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Adrien

Adrien

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Adrien
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  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805046#Comment_3805046

    I'm talking about the skill check hitting as my finger is coming off the button. Like split second stuff, before the prompt even appears. No time to react.

    This happens to me at least 2-3 times per play session.

    What I meant is that the only change BHVR has to do is not to cancel the prompt (I'm not talking about you as a player) when the sound cue has started and you let go on the gen, but let the prompt appears in the middle of the screen like overcharge so you can do the skill check (or miss it :).

  • Don't cancel it. Just do the same as the Overcharge perk : let the prompt appears in the middle of the screen while you leave the gen so you can't bypass hard skillchecks

  • @AlwxysKim_ said:

    Im sick.

    Im tired.

    My god, i just hate that bhvr its just stick with the 60% winrate of EVERY SINGLE KILLER.

    How about a 50%/50% instead.

    AND ofc making the game more casual with its focus on the solo queue, survivors DESERVE more buffs instead of just a bunch of goffy perks that do nothing except making you laugh.

    Idc about any killer buff or whatever, i just want ALL the old perks for survivors, and MORE VAULT SPEED FOR THEM.

    An update for the validation hits.

    More buffs for survivors in chase, but nerfing all the generator perks/items.

    Just MAKE THE GAME MORE CASUAL with more interaction btw both roles instead of just getting hit or sabo the other role, IM SICK of these killers having literally no personality, like they're just a bunch of bots having fun just bcs you're not having fun. For example, "HAHAHA you couldn't sabo that bxtch", "HAHAH i have a better gaming chair".

    And finally, im just letting out all i have bcs i just got into my ONLY TWO MATCHES OF THE DAY, and it was first A PAIN RES POP USER, and later a LEGION WITH TRAIL OF TORMENT COULROPHOBIA THANATOPHOBIA that was sluggin me JUST BCS HE WANTED TO JUMPSCARED ANOTHER SURVIVOR.

    https://us.v-cdn.net/6030815/uploads/76OZMUPZVZL5/girl-screaming-meme-281-29.jpg

    As a solo Q survivor main, I can feel it.

    The following solo Q buffs feel necessary :

    • Make the survivor aura (not the killer one) from Kindred a basekit feature.
    • Show loadouts icons in the "Escape" menu in game.
    • For the anti-camp mechanic, show the filling bar to all survivors.
    • Add HUD when Deliverance, Reassurance, Wicked are active and when Camaraderie can be activated, with a timer icon. Those clutch perks feel useless in solo Q because no one can coordinate around it.
    • Remove the 4% unhook mechanic basekit to tone down impulsive griefing/rage quit scenarios, allow unhook with luck associated perks, offerings… and add a self kill prompt on hook when there are 2 survivors left (for the hatch game).

    That's the most important part I can think about for now.

  • Yes, the 4% is a mechanic used to rage quit/grief 95%+ of the time, and when it's not it just robbs a sacrifice from the killer based on pure luck.

    Please BHVR remove it, allow the selfunhook chance just with specific perks (slippery meat, up the ante, offerings…) and let the ability to selfkill on hook when there are 2 survivors left (to trigger the hatch game faster).

  • @Langweilig said:

    It is just a slap into the face for everyone who still plays survivor and it makes killer too boring when it is so easy

    Developpers are probably taking into account the number of solo Q survivors that kill themself on hook. It inflates the stats massively. Altruism in end game collapse helps a lot as well.

    I think the major problem for survivors that devs should fix is a couple of extremely killer sided maps (Forgotten ruins, Lampkin lane) and few strongly killer sided maps + the lack of info in solo Q (loadouts, perk activation such as deliverance).

  • @Booper36 said:

    I'm unfortunately too lazy to read the entirety of the post buuuuuut.

    They absolutely need to rid of the 'hook perks aren't activated by cages' aspect of his power. The whole point (I think) of cages is that it saves times (like during the anniversary or with the 2v8). Tunneling is so prevalent now that having a killer that can completely bypass any punishment or completely render survivors only way of extending their survival while being tunneled is beyond unfair and just feels terrible to play against, maybe in a 4-3 man swf it doesn't matter, but survivors will uncage you constantly when the killer is too close or when they should know the killer is tunneling (when they should wait as long as possible before uncaging/unhooking) and now you get instadowned and back to the hook you go.

    I am up for maybe keeping this aspect if phead players feel it's an important aspect of his power, but then they need to at least add basekit endurance/haste and remove any loud noise notification for the killer when uncaged to help combat the tunneling, maybe after x seconds or something the uncager can have their aura revealed for x seconds so that it isn't a completely safe unhook/uncage for that survivor but giving the caged person a chance. idk

    I can't really speak on anything else.

    You talked about the main issue for survivors. Yeah why not a bit of info basekit to compensate the cage nerf.

    Cage is not just time saving, it also counters : flashy/pallet saves, sabotage, disables dead hard, disables DS and OTR that could be used agggressively. That's why I wanted to make the tunneling/proxy camping just much harder with all the benefits listed above.

    But I can get why you would activate "unhooking perks".

  • @Rokku_Rorru said:

    I feel this is a problem with a lot of killers who have bad 4v1, they resort to tunneling etc instead to make up for their lack of presence. It's a wider issue that needs looked into while making tunneling a worse option.

    I see, but Chucky rarely uses S&D for mobility and is still considered strong. I think if the 1 v 1 is strong enough, you can chase chases easily. Also maps tend to get smaller. I don't think it's necessary to hard tunnel, only maybe against the hardest 4 player SWF.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/426576/nerf-pyramid-head-hard-tunneling-proxy-camping-potential-and-buff-add-ons

    Cages:

    • We don't know if they can do that without making it completely random. We're ok with that but just saying that's kinda what would need to happen. The mechanic is that the cage generally goes in a area furthest from the killer Ex: you cage someone in bottom right corner, they're now somewhere around top left. It's not always like that but a majority of the time it is.
    • Probably a good idea
    • We'd argue 3 seconds but worth testing.
    • This one we kinda have a problem with. While we don't like tunneling, the info of where 2 survivors are guaranteed is valued enough for us to say no to this.

