AetherBytes
AetherBytes
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Regression penalty is how much is lost if a skill check is failed.
For example (pulling numbers out of my ass here so not exact) Say Meg is healing dwight and misses a check. Usually you only lose like 5%. With the dresses, they would lost 9% instead, meaning they need to take longer to complete that action.
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Because positionally its your 3rd. Healthy > Injured > Dead hard > Dying
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In a 1v1 hatch scenario, it's indicating "I surrender, you win, please show mercy."
At the end of the normal game, it's usually a nice gesture. "You played well, here's my item." It may be meaningless, but it's something other than teabagging.
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- It's not
- Even if it was, its so expensive now that you wouldnt even notice unless you stood there and watched it happens so infrequently.
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Haste stacks speed wise, but each "burst" has its own timer. The HUD will display whatever effect has the longest timer.
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@poigeaos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414473#Comment_3414473
Spirit Fury Perk is not affected by Reduces Pallet Stun duration. Requires Enduring Perk. One perk should not have multiple effects. The diversity caused by the number of perks saved by one perk having multiple effects is not wanted.
The difference between a synergy and a forced requirement is lost on you isn't it.
Besides, the whole point of it is to give the survivor a decision, stay injured and save time on healing but be at risk, or heal and lost time on gens but can take a hit.
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I'm a legion player who likes running pallet destroying perks. I haven't had much issue since I just force pallet drops and they make like 3m distance wasting their sprints.
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@poigeaos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414285#Comment_3414285
If you need Hemorrhage for Gift of Pain, use Blood Echo Perk together.
And have less available diversity in my perk selection? No thanks. It'll just make people choose a different perk.
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@GentlemanFridge said:
The best stall has always been quick chases. Quick chases = more pressure = other survivors get less time on gens.
This is why the first chase is so important.
This is why I enjoy playing pain train legion (Enduring/Brutal Strength/Fire Up/Game Afoot). Not even your god pallets can save you now.
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Ghostface has a counter, it's called yer fukin eyes. And ears to an extent, his rustling is audible if you pay attention. Can't reveal him? Then just move so he can't stalk you until he either leaves or gets closer and you can reveal him because you can do it through walls while he can't..
You just want a lazy counter so you can just hold m1 on a gen and Ghostie can't do anything. /thread
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Game's fault that it's possible. I've had a similar situation where I abandoned a survivor because I kept healing them (in a 2v1) from the ground, then killer would find them again and he eventually just camped them. Just before they bled out killer hooked them, and i managed to escape through the gate. Survivor bitched at me about abandoning him, killer agreed, and I just pointed out "What did you expect me to do? Willingly run into my own death and fail, or at least try a 1 man out? then left.
Some people just get salty because it wasn't them who got to be in a position to make that call and win.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412096#Comment_3412096
SM's drones are not inta-killing you but Pig's traps are doing. They supposed to be simple and one mechanic only.
I more meant removing them. I didnt mean "Give pig 4 different traps to use" I meant "have 4 different interactions with the boxes"
For example, we could keep the current skillcheck one, then another box has a Skull Merchant style interaction, then maybe another has a Merciless Storm style interaction, and another has, idk, a maze you need to solve. Completing them will count towards removing the hat.
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I would like different mechanics for getting the trap off. We know they're willing to introduce different interaction machanics with skull merchant, maybe make it so every box has a different mechanism.
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I've just learned to take the game chase by chase. Technically its deranking ig since I'm not trying anymore, but I'm having a lot more fun just chasing and stabbing players as Pain Train Legion.
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@Pulsar said:
Killers or survivors body blocking survivor(s) all match until dc or match ends in 1 hour.
This is already bannable.
Abusing the gesture animation to instantly go to the dying state to avoid the dying animation, and recover immediately or crawl to escape boundary.
This is fine. It's just a tech.
360 spun to abuse Field of View esp. vs console killers.
What is this? 2017? 360'ing being bannable? What a joke.
This is fine. It's just a tech.
No its an exploit, as it's two mechanics misbehaving when used together and not intended design used in an unintended way (which is a tech).
Otherwise good points.
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Same happened to me like half an hour ago. It's annoying and got me killed
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/373715/host-connection-disconected
DBD is not the most stable of online multiplayer games, and anyone brave enough to run it over Wi-Fi risks these connection issues.
