Akumakaji
Akumakaji
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You will notice the difference, once you got a couple of characters up to P3. Reaching P3 istn't that big of an undertaking and after doing this you unlock the perks for all other characters, instead of having to spend BP in their individual blood webs.
Also, back in the day you would lose each and every single item upon prestiging, so it was tied to a real sacrifice and showed some real dedication to your favorite characer, just to get their bloody basic cosmetics.
I have every single character up to P3, so now, when I get a new chapter, or get a character specific tome challenge, I don't have to make do with whatever random perks the blood web would throw at me, I can just equip my favorite build, even highly specific ones, right out of the gate. This new characers also only have to be prestiged 3 times, in order to give every one their perks, instead of going through everyones blood web and spend some 300k there.
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@Venusa said:
I straight up played for 7 hours yesterday (I need help) and AFC didn't trigger even once since nobody deliberately facecamped. It seems to be working as intended so far.
I hadn't a chance to even see the bar fill up even a little bit as the survivor, but when I played as killer there was one situation, where one survivor really tried to tilt me, flashlight clicked, repeatedly fast vaulted, t-bagged, the whole shabang. They sadly weren't THAT good at looping and I eventually cornered them.
When I hooked them the second time I thought "you know what? Lets put this AFC mechanic to the test" and I nodded at them and stared straight into their soul. They struggled all the way to 3rd stage and died, all the while I was expecting them to unhook themselves at the very last moment, thus "wasting" as much of my time as possible. I will never know if they did this to spite me or if they didn't know about this mechanic? We must not forget that not everyone reads patch notes and the sorta casual players probably didn't notice any different markings or key prompts.
I then tested this with a couple more survivors, all on 1st hook, and not one unhooked themselves.
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@AmpersandUnderscore said:
Is there some form to fill out that makes these posts automatically?
'The devs had better nerf [survivor perk] soon, or we'll all just tunnel harder, play nurse, and every killer will quit so the game will die'
Maybe it's an AI generated thing.
"But MFT wasn't programmed to harm the crew."
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Its okay when they are transparent with this, like if they tell us "this is a time limited cosmetic, but it will come back next year, same time".
There are two aspects to this that I really find scummy, though, and the responsible person should feel ashamed for that:
1) taking away cosmetics that have been a stable of the game for many, many years and moving them into the "Special Occasion" section. Thats really non cool.
2) claiming "all cosmetics will be available for shards after 4 weeks", but when people got all hyped up for the last years christmas sale going for 4 weeks and 3 days, it was backpaddeling and claiming "yeah, that 4 weeks is only for general cosmetics, not for the FOMO stuff. Sowwy." Sheesh, okay, okay, no christmas gift for the community, I get it ...
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Another very simple tactic that you can employ even without running Deja Vu: when you finish a gen, don't jump on the very next gen, skip that! If you do this, chances are that you will not 3-gen yourself, but leave enough of space between the gens, so that the killer has to patrol between at least two corners of the map. And of course, taking out the middle gen is basically always beneficial and if you can take that one out, while skipping one gen every time you finish one, you will land the killer in very hot water.
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One indicator might be, that BHVR hadn't had in in themselves to release a good killer with a strong power for over a year. Wesker was the last really well rounded killer, and a lot of players are bemoaning that he is overplayed and they want to see other killers then Blight, Nurse, Wesker and maybe Spirit.
Singularity seemed to me like the first light at the end of the tunnel: a cool, real sci-fi killer with a strong and oppressive power, who wouldn't be another B or C tier killer, but one that could be a genuine threat. The PTB made him look like really scary and powerful and like he was an unstoppable Juggernaut... and then he released and you could barely use his power at all. Things mellowed out just a little bit, but he still languishes in the lower reaches of the tier list and never got the opportunity to shine. Yeah, you can always sink in countless hours to master him, and I already started doing so, because I love his design and concept, but eh, he feels like wasted potential and I know that he will never achieve the greatness that he was destined for.
And then the Xenomorph dropped and it was awesome! A perfect killing machine and a licensed killer with a genuine good and strong power? Awesomesauce! We all know the story: the tail attack was bugged with no cool down, but when they rectified that, they went the extra mile and dropped a nerf on top and bugged the tail beyond repair in the process and now the Alien fell from grace and from one of the strongest killers to another failed and wasted potential.
Also both, the Singularity and the Alien, started the trend of full on counterplay powers, ie powers that could completely be canceled and TAKEN AWAY from the killer, sometimes basically for the entire game. This would be sorta okay if their powers were really, really OP and way stronger then the normal power curve, but their powers felt more or less maybe slightly stronger then other killers ones (when they work as intended), but also clunky to use and prone to failure, all this all didn't feel like a worthy tradeoff for the prospect of playing without a power for half the time.
A lot of ranting, but here is the TL,dr: recent killers were all rather weak; there was a lot of potential and the promise from new contenders for really powerful killers, but it was all taken away and sacrificed on the alter of Handholding. No more strong killers, the killer Tierlist must be set in stone and not touched ever, just like the survivor meta perks.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561431#Comment_3561431
No one knew if it was intentional or a bug for the first days. Then the devs fixed the bug and on top reversed the tail attack cd to the PTB version + introduced a new bug that made hiting a tail attack very hard.
