Akumakaji
Akumakaji
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@lifeisstrange said:
Lethal is a crutch that is made for lazy killers who cant use eyes and ears to find survivors, but I laugh at any aura build related stuff because I run distortion and do not have to worry about some high mobility killer coming to my 90% gen with bbq and chli, aura reading perks are very big crutches for killers, even survivors aura reading perks barely is of any use and if they run fear monger you can kiss those perks goodbye. Fog wise I dont use it really.
LMAO. Every perk is a crutch nowedays for someone. Wouldn't actually surprised to see someone claiming that Red Hering would be a crutch perk for lazy and bad survivors. Smh.
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Nah, I am not concerned. Yes, SB can be irritating, any exhaustion perk can, but it's not on the same level of irritation then DH. When 6.1 destroyed DH and no one was using it for 2 weeks and reeling from the impact, we saw all kind of exhaustion perks being used, including lobbies full of SB, but the perk never became the new meta.
The thing with SB is this: yes, it is really strong, but it's front loaded. It can stop a chase from being initiated and the killer can then decide if its worth pursuing that survivor or go somewhere else. Vigil and Fixation and clever pauses can help you to regain SB mid chase, and you can 99% it, but both cases are really rare and not something you see from your typical SB user
DH was always a surprise and you had to threat every single survivor like they got it, and it's power was ultra back loaded: quite literally it took effect in the 7 frames just before you downed a survivor and reaped the benefits of a long, arduous chase. And survivors had become so good to use it, that it lead to a lot of lose/lose situations. It was just awful, and each successful DH eroded my will to play the game again.
Like I said, SB can be irritating, but it's not so plug and play and just the next exhaustion perk on the chopping block.
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@GannTM said:
I mean I don’t think they should’ve nerfed it either but I do understand the complaints. It does heavily counter a couple of killers to a point where they can’t do much about it, mainly Wesker, Demo, and Huntress.
And it was in every single match, threading every survivor like they were running it until disproven.
Truth be told, after my Lovestory low with this perk, I had adapted a dead eye Berserker Mode, and basically waiting everyone one and getting then all, but it was so tedious and boring and old and I am happy that it got finally reigned in.
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Thanks for all the input. In my grieving for my baby SC:Pain Res I had totally disregarded all this nuances and strategies involved, but thats why I come with my issues to the forums :) Happy gaming, everyone.
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Give it the Hyperfocus mechanic. It's already in the game and would work wonderfully with this perk.
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@Trollinmon said:
Making it not a scourge hook would be a nerf to the perk honestly. The fact that you can avoid using the proc makes it have more value in my eyes.
The new PR is still a top tier perk like it was before but now it's mostly locked to players that want to spread hooks. Instead of using Agi+PR for 9 hooks you can just run new PR alone for 5 or 7.
There is less time needed to be wasted to get your procs since it's only 4 times and also less problems with hook rng since you only need 4 downs for the total value; unlike before where you really wanted Agi for the full value of the perk.
Thats indeed an aspect that I hadn't thought about. Great catch!
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Besides some of the add-ons feeling mandatory to play (call to arms, map of the real, dried horsemeat), I would want one big QoL change: highlighting a palette or gen in close proximity (like 10m), press E and send the guard to hit it, without needing to go into specter mode.
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401126#Comment_3401126
"One of the best campers in the game..."
...are we playing the same Knight? They are FAR better campers than him... his power isn't even that good at camping, only scaring Survivors away who are unaware.
People who claim this usually don't know that touching the hook canceled the hunt
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400819#Comment_3400819
Why can’t both Killer and Survivor work on Generators then?
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@mustdogen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400664#Comment_3400664
What make you think that EGC is stong now?
Can you teach me?
I had the exact same thought and questions when I read that :D
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Akus ideas to fix Sadako:
1) assign each TV set to a gen. Sadakos curse prevents working on that gen unless the tape is removed.
2) decrease short range TV teleports. Sadako shouldn't be able to zoom around the entire map at random, but TVs within a certain radius to her should always be on and a valid teleportation target, unless the survivors purposefully remove the tape.
3) maybe shorten her manifest/demanifest animation? Its no big issue, but holds her back, as its very difficult to get value out of her losing collision and it could lead to some intersting plays.
4) also maybe show Sadako which TV sets are the target for a cursed tape, but obviously prevent her from teleporting directly to them. This way she knows where at least one survivor is headed and can work around/with that accordingly. Sometimes I wish that fully condemned survivors also get exposed, but I guess that this would be too strong in the hands of people who know how to play Sadako.