    Buff: no comment as we've never had a problem with it

    Add ons: We're only going to comment on the ones we have some kind of issues with as most are either ok or worth testing to see what happens.

    • Scarlett egg: We are assuming this (aura reading) replaces the natural killer instinct that comes basekit. We would rather have the killer instinct as that's not countered by anything. A different effect for the add on would be fine but we aren't a fan of removing the killer instinct.
    • Rust-colured egg: The current wording you have would injure healthy survivors who get tormented. If that's the purpose we disagree with this. We'd rather have: "Whenever a tormented survivor is injured they are infected with the broken status for 30 seconds". Heck could up the time too.
    • Misty day: Same as Scarlett egg.

    Overall we like, but there's 2 glaring problems we don't.

    • Scarlett-Egg : Killer instinct basekit still applies.
    • Rusty-Egg : I meant injured survivors only become broken.
    • For the info, you have add-ons, the aim is to nerf hard tunneling, any other suggestion for this matter ?
    • Turn rate increase while holding M2 is a request I've seen from time to time, but it's not a popular opinion indeed.
  • @menacing_goose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674333#Comment_3674333

    Buddy people tunnel with that said build. Just because you don’t tunnel with it doesn’t mean others aren’t gonna go on their jolly way to tunnel someone while running the build your argument is based off your actions as if it’s you who makes up the entire dbd playerbase

    I play the vast majority of my games as a survivor main in solo Q, tunneling is not as common as people tell. Around 1 game out of 4 or 5. Then if you hard tunnel with pain res/grim embrace, you litteraly delay the value of the perks in the game.

    Then the problem is the hard tunneling, not the gen slowdown/regression perks. But that is off topic.

  • @menacing_goose said:

    this meta is so dumb and unhealthy. Pain res and pop being in the same build was already annoying enough but manageable but now we have grim and dms to pause the game while the most progressed gens will be regressing from either pop or pain res. A majority of my matches I can guess over half a killers build before a match even starts. Almost all the most used killer builds consist of pop pain res and with this new meta the game is just boring every match is the same, there’s no variety between what killers you go up against either so every match is just a variation of a build more than likely including pop pain res while going against the same 5 killers and it’s just not fun

    The trials are already fast-paced, how making it slightly slower is "unhealthy" ? Nothing crazy like 3 gen strats and the 35 minutes game.

    When I play killer (as a survivor main), this build is an insurance for survivors that I will be able to win the game without tunneling.

    Nerf these perks too hard and good luck with all the tunneling and slugging.

  • Pretty survivor sided map.

    The two extensions with the double maze tiles make the map too large to defend. The main building is a bit too strong and it's easy to get stuck on a ramp. Also the little greenhouse and the little park are most of the time too unsafe.

    Suggestions :

    • Reduce the size of the two extensions to one maze tile each, close to the center of the map.
    • Remove one pallet and one window from the main building.
    • Remove some collisions on the main building's ramps.
    • Create a consistant two-pallet-spawn in the greenhouse/park area.
  • @mahiroa said:

    I play both Killer and Survivor, and I think the current Killer environment is very painful and difficult for Survivors.

    To be frank, the current Killer is limited in all tactics such as destroying generators and delaying with severe effects, and the only way to gain an advantage in the battle is by continuing to chase one survivor, so it is difficult to play the Killer. I don't find it very interesting. I think that's why so many users play Survivor against Killer.

    The reason why tunneling, which survivors hate, continues to increase is because the few killers who play this game have learned that tunneling is the only way to win, and they are matched only with such killers. In order to solve these problems, it is necessary to diversify the killer's tactics and improve the environment so that even people who are not familiar with killer can enjoy playing killer.

    Rather than buffing Killer's unique abilities, I would like them to improve the system for playing Killer. I don't think it's fair as an interpersonal game for killer players who want to win the game to have their strategies hindered by the system itself.

    I've made plenty of these suggestions about the topic :

    *Add a corrupt intervention basekit. No Time limit, just 2 trigger conditions to put an end to it : a gen is completed or a survivor IS put in the dying state by the killer (not plot twist...).

    * Add a "buffed dying light" basekit that decrease the gen repair speed of all survivors. This features is removed if you kill a survivor.

    * Add a discouraging system for tunneling in early game only. If a survivor IS hooked twice in a row, cancel the dying light bonus and give a buff to survivor repair speed and the struggling phase timer IS increased to 90 secs. This feature only occurs if the equivalent of more than 2.5 gens need to get repaired before exit Gates are powered.

    Once survivors have 225 charges to repair or less before exit Gates are powered, they lose the bonus.

    * Adjust all perks/items around tunneling/second chances/ gen speed/gen regression/gen slow down and anti camp like Reassurance accordingly.

    This would ensure to change the META and allow both sides to run other builds safely without exposing themself to à loss.

    This IS a concept, I'm not sure about the figures yet. Some scenarios need attention to avoid exploit from both sides.

  • Very survivor sided map overall (could be moderately with some version like Badham III I believe) :

    • Hard to patrol for killers due to the generator spawn (3 different floors) AND all the fences/bushes/trees on the way.
    • Very good for survivor stealth due to the point above.
    • Very hard to defend exit gates due to the first point.
    • Very long and easy to play "hold W" main building with an abusable bottom floor when basement doesn't spawn there.
    • Other tiles/buildings are strong but are balanced on their own IMO.

    Suggestions :

    • Open the main building a bit more (not just breakable walls please).
    • Put the main building generator upstairs.
    • Add one or even two hooks inside the main.
    • Remove a significant amount of fences and bushes/trees accross the map (not all).
  • Slightly survivor sided.

    The main building is a true fortress for survivors. Also the bottom floors of main and the cabin are hard to navigate for both sides.

    Suggestion : remove one window and one pallet in the upper floor of the main building and open some walls in the bottom floor of both the main and the cabin.

  • Slightly survivor sided map.

    The size is ok but gens can spawn in the extensions, making this large generator spread a difficult situation for low mobility killers.

    Suggestion : make generators spawn closer to the center of the map when they have to spawn within the two extensions.

  • Slightly killer sided map. The main building is not safe enough, it's easy to cut the map in half as a killer because of the narrow center.