Back when I streamed this game from my Xbox1x I would occasionally get these same disconnects. The stream stayed up, if I was in a chat party that too was not interrupted, so my Internet is not die just then. This is with a wired connection over very good Internet service.
I never got more than a five minute penalty myself, as I would reset everything when I would get tossed out. This seemed to help some.
For you to amass 48 hours or more in penalties this must happen to you quite often. If you can run a wired connection, and if not DBD might not be for you right now sadly.
I'm using wifi on a mobile hotspot and never had this issue. I consider myself lucky that it works lmao.
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360 is a last resort, something you use because nothing else is available. For me personally, I've found spinning the camera the opposite way you're spinning helps a ton (so if your character is spinning right, spin the camera sharply to the left as you do so)
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@GensByDaylight said:
Boil over + No Mither = No
I get that, you recieve Game Afoot deactivating when gates are powered.
Just wiggle boost.
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@Crowman said:
I don't see how this would change anything. 500 BP is nothing.
could make it decidable by the player, up to like 5000?
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As someone who has seen it used to great effect, it's a playstyle perk. Not everyone will get value out of it unless they play a certain way, which involves abandoning hook immediately and harassing/chasing asap; it works a lot better to slow heals under hook, or when other teams are attempting to recover to go for the save.
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I'd say it feels more inconsistent really.
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@StickyB said:
Here's a list of killer perks that are extremely good this patch that you may not have considered:
- Blood Echo - Survivors are healing less, so when paired with perks like sloppy, you can get a lot of value out of this.
- Coup De Grace - DH is very rarely seen nowadays, Coup is amazing on M1 killers to reach a little further on those survivors that are greading pallets.
- Fearmonger - Can't sprint burst away from their gen if you've got fearmonger.
- Grim Embrace - Honestly as good as deadlock. Instead of 1 survivor running to a different gen essentially only saving you 10 seconds, Grim Embrace stops all gens for 40 seconds, meaning you can go get your next down without worry of another gen popping (really surprised people don't consider this perk more)
- Terminus - Survivors tend to rush the last gen out and not heal, and with the ever growing rise of adrenaline users, this perk is really starting to shine, especially when paired with No Way Out
What other underrated perks are you using?
Mathimatically speaking (now that I've bothered to think about it) Grim embrace saves you approx 80-110 seconds of "gen time" (Worst case is 1 survivor hooked, none chased, survivor lets go of gen 30s in then saves, best case 1 hooked, 1/obsession chased, survivor immedietly goes for save)
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@liamdicaprio said:
most of us prob know that dead hard went extinct since the last patch. now what i dont get is that dh has one of the most powerful counters of all time and can be explained in 3 simple words... WAIT IT OUT, the only thing you need to do as a killer is to have some patience, now not only do you get a kill you also learn more about playing as a killer.
if you are complaining about dh you are prob not that good at the game and heres why. if you are a good survivor main and knows how to play dh really skillfull you can pull many dh in a single game, but if your not a skillful surv. chances are you are not going to pull it off cause you dont know how to bait/time it right a dh if you are in a dead zone as an example. i would argue that dh has prob the biggest learning curve in the game and that is a perk that actually shows of your skill, how good you can read the killers thaughts and next move. but again at some point you use your dh even if you faked it 11 times and if you as killer have patience you can get an easy down, now back to the present not being able to have dh at the start of the trial is just dumb, and to restrict it to 2 times 70% of the times you dont even pull it off, you see people have learnt the biggest outplaying to dh is wait it out, so they still do even after the patch, i think its dumb and ofc sb also has a learning curve but not nearly ass hard to learn as dh.
now after you read this essay about dead hard i would appreciate your thaughts of what i just wrote.
ik now my english is not the best but if you are wondering about anything just respond and ill try to make it clearer:D
Ah yes, let me WAIT IT OUT until you reach the pallet and force a hit. It's not a counter, it's a lie to make DH seem less powerful; It's not effective at all, if someones in the middle of nowhere sure it works, but thats not when it's used, is it? I can count on one hand the times it worked when in the open, but i can't even begin to count how many times it's forced at a pallet or window
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@sizzlingmario4 said:
No. Being hit in Frenzy is often unavoidable and it’s designed to be unable to down you (most of the time) because of that. Allowing it to work with Exposed would go directly against Legion’s core design.
The "often unavoidable" bit is a lie, but I get what you're saying.