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@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399143#Comment_3399143
you have any idea how long it takes to get to evil within with that add on or the two add on I use it's the survivors fault for letting me get to that point and I think it fair how long it takes.
I mean I had games where I use tho add on and get 1 kill because all gens are done and I get less mad about it
it the cases where you know you lost when there 2 or 3 gens left when I get to that point.
It can be somewhat fun when burning an Eyrie offering and walking along the balcony of the mainbuilding. You can nearly all the time stalk them on their gens without them seeing you, even though its painfully slow. But its steady and you can often top up before they finish the last gens and then start the killing. Be mindful of palettes, though.
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@Chaosrider said:
Ask yourself how stacking 3-4 perks on a single objective is a good idea for the game.
@jesterkind said:
I think it's more accurate to say that killers shouldn't be stacking four slowdown perks, and that what killer they're playing should factor in to what perks they pick.
After all, you say Eruption was nerfed into the ground, but it really wasn't. Sure, Trapper can't use it for instance, but if you slap Eruption on Wraith with Windstorm and Shadow Dance addons, it becomes a genuinely really solid perk. Same with Dead Man's Switch; it's not quite as good, of course, but put it on a mobile killer or a killer that can pressure gens at range like Doctor and Artist, and they can make pretty solid use of it.
This doesn't apply to Corrupt Intervention, mind. That perk is literally just as good as it was before and its nerf barely impacted it, since the reason you bring it is to push survivors off the gens they spawn on and it still does that literally just as well as before.
Really, the only totally dead regression perk is Ruin. That one is pretty useless, I can't get that one to give value no matter what build I put it in lol
I have said for a long time that BHVR should implement a couple of extra rules and individual limiters. For the longest time they ran with the idea that every perk should always work to same for everyone and that there were next to no limitations, but with the sea of perks we got now, they are actually running out of design space by doing this, thus putting up more limits then freedom.
How often have you seen a new killer perk and thought "oh, thats neat and finally something that will make Trapper and the other M1 killers a bit more powerful", only to get it nerfed, because Nurse could abuse it.
I want three things:
1) hard caps on certain numerals in the game, like gen repair speed, healing speed, gen regression etc.
2) new labeling and sorting of perks into classes and a hard cap of how many perks of a class can be equipped. Two seems like a reasonable number from the top of my head.
3) outright modify or ban certain perks on certain killers. Perks like Awakened Awareness or Starstruck could shine in a whole different way, if this perks didn't have to be reigned in and limited due to how they amplyfy Nurses power. And of course there are other killers who are overtuned with certain perks that would be totally fine in other killers hands. Or imagine if certain perks had even stronger effects when slapped on an M1 killer. This would allow raising or adjusting their power, without tweaking the basic killer abilities of EVERY killer.
Just my two cents. Maybe I will write up a post for the feedback section, if I can muster the strength to do so.
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I personally found her much more fun to play as long as she was bugged. Some players might accuse me of "only wanting easy matches and exploit bugs", but I think that her "normal" form was nerfed too much and that it's odd when survivors got way more (even perfect) information, then the killer using their power.
This is a general problem with basically all powers, but especially jarring with poor, old spirit.
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@GoodBoyKaru said:
I'd argue that this is a problem with gen slowdown and speed up perks being far too strong in comparison to other perks (except maybe current DH or SB), and not with the fact that perks can be countered by other perks. Because that's the risk you take with running perks, they can be countered by other things (which is why I wish Ruin wasn't nerfed as hard as it was- you had the risk of it being seen instantly or the survivors using Totem perks, vs the reward of really good passive regression allowing you to chase more).
Running chase oriented aura perks encourages aura blocking perks, which then encourages more slowdown perks, which then encourages more gen-speed perks, which then affords you the ability to return to chase-based aura perks, except for the fact that the slowdown and the speed up perks are far too strong in comparison. There's no reason to return, because you're only going to have gens smashed anyway.
This all comes down to an issue in the core gameplay of DBD, and aura blocking perks are simply a symptom of a larger, fundamental issue.