    Suggestion : Increase the width around main building to add one filler pallet each side and make the main building vaults safer (add some fence to force the killer to do a longer bypass for instance).

  • Overall balanced. Not a map with a lot of pallet density, fairly large. I don't think it needs changes.

  • @RedShadowWolf said:

    Been playing xeno for a few games now and found that his tail attack hit regester isn’t reading right, there’s been times where I’m clearly hitting survivors yet it doesn’t connect

    Could be a ping/latency issue. Or it could be a normal game design. Let me explain.

    Which means if the survivor hitbox is slightly off during this timer then if 0.45 secs after the attack the hitbox of your tail and the hitbox of the survivor match, the hit won't be taken into account. I hope it helped.

  • The "slug a survivor and try to find the last one standing for the 4 K" strategy can feel annoying from time to time, but let's not forget adept's challenge and some others.

    Also I don't like restrictive rules, I think this kind of gameplay is not toxic. It is acceptable.

    IMO the "give up" feature will just guarantee a free hatch escape for SWF and even some solo Q games(hatch offering + instant give up to give it).

    My suggestion : add a 30 seconds "grace period" before the slugged survivor can kill themself. So killer can contest hatch in case of the presence of a hatch offering.

    Sidenote : Some killers don't want to give a free hatch to a stealthy/toxic survivor. I don't blame them, I wish my stealthy useless teammate dies as well, otherwise their playstyle wouldn't be discouraged for further games.

    After all, when the last survivor standing hides in a locker, they actively participate to this slow/boring end game.

    The problem I have with those topics is that it always seems to be the killer's responsability.

    Even if killer is the power role, survivors have a big impact as well.

  • @concubined said:

    I genuinely just wanna hear a good reasoning as to why survivors need that built in basekit second chance.

    I’m not exaggerating when I say in every game I play there’s one 4% self unhook, it’s gotten so bad that I’ll wait till the entity take one person then go and actually pick the second person up to hook just so I don’t have to deal with the hassle that 4% brings

    So yes I just want one good reason as to why it’s a necessity, thank you.

    I don't mind this mechanic much, but let's be honest, it is not compatible with a balanced/fair approach of the game.

    First it has the big downside of encouraging salty survivors to kill themself on the hook. At least if they want to rage quit, they gonna assume a DC penalty AND a bot replaces them to compensate.

    Second : it leads to some unfair situations : a killer that worked hard and could have secured one kill, or a second one, got robbed by luck. I know the equivalent of that for killers can be close proximity gates spawn or stuff like that.

    Overall not a horrible mechanic, luck is part of the game afterall, but it is clearly flawed IMO.

  • DBD doesn't need a separated comp queue/casual queue.

    DBD needs a more accurate/relevant MMR system where you don't see a 300 h survivor in a lobby of sweaty 2k hours survivors, against a 2k hours sweaty killer.

    Let's just sacrifice " little bit" of queue time comfort and I'm sure we can have more balanced games, where casuals meet casuals and sweaties meet sweaties 95 % of the time.

    At the moment it's all over the place and unpleasant for both profiles.

  • Again, stop with the tribal "US vs them" fight.

    Some killers hard tunnel because gens go too fast and they want to win. They can't all afford splitting hooks at moment if they don't play high/top tier killer. Yes I know it sucks for the survivors that are not very good at looping.

    I can afford to avoid hard tunnel because I decided to play A tier killers only (Xeno, Oni, Wesker, Plague, Pyramid Head). While hard tunnel sucks, I don't mind getting tunneled at 2 gens left tho, it is just normal to confirm a kill for the killer at this stage of the game.

    I think Behavior should implement a mechanic to reward hook mixing like a better version of Dying light basekit. Plus a corrupt intervention basekit that only go away after first down or first gen completed (no timer).

    THEN : If a survivor got hooked twice in a row when the equivalant of more than 2.5 gens are left to repair before exit gates got powered, the sacrifice timer is extended to 90 or 120 secs and the other survivors receive a repair speed boost.

    Something like that, don't mind the numbers too hard, this is just a concept.

    If you mix hook : natural slow down. If you tunnel early game : you might put yourself in a bad spot.

  • @drSpockwa said:

    Seems a little too over powered when competing with the exit timer after hatch closure.

    https://us.v-cdn.net/6030815/uploads/NKY4XK1I27LT/image.png

    I was last survivor and the killer pig closed the hatch (exit gates powered and timer started). Killer had hooked all 4 of us, so lots of tokens. Touched the gate switch maybe 5 -10 seconds after hatch closure and the blockage popped up. Waited out of sight till it cleared. ~80-90% of the exit timer had expired. Started working the switch, and of course the pig snuck up on me and downed me. I'm not sure if I could have finished opening the gate and got out with the timer remaining.

    End game collapse is 120 secs if no survivor is in dying state or on the hook.

    No way out max stacks is 60 secs blockage.

    It is fairly achievable to escape against NWO (except if the killer is nearby and can track you) but if you touch the gate too late, then yeah you can get killed by the entity. This situation is very niche, I don't see why this should get nerfed.

  • @Ribotcorp said:

    I wish the bear traps would work in a different way, instead of being the typical "place and have it deactivated right away", I think the traps could be a little more interesting.

    The traps could work as follows:

    -Instead of just being a M2 hold action, traps will need to be disabled with a "flat" skillcheck, instead of being a circle, be simply a line

    -The skillcheck will become slightly smaller and faster the closer the trapper gets closer to the survivor.

    -If you are injured and fail the skillcheck, you will get deep wound.

    -If you fail the skillcheck, the trap will catch your hand and you must "struggle" to free yourself, You become wounded (if you were healed) and the trap will be deactivated when you finish the struggle action. (optional)

    -Certain perks as a diversion, allow you to deactivate the trap safely and quickly, clearly consuming the stone in exchange for dropping it at the trap. (The point of this is to give some underused perks a little more use.)

    -For 10 seconds after you free yourself from a trap you HAVE STEPPED ON, you lose 5% speed, and if you fail a skillcheck to try to deactivate the trap, you lose 5% Speed ​​in general actions (excluding certain actions such as throwing pallets, jumping windows or entering a locker)

    This is just an idea to make traps not feel so lazy and useless.