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@ChurchofPig said:
Many characters have children within the lore, however if the question is more based on why aren't their children in the fog or why hasn't anyone had a child while in the fog... for the first of those questions no clue. Probably something along the lines of not getting the Entity's attention? Like we know Felix and Elodie's parents are somewhere in the fog, we just don't know where or if they haven't already been drained of all their hope prior to Felix and Elodie's arrival within the realm. As for the second, I'm going to guess the Entity does have some level of control over the thought processes of those in it's realm. As we see no survivors fight back during a trial despite always having easy access to long range weapons. I'd assume that level of "control" works the same around the campfire. Although it probably doesn't control them a lot, just minor things to make things better for itself and not for anyone else.
I remember it being suggested (or even outright stated?) somewhere that the trials are little bubbles that effectively reset every time the survivors woke up in the trial. If they did bone, it would be undone the next trial.
As for the control thing, I'd more assume that it's simply proven to be ineffective, if not a death sentence, to bring the fight to the killer. After all, this is the Entity's realm, and it can easily make them immortal and impervious to basic weaponry.
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@versacefeng said:
In this day and age it should be removed. Same for bloodlust.
Agree on grabbing, disagree on bloodlust. Devs already tested that and it just took too long for m1 killers to feasibly catch up
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@Emeal said:
Cool idea, but what if getting hit by the Killer could cause the backpack to fall off?
I'm surprised BHVR havent added progressive/dynamic skins yet. Bit of a missed cash cow.
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I've simply learned how to survive alone. Gotta identify that line between when to help, and when to cut ties and start going alone.
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@H2H said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408374#Comment_3408374
Why should a killer get punished for winning?
Killer aint getting punished, his perks done it's job, not it's just cleaning up by that point. If you need hex ruin to still be up to win after a kill, then I think you're using it as a crutch.
Edit: Also then it becomes a massive snowball effect. Theres a reason perks in almost all pvp games that arent TDM style have a drawback or condition where it ends, because otherwise it just becomes too much no matter what.
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@tippy2k2 said:
Absolutely
However, I don't know why they did the deactivation when a survivor is killed. I'd much rather they remove that part than make it so you can't do anything about it making it a non-Hex perk.
Having a perk that just always has the gens regressing and there's nothing you can do (unless dying counts as a counter I guess?) about it sounds like a recipe for a sad time
Because Ruin became overbearing the moment the survivor team lost one person; they had no chance of keeping up when the killer already had gained a huge advantage
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@KenwanObinobi said:
They could also negotiate some terms with Netflix to get the chapter back to life... and the map aswell.
I loved that map. Not even rose tinted glasses, I legitimately liked it and was sad to see it go.
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@Sonzaishinai said:
Amazing, that made me laugh so hard.
My favorite interactions are when i do something really dumb like throw the pallet on the wrong side and instead of instantly swinging the killer just stops and we stare awkwardly at eachother
Had a similar moment where I faked vaulting a window, spun the killer, then tried to vault, only for both of us to block the window. We just slow looked at eachother and he nodded, I nodded in response, and he got his hit and went back to chaising me lmao
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Sole Survivor, Wake up, Calm Spirit, and distortion
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@James4125 said:
It doesn't need a secondary effect so much as a completely new primary effect. Any new effects it's given otherwise will just make it a camping perk with extra steps.
I've always suggested a perk that gets a token every unique hook, with each token reducing the size of the inner terror radius by 20% so that your approach is less noticeable.
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I think you had a game with me judging by timing. I had a BNP but thats cause I was using auto level on claud and it grabbed one and I though "Might as well."
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@Ghouled_Mojo said:
I love trapper but he suffers so much compared to some of the other killers. He needs something to help him along but I couldn’t speculate what would help. It would be nice if his traps weren’t at the far reaches of the entities universe.
let him spawn with them all but create a limit he can't pick up above (so he starts with them all, but can't pick them up till he has less than his Max)
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I just want to point out the irony in this post. That is all
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@Sonzaishinai said:
Not sure, the faster healing will make the rng of getting stacks harder in an ironic twist. I've learned the hard way that Autodidact doesn't like healing speed
I do agree if rng is on your favor that it will work very well
Honestly Autodidact needs to work more on full heals rather than skill checks (with skill checks providing the bonus still, just not a token)
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A FNaF chapter can actually be pretty awesome if done correctly.
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If we're talking manners, then I think its just fair to attack whoever I happen upon, whether its tunnelling or not.
