and addons. And when their perk or addons is nerfed they use it as CONFIRMATION BIAS that the game is unbalanced against them. That is not the case.

    Play survivor, grind to rank 1. Learn their perspective and maybe you’ll understand why some perks are buffed for survivor. Your gameplay as killer will so improve because you’re learning both sides and their thought process.

    "So it’s difficult to communicate that teamwork you’re preaching about."

    If they play good……I mean not Use phone when repairing the generator, Observe the status of teammates on the UI.

    They may will know where the other survivor repairing, should they need to repair that been cased survivor's 80% generator not be kicked just like carry [Rookie Spirit].

    "Killer and survivors both wine and cry about perks and addons. And when their perk or addons is nerfed they use it as CONFIRMATION BIAS that the game is unbalanced against them. That is not the case."

    Survivor perk the Dead hard, the old version used to have some features:

    • provide some distance to gat pallet and window.
    • Survive under killer's attack.
    • use in flash or pallet save, to get more close to killer or pallet.

    After DH become to give 0.5s endurance, BEHVR give survivor:

    give survivor [Background Player] perk to Make up for"use in flash or pallet save, to get more close to killer or pallet." vacancies, and do the job better……and buffed Stronger.

    give [Dramaturgy] to Make up for "provide some distance to gat pallet and window" vacancies, and do the job better. can move more distance, new item, if use it right, exposure is never be used by killer.

    new DH can "Survive under killer's attack." and provide more distance after been hit, Functionally more like give an extra health.

    But the situation on the killer's side is:[Ruin] [Overcharge] [Call of Brine] perks can Counter survivor tactics of Multiple repairs.

    but correlation perk been nerfed, and no new perk to make up this vacancies.

    then, killer have 8 time limit.

    If killer want to counter Multiple repairs tactics, have to slug 1~2 survivor(need high skill and clear sense to get this situation) on the ground stop the save and use [Oppression] perk……to get 50% efficiency [Ruin]or[Overcharge]or[Call of Brine].

    maybe that perk is not "balance", but killer need more and more skill to keep 60% kill rate, but survivor can easily get 40% escape rate, after get free perk(borrow time), "little" buff perk.

    image.png

    "Play survivor, grind to rank 1. Learn their perspective and maybe you’ll understand why some perks are buffed for survivor. Your gameplay as killer will so improve because you’re learning both sides and their thought process."

    My survivor MMR is not below 1600. now get rank 1 is very easy if you get 4 survivor team, even don't have "Out-game voice communication", just let the all survivor have the same purpose, In this trial is quick or slow can be Judged empirically.

    killer only get broken hook and flashlight pallet save on their face. killer can't dealing with [Buckle Up+For the People].

    survivor have more advantages on map choose. so some perk like [No Mither] [Breakdown] [Boil Over] in those map is hard to deal with.

  • @bleep275 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690076#Comment_3690076

    I genuinely think your bias is making you completely misread/misinterpret what I’m saying. This what I’m saying

    DS buff is needed

    Tunneling promotes toxicity

    If you have to tunnel to win, you’re playing out of your skill set. Take the loss and verse people on your level with your dropped mmr

    buff DS to 2~4s stun and give survivor 8~10s endurance to get 32m pallet and window.

    this will Countermeasures that killer have high speed. (like nurse, after stun survivor 'only' move away 10~16m, she can easy get a hit in 7s, other 4.6m/s killer need case for 11.25s~21.25s)

    that is very good way to BEHVR.

    no new code. means no new bug if use DS to Disable killers power.

    Talk about toxicity.

    The most toxicity thing is:

    Killer: if I play bad, I should Practice more or Change tactics/perk to get more kill. Maybe I need play survivor to know what survivor think if they in this situation.

    Survivor: if I play bad, I should cry to BEHVR to nerf killer or buff perk or beg for more free perk. that killer is absolutely OP, and no countermeasures. I don't even have to play that killer to know it.

    when this game in 2017, survivor know how and when to save their teammate on hook.

    If killer camp or most of killer use 'camp' play style, survivor know how to hide at beginning to take gen Progress advantage(pressure?) to killer, if killer still choose camp, the only results is 4escap and 3escap.