So of course people stopped playing Alien.
Also, at this point, even if the tail hits would register properly, a missed tail attack has basically the same consequences as any other killer power, yet ALSO can be taken away by flame turrets. I really don't understand the design choice at this point; either make the tail significantly stronger then other killer powers, but with the caveat that it can be completely canceled and taken away by survivors, or make it in the same ballpark then other powers, but let the player have it up at all times, only resetting the runner mode after picking a survivor up.
Right now it feels so unrewarding to play the Alien: the tail has a big punishment for missing, its inaccurate and very inconsistent to hit with and on top of all that the power can be taken away by the survivors for basically the whole chase. Imagine if Huntresses hatches sometimes register at the survivors hit box, sometimes on the modell and if a survivor enters a locker, you can't reload at that locker for 30s, its something like that.
Add to that the sinking feeling that BHVR is too afraid to release a genuinely strong killer. The last well designed killer was Wesker, and a lot of survivors are kinda sick to be seeing him. Singularity was promised to be the killer that should be able to enter the higher tiers and shake things up a bit, and after that the PTB promised us the Xenomorph, but both were significantly nerfed in ways that make them very unrewarding to play, unless you sink a lot of hours into them, while apparently survivors love to verse them for the counterplay they offer. But this counterplay often leaves the killer without a power, which is the hight of "unfun design" for killers.
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@Coffeecrashing said:
1) Blight had his large angle turn speed nerfed 3 times.
2) Blight had his secondary collision object sliding nerfed.
3) Blight used to be able to object slide on almost every tile in the game, because tiles used to mostly be vertical smooth walls at 90 degree angles. But now with the new maps and map reworks, we have a bunch of irregularly shaped loops, anti-Blight objects thrown in regular loops, and so much line of sight breakers that we have a much larger percentage of tiles that can't guarantee a hit with Blight's M2.
4) Blight STILL, after multiple years, can't bounce off of objects that stick out below his waist, which means we STILL have a bunch of objects in the game with broken collision.
5) Blight still doesn't overperform according to the stats. For the vast majority of the players, Blight has an average killrate. We even got stats for the top 5% MMR, which showed Blight at exactly average kill rate.
It's almost like Blight's performance is fine, and streamers are making clickbait content to get clicks. Blight didn't even do do the fancy hovering in the video, and still would have gotten the hit if he had just dropped forward, to the right of the hook instead of to the left of the hook. The bigger question is why did the survivor decide to continue to loop in the giant open room, instead of turning left at the end of the stairs, into the smaller rooms that are way harder to navigate? Are we saying Blight should get nerfed because some survivors make giant mistakes they shouldn't have made?
""5) Blight still doesn't overperform according to the stats. For the vast majority of the players, Blight has an average killrate. We even got stats for the top 5% MMR, which showed Blight at exactly average kill rate.
It's almost like Blight's performance is fine, and streamers are making clickbait content to get clicks. Blight didn't even do do the fancy hovering in the video, and still would have gotten the hit if he had just dropped forward, to the right of the hook instead of to the left of the hook. The bigger question is why did the survivor decide to continue to loop in the giant open room, instead of turning left at the end of the stairs, into the smaller rooms that are way harder to navigate? Are we saying Blight should get nerfed because some survivors make giant mistakes they shouldn't have made?""
I never played a lot of Blight and my mind never adapted to Bumb logic, so the survivors versing me experienced a lot of Blights counterplays, ie running into the open and letting Blights power slowly run out with an undignified spleeeeeeerp.... Good Blights can do amazing stuff, but Blight isn't a plug and play killer that you can understand intuitively, you gotta invest quite some time to learn him properly.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560040#Comment_3560040
So you mindgaming yourself is Survivors exploiting it?
Please nerf AFC and make it mindgame proof 😉
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@Hunkulese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560347#Comment_3560347
You don't seem to understand how regression works. You're still going to need to finish that last gen when there are only three up, but with your plan, you won't have enough survivors to do so. The survivors have a clock. The killer doesn't. Extending the game without doing gens benefits the killer not the survivors.
You seem to think survivors can only do gens in one corner of the map, which isn't the case.
9/10 it's more beneficial to 99% the shack gens on many maps, instead of finishing them asap. This runs the risk of und gen getting hit by a Jolt or PainRes, yes, but it might goad the killer to move their ass over half the map.
In theory a killer should just write off the gen in shack on Ormont, for example, but if this gen never pops they might feel compelled to patrol that gen later in the game. And then a base kick is insignificant, but the killer wasted some 40s moving there and back to the center. Its not a tactic you do every time, but you should keep it in mind.
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One thing that might also help is to be strategic with your kills and observe. Often there is one or two good survivors and some totally poor newbies. Don't go for the easy noob kill, try to identify who is the strongest player and don't show your colors too soon. Play a bit with them, let them be confident and then at the right time tier up and instantly kill them. Then go for the others and leave the worst player alive. They can still make it to hatch, which is your worst enemy besides lockers, but they will be scared to death. It took me an unreasonable amount of attempts, but somehow I managed it by murdering the 100h survivor last. I didn't feel proud, but was just relieved to get that achievment finally laid to rest.