    Greetings to the Dead by daylight community and the devs.

    I really like the concept ! It makes the interaction with bear traps richer and more realistic. All features seem pretty balanced.

    However I would let the skillcheck fail penalty for all type of actions, chase oriented actions included.

  • @menacing_goose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656262#Comment_3656262

    3 gen mechanic will quite literally only be helpful against people who would want to protect a 3 gen from the start of the match otherwise you’ll never see it because the current regression perks that are being used will just carry and have 1-2 people dead before 2 gens pop (surge could make things harder for that I will agree especially seeing as I like to use surge since most the time I’m too lazy to kick a gen myself and as for gen kicking info you’d probably be better off with other info perks anyway such as bbq or discordance)

    Anti camp will and simply always has just been absolutely horrible you will only be able to do anything with that if the killer is someone who wants to look at the pretty face on the hook

    And if current meta is needed while killers are getting their 4ks at 4-5 gens then I don’t know what to say it isn’t even fun completely overwhelming a team to the point where they can’t do anything at that point it’s just a game on easy mode

    "the current regression perks that are being used will just carry and have 1-2 people dead before 2 gens pop".

    ===>Well in most of my games as a solo Q survivor, we got 2 gens popped with 1 to 4 hook stages depending on killer skill/survivor skill.

    And then when pain res/grim embrace are gone, gens fly across the map. 2 people dead before 2 gens popped is a very severe loss. Not that common IMO, unless the survivors are underperfoming in chase.

    Anti camp is in fact an anti face camp. This has been designed for this purpose only. It's horrible for people that think it is made against proxy camp.

    _________________________________________________________________________________________________________________

    "And if current meta is needed while killers are getting their 4ks at 4-5 gens".

    ===> What are those games ? The average kill rate is around 60%. But when we read those posts it sounds like the average kill rate is around 80% LMAO.

    Seriously when survivors got rekt that hard they must have played poorly. Unless they faced a very strong character and a very sweaty player and they are not prepared for this.

    For those sh*tshows, this is what I witness : 10 seconds chases, grouping, on gens instead of splitting, running accross the map injured, etc. Fortunately we are not all that bad and we have some strong perks to punish tunneling.

    Honestly people dramatize the solo Q so hard.

  • @Mandy said:

    The intention of the bubble is to obscure various views - not just to let you know when something has been completed.

    I am confused. The goal of the bubble is indeed to hide auras? This is not a side effect ?

    This makes the killer aura reading part of the perk "Kindred" useless most of the time.

    This sometimes counters the use of the perk "Bitter murmur" before the last gen is completed.

    Fine with its existence to help players affected with the "blindness" status effect, but it shouldn't cover up auras IMO.

  • @menacing_goose said:

    With the current meta and state of the game I’m genuinely confused as to why killers are currently getting buffs as if they need them (especially blight already one of the strongest and most played killers -_-) with the current state of the game survivor is just unbearable to play especially solo queue but that doesn’t matter since updates are made without taking into consideration that solo queue players exist anyway, the current meta is annoying it’s just pop pain res from embrace dead mans literally every match don’t even have to wonder what a killers build is since they’ll all consist of at least 2 of the 4 perks I just mentioned now if not all 4. Things implemented into the game to help survivors have been horrible (anti camp and 3 gen system 😃) almost every game someone gets tunneled out by a killer running the strongest regression perks and nothing but regression at 5 gens and why is pig receiving buff/nerf I could see why a buff would be needed but a nerf on one of the already weakest killer seems unnecessary

    Killers run the same META perks because if they don't they will struggle to get 3 kills. If they try to be creative with their build, they will struggle even against good solo Q survivors (high gen efficiency + decent skills for looping the killer).

    I strongly disagree with the statement "almost every game someone gets tunneled". We don't play the same game I guess. It is more like one game out of four to be generous. And we have META anti-tunnel perks with decent maps all around.

    Also the anti-facecamp works well against... face camping. I don't see Huntresses, Billies or Bubbas facecamping anymore, even tombstone piece Myers is gone. Proxy camp is here to last and is legitimately part of the game, we have to learn how to play around it.

    For the anti-3 gen mechanic I hope this is a joke when you say it is horrible. We can literally 3 gen ourself with poor macro plays and not get punished by an automatic loss anymore. Killer can get punished for using surge/info gen kicking perks.

    This means we can now gen rush without taking into account the gen spread. Huge W for survivors.

    For Pig people complain about the Head pop nerf, but this feature was so easy to pull off and very hard to counter for survivors. One interruption, and you could guarantee a head pop. That was ridiculous. Instead now we have a killer with a decent chase power. She needs a better slow down however I agree.

    2 searches minimum per survivor for 14 searches total.

    I will play again one of my former main killer because she finally has a viable anti-loop power, not just a band-aid lucky-easy-cheesy head pop feature...

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654345#Comment_3654345

    Did i say that the buffs are bad? No. They are amazing. They are just not enough to warrant these nerfs.

    Im gonna repeat what i already said: the Traps are a kill mechanic. If theior sole purpose was slowdown, they could simply change their effect to this: while wearing a RBT, the survivor cannot interact with a generator. This is not the case. The traps kill. They should remain that way. This encourages decisionmaking. Its the Pigs MAIN part of her power. The nerfs are just too much.

    Im all for nerfing the traps to compensate for buffs to her chase. My proposal:

    Best form of nerf to RBT:

    • survivors cannot die to the timer running out while searching a jigsaw box
    • survivors are not interrupted by screaming while searching a jigsaw box

    Nothing more is needed. These nerfs would be in line with the buffs she is getting. The nerfs proposed in the notes are overkill.

    The thing is, even on League of Legends, people play more then 500 ranked games per year since like 5 seasons the same champion (more than 3k hours), and are still hard stuck Silver. Why ? Because they don't want to adopt another play style or refuse to reconsider the way they use their champion.

    I mean it sounds like an argument from authority logic saying "I'm 2.2 k hours Pig main and I live for her and I mastered the dash perfectly".