    But now, survivor have free Borrowed Time and other free perk(Ui/self-save), killer is nerfed can't catch and hard to stop face save (only have free perk Shadowborn and it have disadvantage when be flashlight), survivor It's like forgetting how to work together to save their teammate. most is trade save.

    survivor player that wants to save, they are most talking and thinking is "If I had that perk, how nice it would be."

    not the "If I have a teammate to cooperate, how good it would be" anymore.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690076#Comment_3690076

    Can they? Yes. Should they (be able to)? no. That was my point.

    They should, if they are good or survivor play bad.

    If the killer only has a 60% kill rate no matter they play good or bad no matter survivor move or just afk, why they play killer?

  • ok, survivor use flash get in locker. fake vault.

    use pick item to jump up to shack.

  • @bleep275 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690000#Comment_3690000

    Yes I can and I do, its extremely rare that i get less than 3 kills. I main ghost face, i use mindbreaker, undying, devour hope, and pop. If you are genuinely struggling that much, stop tunneling and camping for that kill. let your mmr drop to a skill level where it isn't as difficult for you, so you wont need to tunnel and camp. Alot of killers shoot themselves in the foot by playing like that to win, but winning boosts their mmr to get paired against even stronger survivors.

    you can try to win like this:

    3/4k before survivor fix all 5 gens.

    continue win.

    until some survivor team fix all gen even be 3/4k, or they get 1~4 escape.

    This is how a normal survivor behaves as an opponent.

    most of player don't know how to play.

    So BEHVR Additional analysis top 5% MMR player.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687491#Comment_3687491

    The CA change prevented offensive use. The 5→3s change didn't. The CA change was good. The 5→3s change was a mistake that took nearly 2 years to correct.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689699#Comment_3689699

    So everyone in soloq knows every other Survivor's perks now? I wish that were the case. Coordinated SWFs don't even bother with DS because they can shift pressure more effectively, and bring it to only counter with streamsniping known tunnelers.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690000#Comment_3690000

    What a bizarre question. No one should be able to win that consistently in a functional MMR system without abusing something broken (glitches/exploits/cheats/poorly designed mechanics). Winning that often reveals a flaw more than personal prowess. Even if that flaw is "I plan on sweating against people who don't".

    You know too little.

    a blight player have 95% chance end the game (3k 4k) before survivor fix all 5 gen.

    you still think no one be able to win like this?

  • @bleep275 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690000#Comment_3690000

    Yes I can and I do, its extremely rare that i get less than 3 kills. I main ghost face, i use mindbreaker, undying, devour hope, and pop. If you are genuinely struggling that much, stop tunneling and camping for that kill. let your mmr drop to a skill level where it isn't as difficult for you, so you wont need to tunnel and camp. Alot of killers shoot themselves in the foot by playing like that to win, but winning boosts their mmr to get paired against even stronger survivors.

    so, low mmr player that even don't know how to move, can suggest nerf and buff?

    Even behvr knows how to analyze statistics, as well as the top 5% MMR.

    If behvr not analyze top5% killer, they will buff nurse immediately.

  • as twins:

    you look a survivor at 20m away.

    you use V it cost 0.5s, survivor running, now is 22m away.

    V have 6m/s, need case 3s(17m) to Pounce, is 34m away from C.

    V success hit that survivor, the survivor has running away fast V have 5s latching on. now survivor is 23.6m away from V, 57.6m away from C.

    V need case 4s to 17m to Pounce, is 73.6m away from C.

    now survivor is down, C need move 14.5s to move and pick survivor up.

    this is killer player very skillful can pounce at 17m, what if, killer play not the top, only can pounce at 8m even 4m, or miss and be Crushing?

    all case may need Double time, pick up distance may double too.

  • @bleep275 said:

    Im all for the DS buff. The tunneling in this game is insane, i almost never get a killer who focuses on gen pressure and just chases the hook guy. There needs to be more punishing mechanics to promote a healthier game style on both sides. I'd even go so far that DS should only deactivate if you fix gens.

    Do you play killer?

    can you 3k 4k continuous 50 rounds?

  • what about survivor use jump tech flash tech?

  • What if…… the 5s stun is after "new stabbing animation"?

    means survivor can running 5s.