On my way to its completion I had literally dozens and dozens of survivors jump into lockers and back out just to deny me the achievment. I mean, its a lose lose situation for everyone and no one is happy about it and I understand that not everyone is "happy to roll over and just let you kill them", but hiding in the locker won't let you escape, either, it just spites the killer who did the attrocious thing of trying to get a busted achievment. And by spiting them you are only subjecting another group of survivors to this very same experience. But empathy never was this communities strong suit, ever.
The couple of times I ran this build after getting the achievment, just for the lulz, it felt so unbelievable satisfying to just pull them out of their lockers and hook them. They seemed genuinely surprised by this, expecting me to wait in front of the locker in frustration.
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@Pulsar said:
I feel that a 90 second gen is completely fair. Like you've pointed out, situations where gens can take minutes or < 60 seconds should be ironed out.
Although, as an aside, I wonder how much of the fun of this game has been lost in our endless pursuit of balance.
That is my hot take for the last couple of weeks:
In the last year we have made the game objectively the most balanced it has ever been, yet most long-time players aren't having any MORE fun and quite contrary complain how the game lost its spark.
Every basekit solution further calcifies the meta and every dialing back of numbers flattens the experience. My personal theory is that BHVR purposefully introduced obviously overtuned or even OP perks like MFT and Ultimate Weapon in order to break up the crust. Games became very predictable and its actually good to have wild cards back that van make the game swing wildly, leading to krass missplays and sky-high triumphs
Without wiggle room like this players optimised the hell out of the screws they could access: slamming gens and camping tunneling
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Give us the mal map for Ghostface, with all the fun little nooks and cranies and smol shops and some Freddy style secret hideout in a closed off section behind a wall.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558939#Comment_3558939
Ruin percent nerf is fine to revert
DS duration is fine to revert
IW nerf is actually perfectly fine as is, 100% was broken in more ways than one and the exhaustion fits it into the mft, resilience, dh, windows, ect.. build. 75% is also way better than 95% of people make it out to be.
Self care idc tbh
Thana really wasn't 6.1.0, the devs buffed it to be hard meta without realizing the consequences then hard nerfed it to only work with the killers that synergize with it most. I agree it should go back to what it was before 6.1.0.
The biggest reason the changes were fine is that change is good in live service games. Bhvr updates dbd at the pace of a snail compared to any other game. I was so bored of playing the game in the couple months leading up to 6.1.0. I was going to implode. Survivors where all the same and played the same. I didn't play survivor until after 6.1.0 very much but I am sure survivors were over playing against ruin/undying/pain res every game.
I could go grab the link to a comment I made about this if you wanted me to but OW is a prime example of what happens to a game with a 3 week patch cycle that transitions to a 1.5 month patch cycle. League is so large because of it's two patch cycle(roughly 85% of the time though out a year) even if changes are bad which some are it keeps the game ever changing.
I will only comment on the snails pace part, but yeah, that's a big problem. Survivors meta basically was unchanged for years and even now things only change one baby step at a time.
I don't know why BHVR is so afraid to step up the pace and do something like LOL. Just take the 5 most played perks on both sides and nerf them numerical, buff the 5 least played options in a similar way and exempt the buffed/debuffed perks from the next round. Do this every 2 weeks, rinse, repeat and have he meta moving!
This wouldn't be a perfect system, but at least peeps would try our he recently buffed perks, while putting others on the back-burner for a while, and things can always be tweaked.
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That's actually a pretty elegant and fluffy solution, that doesn't sound too bad. It also encourages survivors to not hold on to their vaccines until the endgame and make Zombies more then a dice roll mechanic to see if they do anything useful.
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Okay, I messed up with the description of the perk, it wasn't on hit, but on hook ... well, in my case that often meant the one and the same ^_-
But at least peeps seem to be somewhat concur that the perk feels odd. Fully powered it is really strong and one of the best info perks in the game, but mess up once and you are back to square zero. Maybe we can figure out some middle ground?
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A lot of good advise here. Not always running the strongest stuff and getting carried by crutch perks is the key to develop your skills as the killer.
I have two builds that helped me a lot in getting better, which eventually lead to me not stressing out as easily.
1) Basic M1 build
STBFL/Endurance/Brutal Strength
This build has no tricks up its sleeve, but makes playing pure M1 a bit less brutal by taking the sting out of your biggest weaknesses. The last perk slot can be used for something flexible, but some info perk usually fits the bill and theme best. Play an evening with this build and you should hone your basic killer skills.
2) Perkless Endgame Surprise
Remember Me/No Way Out/Bloodwarden/NOED
This is a fun build that forces you to play perkless all trial, but then power up and get the upper hand in the endgame. The main objective is to collect your stacks, ie hitting the obsession a couple of times and hooking everyone at least once. If you got your basics down with the first build, this one here let's you employ those skills, as you have to rely entirely on your own skills and powers. Often you will fall a bit behind and survivors get cocky...until NOED comes along and they are trapped for ages inside the playing area..and when they finally get the gates open you might trap them again. It doesn't work every time, but when it works it's extra satisfying.