    For a Pig dash expert, I'm surprised you never mentionned the speed of the Dash or even the ambush reach, basekit or new feature. Especially through your messages, it seems like you underestimate this buff.

    It seems like your strat revolves around head pops mostly. That's why you are reacting so hard to the nerfing part IMO.

    New pig insights : If you use chase add-ons, you shouldn't get an easy head pop just with one interruption. If you use "head pop" add-ons, then you sacrifice a bit of your chase potential, but basekit your chase potential is ok-ish.

    I think this is the purpose of BHVR, even if I hate the fact that a survivor can still remove a RBT in one search. This is a waste of a RBT. 14 searches, 2 to 4 searches per survivor should be the way to go.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654345#Comment_3654345

    Did i say that the buffs are bad? No. They are amazing. They are just not enough to warrant these nerfs.

    Im gonna repeat what i already said: the Traps are a kill mechanic. If theior sole purpose was slowdown, they could simply change their effect to this: while wearing a RBT, the survivor cannot interact with a generator. This is not the case. The traps kill. They should remain that way. This encourages decisionmaking. Its the Pigs MAIN part of her power. The nerfs are just too much.

    Im all for nerfing the traps to compensate for buffs to her chase. My proposal:

    Best form of nerf to RBT:

    • survivors cannot die to the timer running out while searching a jigsaw box
    • survivors are not interrupted by screaming while searching a jigsaw box

    Nothing more is needed. These nerfs would be in line with the buffs she is getting. The nerfs proposed in the notes are overkill.

    Traps are not only a kill mechanic. Kill should be the cherry on the top.

    The main purpose is not to remove head pops completely, it is to make it very hard to occur. Like Sadako, you can condemn but you have to work hard for it. The main purpose is too slow down the game, even if it is a death threat. It has to be for teh survivor to prioritize it. I know pinhead have a non lethal slowdown.

    And let's be honest harassing survivors around boxes is too easy. One down at a box for a survivor can lead to a certain head pop sometimes, even with "chase oriented" add-ons. That's why she has a nice kill rate. It's not even skillful.

    Now at least if you want to harass survivors at boxes, you have to bring a specific add-ons set to decrease to time available for survivors AND monitor survivors movement accross the map to know where to go, not following the auras.

    I agree RBTs should have more slow downs to compensate the timer buff however. Longer search time or a number of minimum search set to 2 with 14 searches across all survivors

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654345#Comment_3654345

    However they should set the minimum search number to 2. One search to get rid of a RBT is ridiculous.

    We already have a minimum search of 12 between all traps. If one gets theirs off in 1 search, that means at least two others have to make 4 searches.

    A 1 search trap is the best thing ypu can get if you want the chance of a head pop. Guaranteeing 2 at a minimum makes the 4 search traps less likely.

    Then they can change it to 14 searches for all survivors accordingly.

  • @radiantHero23 said:

    @UndeddJester , i cant post as often due to being banned to the shadowrealm that is Maliketh´s punching bag, and because im jailed on the Forums right now, you need to call upon the other members of our secret society. We need them all. This is an emergency.

    For now, im just gonna copy and post this here:

    Im back from the shadowrealm (Elden Ring) and not for good reasons.

    I have to quote the Boss im currently biting my nails out: "Tarnished? Why wouldst thou....why....?!!?". Its incredibly fitting on how these changes make me feel.

    This is super bad. Im not exaggerating.

    Lets start of saying, that the comment in the dev notes that this is a buff is not true. The overall strenght of the Pig will take a massive hit here. Her power level will remain the same AT BEST.

    Lets start off with the good stuff:

    • Longer ambush (2 sec. to 2.3 sec.)
    • Faster ambush cooldowns (hit --> 3 sec. to 2.7 sec. and miss --> 2 sec. to 1.5 sec.)
    • Faster stealth movement (3.6 m/s to 3.8 m/s)
    • Faster crouching and uncrouching ( 1.3 sec. to 1 sec.).

    To put this into perspective:

    • Crouch movement speed with medical file: 3.959999 m/s (right now)
    • Survivor base movement speed: 4.0 m/s
    • Crouching and uncrouching with combat straps: 0,91 sec. (right now)
    • Missed attack cooldown: doesnt matter because the player wants to hit. Otherwise, its just wasted time. Pig is not gonna use the ambush to block vaults or pallets
    • Longer ambush (new effect)

    All great! Great changes to make her a bit more viable in chase. Now where is the rest? ... No? Thats it?

    Now to the nerfs:

    • The Pig will no longer see auras of the boxes
    • The bear trap timer is increased to 3 minutes.

    I cant be the only one that sees this right? These buffs DO NOT OUTWEIGHT THE NERFS. Ever had the problem of the survivor just leaving the loop when you start to crouch? You think that problem is gone now? NO! Even with all her best addons, survivors will outrun the ambush. Due to the changes making NO ADDON completely basekit, this WILL NOT CHANGE! Im currently using medical file and combat straps every game. Both addons are give a better effect, than the one that will be on the PTB. Survivors still outrun me by a mile. These addons WILL BE NERFED AND THE BASE EFFECT IS NOT EVEN AS STRONG.

    THESE CHANGES WILL NOT INCREASE HER CHASE POTENTIAL ENOUGH TO WARRANT THESE HEAVY NERFS!

    30 seconds longer on traps now makes head pops almost impossible. They should not be happening every match by far, but they should also not be something that happens when the survivor has to clean their desk mid match because they accidently pushed over the Doritos.

    The aura change just make her even harder to play because now i have to memorize box locations on top of all the other things. A completely unnecessary change that is supposed to nerf her head pop potential.

    Both nerfs (especally the 30+ seconds) are COMPLETE OVERKILL! This makes her kill potential non eistant, therefore making traps less lethal, therefore makingh it even easier to play against her because there are 30 seconds more room for huge mistakes.

    This match, i had recently is a perfect showcase of this and of why the Pigs traps SHOULD NOT BE NERFED IN THESE WAYS!

    Pig on Garden of Joy: https://www.youtube.com/watch?v=z06a3UullRk

    THIS IS THE OPTIMAL NERF OT THE TRAPS:

    • A survivor searching a box cannot die to the timer running out while searching the box.