  • @Rase said:

    It's more likely the same RCE exploits that were used against CS:GO players 2 years ago and that weren't patched in Apex's modified Source Engine. So you can't exploit on DBD

    There was also a known RCE problem from 4 years ago

  • @Rase said:

    It's more likely the same RCE exploits that were used against CS:GO players 2 years ago and that weren't patched in Apex's modified Source Engine. So you can't exploit on DBD

    We don't know REC expoits is in EAC or Source.

    now as player, need to Watch and see what happens.

  • @MechWarrior3 said:

    I can’t say that I agree with this post. The changes seem to be off the record.

    just suggestion

  • @slipttees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650577#Comment_3650577

    anti-camp ajustment for maybe 24m. So affect proxy camp too!

    anti-camp max 16m.

    kind like fix gen.

    fix gen need 90c, survivor fix speed is 1c/s. so need 90s to finish a gen.


    After hooking a Survivor, there is a grace period of 7 seconds before the meter starts filling up, giving the Killer the opportunity to leave the area without being immediately penalised, as well as leaving some wiggle room to damage a nearby Generator or reload at a Locker if applicable.


    anti-camp need 100c to full to self-save.

    0-4 m: 5 c/s.  100/5=20+7=27 s to self-save.

    5 m: 4.5 c/s.  100/4.5=22+7=29 s to self-save.

    6 m: 4 c/s.  100/4=25+7=32 s to self-save.

    7 m: 3.5 c/s.  100/3.5=28.6+7=35.6 s to self-save.

    8 m: 3 c/s.  100/3=33.3+7=40.3 s to self-save.

    9 m: 2.5 c/s.  100/2.5=40+7=47 s to self-save.

    10 m: 2 c/s.  100/2=50+7=57 s to self-save.

    ↑ 0~10m survivor will self-save not to next stage.


    11 m : 1.75 c/s.  100/1.75=57.1+7=64.1 s to self-save.

    12 m: 1.5 c/s.  100/1.5=66.7+7=73.7 s to self-save.

    13 m: 1.25 c/s.  100/1.25=80+7=87 s to self-save.

    14 m: 1 c/s.  100/1=100+7=107 s to self-save.

    ↑ 11~14m survivor will not self-save in that stage.


    15 m: 0.75 c/s.  100/0.75=133.3+7=140.3 s to self-save.

    16 m: 0.5 c/s.  100/0.5=200+7=207 s to self-save.

    ↑ if no one save, survivor will hook to death, even in anti-camp.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650373#Comment_3650373

    Huh? That's news to me. Some people said that it would be highly abusable and BHVR would need to be very careful with that but I did not see anyone that thought it had to be a joke. Of course there were also people that were against it but not the majority. What you suggested is in no way similar to the AFC mechanic.

    anti-camp Definitely a joke.

    keep 12m to camp will let survivor self-save for 66.6s charge to full. but 60s is enough into next stage.

    survivor always self-save when it is full charge.

  • @slipttees said:

    I think about slug.

    normal time to full recovery for first time.

    20% more fast in comparation first time.

    40% more fast in comparation secound time.

    60% more fast comparation trird time.

    bye bye slug !

    good, that's make more survivor like it.

  • @KatsuhxP said:

    @ABAEX

    It's still a joke lol, the only thing it does it keeping you from standing directly at the hook. But the anti-camp is not even close to the joke ideas above, that would be absolutely insane and destroy every little try to balance this game in any way.

    anti 3gen is a joke.

    survivor can hide wait killer kick 8 time.

    survivor even can fix 4.9% and stop, then fix another 4.9%, killer can't kick the gen.

    killer can ignore 5%gen but can't ignore 95%gen, so killer will kick it.

    now gen is almost in survivor's hand.

  • @KatsuhxP said:

    What did i read? This has to be a joke!

    Alone the backgroundplayer thing is absolutely stupid. You can already save over half the map with it.

    I don't even have to start with the palettes making chases basically infinite or mft that makes basically every killer the same speed like huntress or even slower.

    The only thing that would make this any balanced is insta-mori on m1.

    maybe is a joke, but before anti-camp, every one think anti-camp has to be a joke.

  • @Xernoton said:

    The problem with slugging is that you don't actually progress the game by doing so. That survivor will get picked up and then you are left with nothing. Survivors are a lot faster in picking up their team mates than the killer is finding and downing the next one (outside of specific survivor-made scenarios). Also, when you only slug and don't hook, then you don't get the benefits of Pain Res, DMS, Grim Embrace and Pop.