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@Kius said:
First I'm glad bhvr finally is using last month stats and not very old stats. Very good. Keep doing this.
Second. Not surprised at all on the perks. Not surprised at all on why gen regression is still on the top despite the nerfs that made them really not great with exception of 2 and all of 3 need a survivor downed first on top of other factors.
Thrid. I'm not sure if I buy the fact that hope isnt there. Either overrall survivors know and accepted that killers need to tunnel in certain games to step up and they dont bother with it or the perk is probably 11-12 on the rank.
I played some games yesterday without tunneling.. in the games that I didnt tunnel I got punished for it. And the games that I did I could catch up and win.. the mysteries of dbd surely...
This is a real thing. I got a couple of games these last couple of days where I stumbled over a survivor that was on death hook and it was still quite early in the game, so I just downed them and kept patroling gens. That unkilled survivor then nearly always stuck to gens but played it safe and prolly lost me all of those games.
Of course thats not the end of the world, but as a killer you nearly always shoot yourself in the foot if you don't follow through with a kill that you could get. I still advocate for a reverse Proof Thyself as basekit survivor debuff,ie splitting up slows down repair speed, so you need to bunch up, and on the other hand give killers old BBQs BP bonus, but only increase the counter as long as all survivors are alive. Some other kind of debuff for survivors or buff for killers, that wents away once the first survivor dies could also be a nice incentive for longer games.
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The issue with linked sets is how limited they are. I don't mind having to buy the whole set, but where is the harm in letting me match and move stuff around? For example the new Gabriel head with the visor or my mains Pyramid Head swords on different outfits. I get that you sell the link set at a premium, but after that, just unlink the items.
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I tried the Alien a couple of times today and wow, its basically dead. The tail is easily dodged and the killer lost all fear factor and can be just made fun off as any other killer. A full priced DLC with the first strong and fun killer in a year, and then they are too afraid to actually go through with that and prioritise handholding survivors that much higher then anything else. A real disgrace.
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Wouldn't it be cool if we got certain cosmetics unlocked for doing certain actions? Imagine if there was an actual "boop the snout" score event and every character that did this would get this mask.
I sorta roleplay this myself: every time I verse Pinhead, I try to escape with the box and score the "Seeker of Pleasure" score event (I bet most of you didn't know about that!), and every survivor that I manage to do so I equip with the box charme - its roleplaying, I could just equip everyone with that charme, but I like the small stories this tells. But it would be cool if we had some actual smoll reward for doing this kinda challenges and I think some charms would be perfect for this.
I think all the killer items can be upducted out of the trial, so all of this could be a cute and fun little charm in itself. And obviously, Boob the Snout is the biggest contender. And then there is Maurice ... I can never play on the chapel map without trying to pet Maurice together with the killer. Most don't get it, but those moments that do are always special. And in the room above the bathroom in The Game, there is a TV set. I invited a couple of killers to watch the jigsaw killer with me there, this could also be one of this instances. There is much potential here, BHVR!
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I now grinded my way up tp Iri 2, but I think I will call it a day. There are 10 days left till rank reset, and those last 5 pips till Iri1 could take me a week, if I am unlucky; a week full of sweat and tunneling and survivor tears. Or I could just not do it and play anyway I like, relaxe my stance and meme around when I feel like it, give hatch or whatever. My second to last game before I pipped up to Iri2 was again such a case. I had a brutal game where I dominated and played very unforgiving, punishing every small mistake the survivors made. The last survivor sorta stood there in terror and gave up. I felt pitty and let them escape ... and prolly only got silver sacrifice emblem, causing me to not pip up. Luckily the next game was against a super altruistic SWF, so they all died, but had it been a coordinated SWF that prioritised gens before friends, I could have easily lost my chance to pip up.
And I HATE THIS! I want the freedom to play anyway I like and not be forced to be the sorta killer survivors hate when they exchange stories, but this simple mechanic makes me into the monster. Yeah, at the end of the day its just one million blood points (or 900k in my case), but its at least something to strive for. I would pretty much prefer to just have to play the game and get 150-200 good matches during a month and don't care about depipping, then the sweat fest we have now. I wouldn't care to give hatch to cute survivors or relax when I see someone struggling hard, if I could just play another match after that. But right now that next match has to be a real stomper, OR ELSE .... so often the best action is to not give that hatch and to just stump that group that is already lying broken before you, as you never know what the game might throw at you next.
Is this the way BHVR wants us to play? Like for real?
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It's called hangman's trick, how about it gave a sabotaging attempt a surprise hard skill check? I know that sabotaging is already really hard to pull off and that it's timer is really tedious (there were quite some sabo tome challenges of late, so I know), but this could be a nice way to throw a survivor off. The first time I jump on an Overcharged gen I nearly always are knocked out cold by the surprise skill check, later I am prepared, but still occasionally fumble.