    PLEASE TAKE THIS INTO CONSIDERATION!!!! It comes from overe 2200h of experience and seems small, but this change is huge for the lethality of the traps, while not being as massive as the changes proposed in the dev notes.

    BHVR, YOU WILL NERF THE PIG AGAIN! THIS IS NOT A BUFF.

    "30 seconds longer on traps now makes head pops almost impossible".

    That's the point, less cheesy head pops, RBT as a slow down tool "only" (like Sadako).

    However they should set the minimum search number to 2. One search to get rid of a RBT is ridiculous.

    I use the add-on last will, sometimes when the survivor try to leave the loop a bit too late I catch up with the extra 6%. Also around "mediocre loop" where survivors think they can outplay me with double backs or they can reach the pallet in time, they take a hit.

    This add-on is really slept on. And you don't even mention it.... Basically Amanda goes from 172,5% (6.9 m/s) to ... 182.85%.

    That's a big speed with a slightly bigger reach.

    Base distance with ambush dash : 13.8 meters. With Last Will add-on : 14.6 m.

    New buff : basekit 15.87 meters !

    With Last will : 16.8 meters covered at about 183 % movement speed !

    You're not gonna conviced me this is not significant.

    3 more meters basekit lol. That's a big deal. See you in the PTB for the feedbacks.

  • @Xernoton said:

    In case you have missed the latest dev update, BHVR have decided to buff (nerf) the Pig. The idea is to make her chase power, the ambush, a bit better and compensate for that by nerfing the traps (RBTs). However, the buff to her ambush is minimal. They applied the following changes:

    • Increased Ambush duration to 2.3 seconds (was 2 seconds)
    • Decreased Ambush successful attack cooldown to 2.7 seconds (was 3 seconds)
    • Decreased Ambush missed attack cooldown to 1.5 seconds (was 2 seconds)

    On paper this isn't bad. However, it doesn't really fix her issues. One of her main problems was (and still is) that survivors can simply leave the loop when the Pig starts crouching. This works as long as they aren't properly zoned. In which case her ambush is already quite useful. However, only as long as the pallet is not pre dropped, which will remain an issue.

    This leaves her with almost the same strength in chase as before.

    But more impactful is the nerf to her RBTs:

    • The Pig can no longer see the auras of Jigsaw Boxes
    • Reverse Bear Traps now have a base timer of 3 minutes (was 2.5 minutes)

    On the surface it may look fine but digging deeper, you'll find it isn't. Not only do you have more time to get rid of your RBT but the Pig player will also no longer be able to play around that part of their power, making her traps much less deadly and removing a lot of her slowdown in the process. The slowdown did not only come from people running across the map and trying to get rid of their trap but also from briefly turning the match into a 1v3, where any more pressure would result in nobody doing gens.

    With these changes that will no longer be the case. You now have a lot more time to take care of different objectives even with an active RBT on your head. This means, the 1v3 aspect is gone. Completely. You will now be able to choose when you want to go for the boxes and you also won't have to worry about the Pig chasing you away, because they won't know where the boxes are.

    As a result, her lethality and slowdown were nerfed massively. This is terrible and it cannot go live. This should not even have been considered.

    As a former Pig main (I still play her from time to time), I can tell you that actually with combat strap + last will I manage to get some decent hits.

    About the "hold W" strat from survivor, it is your role as a killer to herd the survivor in a isolated spot and use your M2 wisely.

    About traps, I saw the deadliness nerf came from miles away, since Pig can harass/take hostage survivors around boxes. I don't mind this nerf or the BT biggest timer. She is a better chaser overall.

    However in compensation, they should have set the minimum search number to remove a bear trap to 2.

  • Yes uninspired Buff, however I think making the wind up add-ons partially basekit to reduce the frequency of their use ( like deathslinger reload duration) is smart.

    As you said she mostly needs a better map design, Dredge especially needs it.

  • @SuperCop said:

    Idk why but every freaking time the killer is Wraith they tunnel. Like hard tunneling at 5 Gens. It's like they just go out of their way to make the match as miserable as possible! Now, dealing with with tunneling killers is annoying enough but sometimes you can try to counter but with Wraith? Good luck with that. It's crazy easy for him to camp or tunnel.

    It's getting to the point, now that I wanna DC soon as I know it's him we're going against. No point in playing that match when someone's gonna die in like a min without even getting to enjoy the match even a little.

    This section is about feedbacks and suggestions on game feature, not just players playstyle or profile.

    Do you have any suggestion on how to balance Wraith or tunneling ?

  • @Chaosrider said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651467#Comment_3651467

    Anti-Facecamp just increased proxy-camping ecen more. Also it is exploitable by killers when they "fixed" it to be not "exploitable" for survivors.

    Anti-3Gens just shortened 3-gen situations by some amount if the killer doesnt know what to do. didnt fix 3-gen cause at all.

    Both are just band-aids and do not fix anything at the root. Thats all bvhr ever did, band-aid fixing and ruining the gameplay with their perk overhaul. You dont make it sound dramatic, you tell us something that wont ever happen, just to pretend drama.

    Proxy camp was already a thing back then. Your assumption about Anti face camp being a cause of proxy camp increase IS hard to verify. Anti face camp killed the most obnoxious Bubba/huntress/Billy strat. That is a big improvement.

    Anti 3 gen is very effective, 8 events are very rapidly reached. In fact it IS even a survivor buff because now survivors don't get punished by an automatic loss when they 3 gened themsleves.

    For some reasons you managed to find negatives features in those while I witnessed a lot of positive feedbacks.

    The only complaint I saw the most is that people expected an anti proxy camp feature as well.

  • Freddy is not "difficult to use", he is mostly a slow paced/weak chaser.

    On top of that he is very predictable, except maybe some very special teleport plays.

    I think a buff/rework is a good idea considering his pick rate.

    Suggestions:

    1) Give Freddy a toggle button between Fake palets and dream snares basekit (like clown bottles). This will ensure some diversity in his gameplay.