    Your suggestions really come down to: "There should be no way for survivors to lose a game. Ever." You suggested to nerf absolutely everything that allows killers to build up pressure. Slowdown, slugging, breaking pallets, killing survivors and even specific killers. This is beyond unbalanced. MfT was too strong with a 3% haste effect and you suggest to buff it to 5% because survivors are bad? Well, if they're bad, then they should lose. It's as simple as that. The same goes for killers. If you play worse than your opponent, then why should you win?

    Most of us (if not all) thought you were trolling. To be honest, I'm still not sure you aren't. This is the most one sided post I've seen so far. You have raised no good arguments why something is too strong or too weak so far. It only comes down to: Survivors play bad, so they need help. Maybe you should play a bit of killer yourself, win your first few games and then see for yourself that survivors aren't actually that bad at the game. We have a MMR system that will put you against some decent players soon. Don't worry.

    This is an insult to all the good survivor players out there. This game wasn't released yesterday, so survivors had a bit of time to learn the game. And learn they did. Even in solo queue you see some basic levels of coordination thanks to the HUD and survivors having a bit of game sense. You know when to go for an unhook, you know when to heal, you know to spread out on gens and you know when someone is in chase. This is all the information you need to play solid. If all of this is not enough, then there are also perks to help you out.

    The most ridiculous out of all these suggestions to me was the thing with pallets respawning. There is such a thing as looping and it is what survivors should use to delay killers. Pre dropping isn't exactly skillful, so it shouldn't be a guaranteed win. Your suggestion however would create maps that don't allow the killer to get any downs. Does that sound fair to you? Because to me it doesn't. The Game for example has more than 30 pallets (consistently btw). Now multiply them by 4 (1 pallet + 3 respawns of that pallet). That leaves this map with more than 120 pallets. That is enough for 10 games. The average match doesn't last 1 hour and 20 minutes. But this is how long it would take to deal with this amount of resources. Even on old Shelter Woods, which sometimes had no more than 5 pallets iirc, this would become game breaking. The funny thing is though, that Nurse wouldn't really care. And she is the strongest killer in the game. So this would affect all but the very strongest killer.

    survivor only can in dying state for 240s (4min.)


    "Survivors are a lot faster in picking up their teammates than the killer is finding and downing the next one"

    if killer use the pickup and hook time to seek & chase other survivor, or intercept other survivor heal downing survivor up. survivor need more than 1 survivor to heal downing survivor.

    In fact, Done right or good skills, it is possible to injure even knock down another survivor before they are rescued.

    killer need to use black-box theory. Let the survivors waste their time. (Move to downing survivor but hit by killer and downing survivor picked up by killer.)


    when killer only slug and don't hook, then killer don't get the benefits of Pain Res, DMS, Grim Embrace and Pop. but survivor also don't get the benefits of DS, DH, Off record, unhook 10s buff. (etc.)

    hook can be broken, pickup can be saved by their teammate and perk, if killer down a survivor that hook will Sacrifice, but this survivor be save, In this case, killer don't actually progress the game by hooking.


    a downed survivor can't fix the gen, can't heal other, they move even very slow.

    if anti-camp and anti-3gen not insult all survivor, why anti-slug is an insult to all the good survivor player?


    pallets respawning is good to Limit the time of the game.

    if BEHVR want a trial in 20 min, so the pallets respawning time can be 1200s.


    "if they're bad, then they should lose."

    Yes! Exactly!

    if survivors are bad at loop and save, let killer down a survivor and hook them, camp to get an advantage from survivor blunders.

    if survivor are bad at Determine the location of the generator, let killer camp 3 gen, let survivor fix the other gen, and win the game, because survivor are bad, so they should lose.

    if survivor are bad at Handling slug, so let killer 4 down survivor and win.

    that is the right approach, not a "crutch" for survivors who can't handle those, but "crutch" in survivor that can handle those, will be "sledgehammer" Smash the killer.

    let survivor learn how to do it right, not depend on "crutch".

    now survivor save hook is worse than March 2017 Borrowed Time perk that give both survivor Endurance Status, they now all save at killer face. trade hook, so [Scourge Hook: Pain Resonance] & [Grim Embrace] is Very useful.

    killer can easy and quick get instantly gen losing 50% of Progression, 24s Blocks all Generators.

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