Saboing isn't exactly a regular problem, but we actually have no dedicates perk to deal with it. STBFL sorta shuts it's down, but more by accident, not as a main feature. Just increasing the sabo time would be bonkers, since the timing is already very tight, so a hard skill check seems to be the best.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551796#Comment_3551796
Even starting the timer the second I hook isn't camping yet the game says it is.
you are technically next to the hook. the camping system is cumulative system where if you camp near the hook for too long then the survivor get to unhook themselves. that is why is there is no restrictions. as long the bar does not fill from 99->100% then you do not get punished.
i am curious to see killer attempt to slug. judging from anyone who has ever attempt to play twins, it is not that easy to down all 4 players simultaneously when survivor team is competent. the only player that i have ever seen actively try to slug an entire team are alchemist ring blight's that often have crow or iri tag with infectious fright. other than that, I almost never face slugging killers. most of slugging situations are preventable or very easy to gen-rush.
I have done it a couple of times with a meme build Pinhead, something like knockout, Sloppy, ultimate weapon and deerstalker and that iri box add-on. The box forces Survivor to devote time to finding it, as they can't see it from the start and once you start slugging people, you will see a lot of teams faltering. Most can't juggle looping, picking up slugs and looking for a box while a constant chain hunt is going on.
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I love stats. Thanks for making this available to us.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553625#Comment_3553625
It was a nerf on top of a bug fix though.
No one would complain about a bug fix, but they also nerfed the tail attack.
This is the thing that most don't understand ... or don't WANT to understand. This was not a rollback, it was a nerf on top of said rollback. And they messed in some undisclosed way with the tails hitbox. I haven't played the Alien much since then, but it surely doesn't feel strong and accurate enough to warrent this massive counterplay and deletion of its power by tools that never run out.
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@FilthyLegionRevival said:
There's no reason that this shouldn't be a thing. Make it easier for killers that want to give hatch. It sucks to go all over and still not find it so you give up and hook them. It won't affect the game but it would be a really nice QOL change that would generally just be a nice thing to have.
A very long time ago I vied for a cool mechanic: when the killer picks the last survivor up, they can hold e or f or whatever for 5s and enter mercy mode. Now they can't M1 anymore, see the hatch and gain a sizable movement speed bonus. Basically they can easily deliver the survivor to the hatch and can't backstab them. In the same vain they can't hold the game hostage because the survivor can still wriggle off. 30s after a survivor is delivered by the killer to the hatch or they wriggled out of a killer in mercy mode, the hatch closes automatically.
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Confused chad killer moment: you load into Azarovs resting place on the good killer side, but instantly take the chase to the survivors, roam all over the map, win chase after chase ... and the survivors still manage to 3 gen themselves and finish not one gen on the Office side.
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I was rather productive with my killing. Still missing footage: Dwight, Laurie, Detective Tapp, Ash, Steve, Zarina, Cheryls (Maria, James, Cybil, Alessa skins), Felix, Elodie, Jills Sheva skin, Leons (Chris/Carlos skins), Jonah, Yoshiki, Haddie, Vittorio and Renato.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554489#Comment_3554489
That's what happens when core problems get fixed by adding perks to the basekit.
Yes. Every time a perk gets made basekit, it takes away from perk variety and more calcifies the meta. May main hot take always was "if you deem a perk good and desirable enough that you want it basekit, why not just equip it?". It worked for me. In the days following the medkit nerf the game was basically flooded with Adrenalin; its still a very common perk, but for a while there were three Adrenalins in every single game. During that time I just equipped Terminus and it worked; thats how a living meta works: something becomes strong due to a buff or some player calls out a strong interaction and now everybody uses it. In response the other side expects you using that perk, so they already arange a counter pick in their loadout. Eventually the effectiveness of the first option wanes, because people expect to have to counter it and peeps again vary their builds, until the next new meta perk arises, etc. etc.
But for most of DBDs lifetime, the survivor meta is moving at a glacial pace, and all this basekit additions aren't helping one bit.
There is only ONE thing that I would add to basekit: mini BBQ. After hooking a survivor show the killer the aura of a singel survivor x meter away. Killers of the past had BBQ equipped for the BP bonus, but the perk showed them opportunities that were worthwile and peeled them away from hook. Another good addition might be to bring back the old +25% more BP part as basekit, but only increase the counter if all 4 survivors are still in the game; ie if the killer tunnels the first survivor out their bonus will stop at 25%, but if they hook each seperate survivor before going in for a kill, this nets them +100% bonus BP. Its simple and elegant and would help a lot to incentivice killers to spread hooks and leave hooks to go hunting.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554283#Comment_3554283
And that's gutting?
Against most of the lower end killers it's still powerfull. It also enables the otr into ds into dh combo.
It's more situational and less of a "just slap on" kind of perk.
Still good though.
Gutted is something like ruin if you ask me. I tried to make it work on a variety of killers in a variety of situations. Didn't work out.
Thing is that people really hatte the thought that you have to let go of one of the meta perks in order to run some anti-tunneling.