    2) Dream snares should be able to get triggered like 0.1 sec after being placed. If survivor triggers Dream snare "on impact", they suffer from a higher MS penalty. This will give Freddy a rewarding "skill shot".

    3) A survivor entering a chase falls asleep 100% faster (or twice as fast). This will ensure Freddy Can use his anti loop faster in chase.

    4) Freddy Can TP on a completed generator.

    5) An add-on pass.

  • As a survivor main I agree the 4% mechanic is a pure joke. Especially if killer got a harsh game, got 6 Hook stages and one person on the Hook to secure one single kill, and because of pure RNG, killer got robbed and ends up with 0 k.

    Very unfair mechanic, survivors have enough second chances perk !

    However Deliverance is a perk designed for self unhook with a specific condition. I don't think it deserves a nerf. S tier perk but situational.

  • First, only compare perks to its raw value, not side value, we look at what a perks on it's own bring on the table.

    Comparing current pop with older pop is like comparing the price of an object two decades apart without taking into consideration inflation.

    Older was 25 % max.

    Now 30% current.

    The older pop was far more consistent.

    KICKING a gen at 40-50% progress is very common thus the perk on itself is weaker than pre 6.1.0.

    And even if we take into account the basekit 5% max progress, which is a stretch IMO, actual pop is rarely as efficient as the former one % wise.

    Before nerfing perks that seem necessary, address the problem at the source. Nerf gen speed/buff gen slowdown basekit.

  • IMO Blight has a longer travel distance/movemeent speed but much more clumsiness in his M2 while Spirit is literally a "normal" movement speedy killer that can follow the survivor's pathing and location very accurately.

    So the 115% MS is more forgiving for a clumsy killer compare to a free to move killer that Can afford a 110%. That's my take.

  • @Chaosrider said:

    Making survivor immune is the only way to prevent tunneling. But bhvr will never add something that would benefit the gameplay overall. Instead trash surivor perks again and make regression meta even worth. thats the way of bhvr for years now.

    That's a very pessimistic take considering they addressed recently :

    - Face camp.

    - Trigen strats.

    I don't see why tunneling wouldn't get any basekit mechanic counter in the future in that regard.

    But even as a survivors main I vehemently stand against an anti-tunnel mechanic that works all trial long (should only work early game) without the introduction of a gen slowdown mechanic basekit.

    Asking for an all game long anti-tunnel mechanic only is asking for a murder of the killer main experience.

    Yes I make it sounds dramatic, but I don't want to imagine how bad the low/mid tier killers experience against the sweatiest SWF and even good solo Q survivors would be.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651458#Comment_3651458

    You have to charge it a decent amount to start getting overdrive again. I don't think further nerfing that is necessary.

    You can make the heat related addons useful by reworking them.

    It is fairly fast to charge. Like 2 good sprints and you are done.

    It's not OP but a minor change as I described is an easy fix to make adds-ons relevant and will have small impact on an already strong feature (overdrive trigger).

  • I would only change the heat mechanic.

    Just the chainsaw tapping shouldn't stop heat regression. It should stop After charging the chainsaw for 99% of the revving bar for instance.

    It would mechanically both slightly nerf overdrive trigger time and make his heat related adds-ons useful.

  • @XombieJoker said:

    I know tunneling ain't fun for survivors but there's really nothing you can do without people wanting it to ramp up. I'm not sure of the 'immune' you're talking about, but by immune you mean tank hits until they do one of the actions to disable it or expire due to time, so in this scenario the survivor can follow the player who unhooked them to tank hit after hit after hit after hit for their team until the 90 seconds expire. Now even if you can't hit the survivor, they will still follow so that any attack the killer makes would automatically target the immune survivor hit box cuz auto-aim (or the aim dressing meme). It has been proven that when survivors gain a mechanic, they will abuse it as much as possible. Look at base kit borrowed time, every survivor gets unhooked and runs in front of the killer to block their path and tank a hit, but the killer sits there staring at them, the survivor panics and starts running, their enduring runs out, killer downs them, "OMG YOU'RE SUCH A BAD TUNNELER NOOB BRAIN DEGENERATE, SWEATY KILLER TRY-HARD, WHY ARE YOU SO BAAAAAAD AT THIS GAME!" but you know, with a lot more spicy words.

    All in all, I don't think there's anything that can be done about the tunneling problem (as those weaker killer players don't want to take the effort to learn) as the weaker players have adopted it since it works for them because survivors are really altruistic to a fault and camping/tunneling is easy against altruistic players, so why would anyone want to learn the game, when there's a simpler method that works

    OP literally said that the immuned survivors would lose collision. In that regard auto-aim or body wouldn't work.

    Plus no palet/flashy save/Hook sabo(I guess).

    Basically the unhooked survivors is a ghost until they do one of the "extended" conspicuous actions.

    However game would need a anti fast gen repair mechanic to balance it for both sides and not only be a major survivors buff.

  • @Frizouw said:

    This is my third thread about tunneling, after MULTIPLE waves of discussions with killers and survivors, I think this is the ultimate solution...

    ---

    What do you guys think about that solution against tunneling: the moment a survivor is unhook, he is immune to be down until:

    • He touch a gen.
    • Start healing itself or someone else
    • Being heal by another survivor
    • Is fully healed
    • Touch a dull or hex totem
    • Sabot hook
    • Open Chest
    • Close Trapper Traps
    • Disable SM Drones
    • Place Flame Turrets
    • EMP Singularity Cams
    • Break Ghostface Stealth
    • Break Demogorgon Tunnels
    • Find Pinhead's lament configuration
    • Another survivor got hook
    • Timeout of 90 seconds.

    During the whole immunity, the survivor:

    • Cannot have collision against the killer
    • Cannot drop palettes
    • Cannot use flashlights...

    I agree with radical anti-tunnel mechanic basekit only for the 3 first minutes into the game or as long as more then the equivalent of 2.5 gens left to repair (>225 charges left before exit Gates powered to avoid 99ing exploit) AND:

    it would be healthy to introduce it to the game only if we have a strong anti-fast gen repair mechanic like a corrupt intervention that only go away 60 secs after the first down + basekit 30 secs deadlock + basekit stronger dying light (all survivors give stacks and receive penalty) as long as all survivors are alive (basically a "generator immunity" counterpart).