If we're talking balance, 2.8K average.
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Yes, stealth killers still trigger crows.
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@HugTechLover said:
Lately survivors have been just giving up at a much higher rate lately. Anybody else experiencing this?
I’d say 65ish percent of the time, the first person I hook just drops themselves, causing a domino effect of quitters.
I even changed killers from blight to see if that was the issue; and nope, survivors still giving up and quitting. I’ve started slugging anybody who tries to give up early on as a way to discourage it. Why even Que up if you’re just going to quit on your team?
Props to the survivors that put up a fight regardless of the situation.
It's a toxic survivor trick to inflate kill rates and force killers to get nerfed because Behaviour only looks at numbers and not why. The worst part is it's worked once before, and they're probably doing it now to try and revert the healing changes, or to get killers nerfed to a worser degree to compensate.
That said, not every survivor is one of these fucksticks.
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@Deathslinger1of2 said:
I agree that DS should not deactivated in EGC. As someone who mains survivor and plays regularly but is not that good, it’s frustrating to almost never live to see the 5th gen pop and EGC. I love survivor, but I am absolutely terrible at looping/escaping chase. Being chased after unhook, I often go down very quickly. I think this perk should be altered to appeal to survivors who struggle with chase. If they severely decrease the amount of activation time of the perk, I think it could work very well. If you’re a seasoned survivor who can loop easily, why would you run DS? There is no benefit for seasoned survivors to run DS if they severely shorten DS’s activation time. What benefit would they have if they can loop and escape successfully? Could they even abuse it, being able to escape easily on their own and with such a shortened activation time? It would just waste a perk slot for them. Survivors who rarely make it to EGC and aren’t good loopers, like me, could use the perk to actually be able to escape once in a while when they actually survive till EGC. Then, if they improve their looping, they will no longer need to run DS. I think this change could largely benefit newer players and regulars like me who are still not good at looping. Thoughts?
Save DS till second hook, get hooked on EGC, deliverance, become invincible because killer cant do ######### while you waltz over to the exit gate. Hell, even if they camp for the kill in the end they cant do anything because your teammates dont need to save you so theres no bait.
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@GrimReaperJr1232 said:
The problem was it being active in endgame essentially granted a free escape. Especially with a 5 second stun, if you were unhooked in endgame, the killer would not be able to hook you. This already led to some awkward moments where you stand awkwardly at the exit gate, watching the survivor crawl out because you need their perk to expire.
So, DS turned off in endgame. And they reduced the stun. And now people are split if DS should be reverted, that it's fine because anti tunneling shouldn't rely on a single licensed perk, or that it could get minor buffs rather than a full reversal.
I think DS should go back to 5 seconds because (sigh) nurse. 3 seconds is jut not enough against her.
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Currently, Legion. He can injure well, sure, but his power is incapable of bypassing or working around any perks, he gets shut down by survivors working together and splitting quickly (which is meant to be his strength), and he cannot down in his power without 5 hits. At least once trapper gets set up he can be a menace and have every loop locked down in his territory.
Next patch tho, he might just beat out trapper.
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@VaporLion said:
If the killer has a bad ping he hits you even though you already iniated a pallet drop. On top of that if you want to pallet save someone and you spam spacebar but it doesnt let you drop it, it will then just drop the pallet right after the killer goes out of it. So annoying and stupid.
Its not cause the killer has bad ping, it's because pallets dont instantly stun, they have a small delay to allow for mindgaming it.
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Because all casual killers got bullied out of the game in their 4th match.
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A past version of myself liked this perk. Having played it from both sides, it's terrible especially if you keep track of the obsession. Literally a free kill. On the Survivor side, knowing the perk is in play and being unable to prevent it 90% of the time is not fun.
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@That_One_Friend said:
This sounds like Blood Warden, the only remotely useful perk from Freddy. The counter to BW is to either leave before the Endgame Timer is at 45%-ish or to leave the gates at 99% and open them when all survivors are in the clear. Blood Warden is trigged by hooking a survivor while the gates are open, causing the Entity to block the exits for 45 seconds. If the killer hooks someone while there is still a good chunk of time left in the Endgame, you guys should be able to leave as long as you dont get caught and hooked/mori'd
A surprisingly unrealized counter to blood warden is Distortion btw. Alerts you to it's existance if you suddenly lose a token as you enter the gates and lets you know "Yeah time to get the ######### out"