MFT/Resiliance/WoO is already basically set in stone for many, because that combo is so grossly effective when it works, that when it fails it must be the games fault, not that players deciding to play wounded all match or bodyblocking and tanking a hit when unhooked and then crying murder when the killer actually chases after them.
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Hey, was that me? ;D
...
Nah, just a look-alike
Anyway, I made this and it looks pretty rad. Enjoy.
EDIT: and a slower version
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Update: I caught a David, Cheryl (bloody version) and a rare Jeff and got a much better version of that Meg and Leon. This stuff is kinda addicting. A Bill died in a cage and a Niclas Cage refused to get caged and escaped. But I will not rest till I "Catch them all!"
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@MikaelaWantsYourBoon said:
Good luck to catch Youchi and Haddie lol. They are very rare monsters.
I will keep that in mind and throw my tunnel vision on them if I spot one. Literally.
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In this case I can't really fathom why, though.
Instaheals and ganging up with 4vBNP on a gen are something ridiculous that falls into the "it was fun while it lasted, but it's good that it's gone" category, but facecamping isn't really an engaging playstyle.
The few times I pulled it of was more or less an act of desperation and always quite stressful for me. I vividly remember a Badham preschool match were all survivors played stealthy AF and they booked if as soon as they got a whiff of my terror radius. When I finally caught one of the pesky stealthers I camped then out, hook grapped one or the would-be rescuers, slugged them and somehow turned it around.
The survivors were very salty at that and accused me of whatnot "2k hours and you play like that. Harder uninstall the game", but really, in this scenario I would not have left that hook and gone roaming to be rewarded with 2 hooks, 4E and tbags at the gate with "ggez".
With the anti camping update there would have been actually nothing I could have done in that scenario, which is a bummer, but we will see if killer get any kind of compensation - not as a quit pro quo, but because killrates will surely suffer, once this hits live.
At other times I have camped mean or pesky survivors out of spite, I'll admit to that, and if they can now unhook themselves in my face, so be it. But overall I don't feel any urge to get as much camping done before it's gone. I am more concerned about the ways it will get abused and how much rougher matches will get, when survivors unhook themselves, because I know that someone is around, but no chase started and the bar is filling up mercilessly
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@ArthurVeloso said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553801#Comment_3553801
If you don’t hear a survivor, use this perk and follow the blood. Instead of running slow down perks, invest of aura reading and informational perks. Period.
The audacity Is strong with this one
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@GolbezGarlandGabrant said:
We get it. Y'all hate MFT. At this point is there anything new to discuss.
Yes, an ETA for the destruction of this perk.
But for real, I have said it a couple of times here already: maybe BHVR woke up to the fact that the more balanced the game became, the more players optimised the fun out of it. Maybe MFT and Ultimate Weapon are BHVRs move to bringt back some of that old feeling by giving both sides overtuned playthings that the other side hates, but they themselve love.
We don't need 4 overtuned meta perks, but maybe two mutually exclusive ones per side wouldn't hurt the game.
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@ArthurVeloso said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553752#Comment_3553752
It is when you loose a perk slot and leave scratch marks and pools of blood. You want more tracking, bring beast of prey.
Wow, someone actually told us to git gud and use Beast of Prey as the solution. I don't know if there is a more worthless perk in the killers repertoire, but now I have seen it all on this forums.
... smh. "Beast of Prey .... yeah. No. Really! He recommended me to use Beast of Prey. What a mad night..."
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@Saiph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552623#Comment_3552623
First of all most casual killer players don't tunnel, and they would barely care if DS duration was reverted to 5 sec. As for the ones who do, they wouldn't be matched against sweats in the first place if they weren't tunneling.
You're forgetting that this game has MMR. You're saying that beginner killers will get frustrated when they lose against better players, and so they need tunneling to be able to stand a chance, but this is the completely wrong approach. If you face better players then you should lose, and that will likely happen 50% of the time, so be prepared for it and if you get frustrated by this then the solution is to work on your nerves. But instead, you're asking for the devs to give cheese strats that enable a beginner killer player to win against a 4-man experienced SWF? This is completely breaking the game, and you're not even fixing the issue, because yes you'll maybe win some games at first, but eventually it'll raise your MMR even more, without teaching you how to play the game, so you end up playing against even sweatier players, until ultimately you lose and we get back to point A.
So yes, beginner players getting their ass slapped by sweaty SWFs is an issue, but this is what happens in every multiplayer game, there's no magic solution to fix it. Tunneling not only is NOT the solution for this, but it only makes the problem worse, because it allows bad players to artificially inflate their MMR just because they decided to tunnel. So MMR is even more broken and unbalanced matches happen even more often.
About a week or two ago I posted a pic of my last games post game chat. Due to a double backfil (me into the survivor team and the killer who lobby dodged) I with my 2300h was matched with a killer with 20h. I didn't know until after the match, but dayum ...
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544863#Comment_3544863
What else can they do that won't just make people immortal though?
Give killers the old BBQ style Blood points bonus, but only increase the counter so long as all 4 survivors are alive.
Also, while all 4 survivors are alive and kicking some anti-proof-thyself is in effect, reducing efficiency massively when survivors are splitting up, but this effect goes away as soon as one survivor dies.