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643690#Comment_3643690

    I would just give the chance to still hit the skillcheck. Similar if you tap a Gen with Overcharge, the skillcheck remains visible so you can hit it.

    Ok thank you, a lot of people suggested this to me also on Reddit, I will update my original post to make it the main feature.

    It seems like a much better idea to discourage baby survivors to let go on the gen when a skill check event occur.

  • @I_Tunnel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643690#Comment_3643690

    No.

    The whole point of the RNG is that it can screw Survivors if a Killer forces them off. It should not be removed just because Survivors think nothing in the game should ever be a threat to them.

    You are cherry picking the situation when this can occur. This mechanic gives free 10% regression for the killer, even if they don't do anything for it. It's literally because when you stop repairing to heal a teammate/go for the unhook that the prompt will consider this a failed skill check. This is a stupid mechanic that punishes survivor for being unlucky. Yes if we address the problem we will remove the failed skill check due to the direct pressure applied by the killer. With the recent changes on the gen kicking I think it's not a big deal.

  • I will try to be objective, but I'm still giving my opinion through the view of a 1.45 k hours solo Q main that also enjoy playing killer from time to time.


    ====> I don't think they are entirely wrong when they think solo Q survivors are not very altruistic (escpecially the least experienced one). Putting the blame on the lack of informations is a bit too easy. Some teammates just don't want to take risks for you and will rather let you rot on the hook. Now BHVR should one day implement the loadout visibility feature like on the mobile version, would make the solo Q better for sure, but don't expect it to become "altruistic land", don't be naive about it.

    ________________________________________________________________________________

    ====> Hard-tunneling do have counterplays : Off the record, Decisive Strike, Dead hard, body block, sabotage, flashy/palets saves with background player, FTP+BU, medkit + syringe or styptic agent. In fact we have access to a lot of efficient tools. Devs didn't forget us. They even plan to buff DS by June. DS is already META by the way. That's something.

    Now those tools require solo skills, and some of them require teamplay, and that's why we are back to the first point : average solo Q survivors don't do a lot of risky altruistic/team plays. And that's on them, not the devs or the killer fault. I play with a lot of sweaty survivors, trust me it does work more than often.

    Anti-face camp mechanic do its job : making killer loses time if they decide to sniff the survivor on hooks. I haven't seen a facecamp Bubba since it went live. Even the tombstone piece Myers stopped their show few weeks after the release.

    Proxy camping is considered like a valid strategy, and tbh, SOMETIMES KILLERS DO HAVE TO PROXY CAMP TO NOT LOSE.

    I agree that some killers are lazy and abuse easy strats against weak teams to dominate their game, and this can be annoying, but trust me the game can become very hard and unpleasant for killers as well.

    ________________________________________________________________________________

    ====> There are perks that allow killers to mix hooks : Pain res/pop/grim embrace/no way out, you chase several survivors, you got tons of regression/slowdowns. But tunneling is a choice and those perks are not here to punish tunneling but they definetely incentivize to mix hooks (especially Grim embrace).

    _______________________________________________________________________________

    ====> Light out mode is difficult but not impossible for survivors, you have to play very very differently compare to the base game. You have to play very stealthy and loot chests, reset asap etc.

    Unfortunately, because of the rank system still active, some killers took advantage of it to grind Iri 1 by playing very sweaty. That was a big mistake from BHVR IMO.

    _____________________________________________________________________________

    ====> For your last paragraph you said it all. MMR and bloodpoints don't reward the most relevant skills, the most skilled plays for both sides. I think BHVR have a lot of work to do in this area, and it would clearly make solo Q in general less of a shitshow.

    About the quiters tho, I don't think people that kill themeselves on hook are very rational the moment they decide it. I don't think they really care about BPs or any reward... They are just mad, and you can do whatever you want, but if they want really bad to quit a game or ruin it, there is nothing that can stop that. Again, too easy to put the blame on the devs for this, at a moment players are also responsible of their own behaviour.

  • @Kaapskaaps said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647202#Comment_3647202

    I agree with this competely. Survivors literally have nothing. All they took from killers are perks and sight. They took progress bars, any possible anti-camp and tunnel (perks and info since you can't see the anti-camp bar or how long your endurance is), sight, hearing and all info from survivors. I don't agree that killers shouldn't see hooks but they shouldn't see gens. Or no one should see any auras.

    Survivors have the "unhook yourself" prompt when the anti-camp bar is full, for ezndurance after unhook, you just have to count to ten. Survivors have access to "buffed" chests. You can get map to scout the gens, strong flashlights to loop the killer/ save teammates, commodious toolbox to speed gens, and medkit to have more survavibility. I wouldn't say "survivors have literally nothing".

    About the last part of your message, I agree with you, no gens aura for killers at least, and why not no aura at all for nopbody.

  • @Kaapskaaps said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647202#Comment_3647202

    I agree with this competely. Survivors literally have nothing. All they took from killers are perks and sight. They took progress bars, any possible anti-camp and tunnel (perks and info since you can't see the anti-camp bar or how long your endurance is), sight, hearing and all info from survivors. I don't agree that killers shouldn't see hooks but they shouldn't see gens. Or no one should see any auras.

    The "unhook yourself" prompt appears when the bar is maxed. Survivors have access to "buffed" chests, you can find commodious toolbox, green/purple flash lights, maps to scout the gens, medkits to give you survivability. For the endurance after unhook, you just have to count to ten.

    About the last part I agree with you, no gens aura for killers at least, or no aura at all for nobody.

  • Definetely this game mode is hard for survivors.

    As a 1.4k hours solo Q survivor main, I managed to escape about a third of my games I think.

    Some tipes : you have to play really stealthy. And take the time to open chests/find teammates to reset. I managed to have a couple of flashy saves. If a survivor just got hooked not too far from you, detached from the gen and wait for the killer to move away.

    I would like a "0 aura feature" in this mode as well, with even shorter line of sight for more immersive scary atmosphere.

    To answer OP : I agree killers shouldn't be able to see gens at least, and survivor shouldn't have access to map.

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