For each dead survivor, the others get a Sole Survivor light-style genspeed repair bonus.
So a killer who rushes the first kill via tunneling will get only +25% BP and allows the survivors to effectively gen rush, while spreading out hooks over multiple survivors gives more BP and ensures that get can't be gen rushed efficiently, leading to hopefully more fun games with survivors bunching up at gens in order to repair them one at a time, while killers chase one survivor at a time.
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@totallynotamegmain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551747#Comment_3551747
After looking at garden of joy we have decided that it is best to do absolutely nothing and duplicate the map 5 times (badham moment)
Woah! I know that you're joking, but I had sort of a panic attack right there....
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@ReverseVelocity said:
Finally, a reason to run Corrective Action...
Rise of the DC-bot meta.
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Not gonna flex, but ... *flexes extremely hard*
I will never finish "Tome 5 - Bountiful Harvest", as the Visceral Cankers are just too much fun and every so often confuse survivors and killers alike, who will stare in wide-eyed wonder.
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@JPLongstreet said:
One of my biggest gripes with using info from Nightlight is the type of players entering in their stuff.
Casual players, who make up the bulk of the playerbase, aren't likely to go there in the first place. Especially console, who are by far the most players. So just veteran serious efficient ("sweats" too) are the ones using it the most. And it's hard not to assume players are just uploading picked trials instead of them all.
Then there's the differences in region. The best example is the usage of Self Care. Long considered a "bad" perk in NA and Europe etc. the players in the asian servers have for years consistently run it and base their playstyle around having it. When the devs do put out stats it always shows Self Care usage way up there, something that will never be reflected on Nightlight.
Now throw in it's in English on top of all that. I know there's nothing else really available to look at for DBD, but this cannot be THE source either. Just because it's all we got doesn't make it that reliable or useful worldwide.
Would be cool if you could have a Nightlight plugin that automatically uploads everything.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549628#Comment_3549628
Those weren't player experience changes. Those were survivor nerfs designed to move the kill rate. And that's the issue. Survivors get player experience buffs, and killers just get kill rate adjustments.
The worst part is BHVR talks about kill rate adjustments as if it's their special gift to killers, when it's literally a mandatory thing they need to do.
I remember how elated I was and how awesome it felt to get some real, legit, corporeal buffs and gameplay experience changes with 6.1 It felt like magic. It was soon after to be eaten up by gen speed buffs and the meta shift to gen rushing, but for a very short time in history, the killer experience didn't feel like a long slog through the mud.
Now,MFT is dragging it down again, but if they leave us with Ultimate Weapon and Rapid Brutality, I'll manage.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549433#Comment_3549433
If BHVR wants to cater to Survivors, why have Survivors received so many Nerfs since 2016?
Why did they not keep Infinites in the game? Or Perks in their base state? No Exhaustion, but Perks on 20 second Cooldown?
Because then there would be no killers left by now.
What does this point to? That BHVR can't cater exclusively to one group, or the game would be left with a lopsided player base, as they need both.
As much as I am a killer main (but I am also a survivor 30-40% of my time), both sides get their buffs and debuffs, ups and downs, and both sides have big camps claiming that "BHVR only caters to the other side, leaving us in the dirt. I demand big nerfs to them NAOW!!11"
That being said, please buff killers, suevivors are so stronk right now ;D
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@Rovend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547949#Comment_3547949
I throw bias because you take a survivor perk, literally say its basic funcionality and call it 'gift' or 'undeserved' or 'delete mistakes' when the same can be said about a killer using a certain perk for a certain situation. but using those perks as killer is perfectly fine to you and not undeserved in any way.
There are tons of things that are frustrating in dbd, and we would typing all day if we were to name every single situation so i really dont want this to be another balance discussion like the hundreds that are already in the forum.
"Like you've said, exhaustion perks are in a different league than scream perks, they are *much stronger*." yes, i agree
"And again, like you've said, if killers had a 1 perk solution to delete exhaustion perks, it would be meta, and *in the same token* if you think UW is that good, you can bring CS to full on delete it. *And by your logic, CS is extremely broken on release*"
no, because as in LITERALLY the previous line we established that Exhaution perk as a Category are *much stronger* than scream perks, so a perk that could fully counter all these would be extremely broken. But Scream perks as a category are bad, average at best. All of them are not worth running as killer, let alone counter it, except for one, UW that is so OP that literally stomped over all other killer info perks.
so it's CS better than before? no, it's not. it's the same weak perk that hinders you unnecessarily only that now is the only counter of an extremely powerful killer perk.
"Both roles can bring counter perks that will not work sometimes, thats the point of bringing a varied loadout instead of putting all your eggs in one basket, if you wish to run an hyper-specific loadout, you deal with the consequences."
i wonder why you keep telling me things like "putting all your eggs in one basket" or "deal with the consequences if you run an hyper-specific loadout" when i have never told you what builds i use or anything like that. i dont know if you think i am an MFT lover or anything.
As for "Both roles can bring counter perks that will not work sometimes" i agree, but considering the only way to counter the most powerful killer info perk available is with a bad, very weak survivor perks that again hinders you unnecessarily, is a bad counter.
I don't want to respond to everything you said, just throw in a couple of choice remarks.
Back in the days, when DH ruled supreme and was in basically every match, often 3-4 times (a striking similarity with MFT these days), and it turned killer gameplay into a chore and many, many killers asked repeatedly for nerfs, we as a whole were often rediculed and laughed at, told "bro, its just a perk", "its a perk in the game that the devs put there, so I am free to use it", "lol, cry some more", "ggez git gud" etc. And during this time a lot of brainpower was dedicated to device builts that would mitigate the unbelievable powerhouse that was DH.
There were builds using Blood Echo, Septic Touch, Fearmonger and all kind of seldomly seen perks, JUST to counter and deal with DH, because it was THAT meta, ie you could resonable expect to run into it each and every gameand many killers opted to play some counterplay to DH in favor of PainRes, Pop, STBFL; some meta perks had to give way to allow the counter some of us wanted and felt they needed. These perks weren't buffed and suddenly became good, but they countered what had become so integral to the meta, that it warranted playing them. Thats what a living, breathing, moving meta NOT set in stone and never to be touched again means. It probably wasn't healthy, as DH was overtuned, but it kept things moving on the killers side.
And now I am seeing someting similar with Ultimate Weapon. This perk is definitely overtuned, not gonna lie, as its stronger then all the other tracking and info perks, but its not providing you with 15s of wallhacks. Its overtuned because its stays up for so long, has a easily managed cooldown and there is basically no escaping it ... UNLESS you run Calm Spirit. Calm Spirit didn't change, but the effect it provides suddenly became massively useful, because the meta shifted. If UW stays unchanged, survivors could reasonably expect to see it in every match (or at least 75% or something like that), so CS would have much more value in that case then it held before, even though its still the same "crappy useless debuffing perk" it always was.
MFT is a very special perk: after a long drought of not so good survivor perks, and having a lot of their power house perks that made them untouchable and allowed survivors to make a weaker killer their plaything, MFT filled that void, and boi oh boi, did it fill it up. In record time it became the second most used perk and thats probably just, because not everyone came around to buy it, yet. The careful balance of all the loops and pallet to tileset spawns in the game, that took the general speed discrepancy of survivor to killer into account were all tossed out of the window and trampled upon. Killers could now be looped for ages on trash heaps (literally), just because they couldn't catch up and the endgame combo with Hope ... lets better not talk about that one. Whatever. MFT gave the survivor community a fun tool back and many jumped on the opportunity with gusto. Thats the big problem with MFT: it breaks the game on many fundamental levels, but it was fun and a treat for many survivor players who felt a bit hanging without anything fun and new for them; MFT wasn't just a new good survivor perk, it was the first one in a long time, it was fun and it was also way overtuned and broken. Taking it away would anger and astrange a lot of survivors, cementing the "BHVR always just panders to killers its so disgusting" crowd, while keeping it in the game leaves weak killers in the dust and lets some killers feel like "BHVR doesn't care about balance or horror anymore. Its disgusting!" Sitting behind a rock and a hard place. Ugh.
And then along comes UW, a similar overtuned perk on the killers side that breaks several rules, invalidates a lot of playstyles and perks, but thats stupidly fun to use as the killer, as it shuts down all sneaky sneaks and stealth and allows you to go back into the action ASAP. I am from a new school of though: I believe that this two perks are purposefully overtuned and left in the game, not only to shake up the meta just by their very presence, but also to derail the games balance. A balanced game is also a very predictable and boring game and we have seen this over the course of the last year. With this two perks the game becomes wild and strange again, allowing for hilarious silly momens and big triumphs. But this will only work if we keep both sides boosted by slightly overtuned perks. We can't make ALL new perks this strong, or we will end up with just 4 overtuned perks that make up the meta. But right now I think its rather ok; I still hate MFT to the guts, but if I can keep my UW, I will deal with it.
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Well, that was quite embarrassing .
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Someone posted this earlier this week and it put things into perspective for me. This bot is cracked beyond compare, no human would attempt anything like this.
Also, this bots mixed up the 1st and 3rd robot laws, BHVR is literally playing with fire here, dooming us all, why we laught at those "silly bots ".
https://www.youtube.com/watch?v=gaSl75X8NuE&t=&ab_channel=CatnipBro
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545416#Comment_3545416
Thing is a "chase meta" would be fundamentally unhealthy because it would force everyone to run it or just auto lose.
Already MFT+resi+windows vs a pure M1 like myers, pig, ghostface , etc just puts the killer on a losing battle from the get go.
We don't want survivors uncatchable or killers undodgeable.
If only rapid brutality lasted like 20 or even 15s and this allowed you a bit more leeway to catch up and transform your hit into a down, then things would be much more bearable for poor M1 killers. Or imagine if Rapid Brutality set the killers speed to "survivors speed +20%", thus giving every killer a 10s window to strike the killing blow, before that opportunity slips away. This would offer much more interesting options.