And in between this arms race of counter picking, you got perks like Blood Warden that no one actually plays, yet get countered each and every game by the simplest of survivor tactic that in itself is like 99,9% safe and only itself leads to a sticky situation, yet alone a kill, a max of 1 in 20. The times I played blood warden, I had to down a survivor and then actually open the doors myself. I know that I am the only one who gets miffed by this, but this is one of this rare opportunities where I can rage about this, so humor me for a second. Thanks. :)
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390112#Comment_3390112
Its been pretty much cemented in this community that a killers win is >2 kills. A 4k is pretty much getting a 100%. Best outcome.
People also tend to get rather stubborn when constantly being told "3 is enough, dont do more or else you're a sweaty tryhard". Its like telling survivors to just like stop trying to escape.
I mean, I have no problem accepting this, but as you said: if the survivors can get a 3E, they can also nearly always try for a 4E, and I never ever experienced that they said to themselves "you know what? That killer earned that one kill. Lets just leave." I will stand on the hill that there is way, way, way more altruism from the killer to the survivors then the other way around, as I have given hatch to more survivors then I can count, where as it is somewhat rare that survivors would give me a couple of mercy hooks in games that they totally dominated, and actually mercy kills are the real of legends, with less then two hands full, even after 2k hours of gameplay.
I am not complaining, btw, just observing. Its not rare for the killer to have pitty on a group of survivors that they stomped, whereas its exeptionally rare for survivors to show any kind of mercy to a killer that they dominated.
Circling back to OP: something like this could work, IF you gave the survivors some kind of escalating debuff for each hook, while everyone is alive. Normally, getting a survivor out of the game is the most beneficial thing you can do as a killer, a 4th survivor alive and kicking can do gens just as good as everyone else and you can't win the attrition game as a killer if you can't seal the deal. If we got some debuff in the style of Dying Light or Leverage for every hook while everyone is alive, things could be different. IMHO DBDs biggest failure is that there is no catch up mechanic for either side and games can be decided pretty early on. Its exeptionally demoralizing if 3 gens pop at your first down, but with the current meta and increased efficiency since the HUD update its happening a lot more then before. Maybe its just as with 3 gens: 3 gens was always one of the best killer tactics, but only recently even cassual killers woke up to it; same thing with splitting up on gens: that was always the best survivor play, yet in the past survivors got away with slamming gens together and then moving on to the next, now its common to have 3 survivors sitting on their different gens, while you chase the fourth one.
Players skills have long since outrun the games basic mechanics and its comming appart at the seams pretty easily with just a little tuck. The reset of healing and gen regression as actually a good thing, even though it needs to be seen if this just opens more problems in different areas of the game. The thing is that the player base can't unlearn their skills, so certain things will never revert back to how they were during the golden times, because back then most people wouldn't and couldn't play as efficiently as today.
Just imagine sending some good (not exeptionally good, just regular good) survivor back to 2017, they would be totally untouchable and dominate everything and probably be accused of cheating. And 2 weeks later everyone would know about looping and be doing it. Not only the game changed, but also the audience.
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@Mystic_Mizu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389095#Comment_3389095
Then all the survivors do would barely tap the gen and walk or crouch away, the killer still wouldn't find them. There isn't a real fix for this.
Well, at least they would be doing something and had a 10% chance to have the gen exploding in their face at disengaging. Its not perfect, but at least something.
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@Science_Guy said:
Agreed. The level of interaction it added to killer powers was a good thing, the problem is how it was made available i.e. inconsistently depending on whether or not a Survivor had certain items. Here they just deleted an entire mechanic from four different powers and only one of them was replaced with something else, which is unfortunate because Lightburn was never properly fleshed out to be a viable counter to the Nurse.
But we see what you did there with that sleight of hand phrasing, BHVR. "It was unfair that these powers could be punished by a specific item" rather than "It was unfair that these powers could only be countered by having a specific item." Sure...
It would be okay if every killer had some kind of flashlight interaction, like shining a light on a trapper trap makes its aura shown, or you could desolve Oni blood orbs etc. Make the light fight the darkness, but draining the battery even faster. With only a couple of killers being hard countered it felt inconsistant and sometimes kinda unfair, if every killer had some sort of flashlight interaction at least you knew that this was an option for the flashlight in every game.
On the same vain I would wish that every killer had a sort of secondary objective, not just killers like Pig or Pinhead. For some killers this could be somewhat generic, ie bless The Entities shrine to lock their power for a while, for others it could be really specific like break into Bubbas workshop and sabotage his fuel stacks in order to take away one of his charges etc. This would be really complicated, but could also be really interesting. So with killers having two more distinct gameplay elements added besides their power, this would make the game much more interesting. One can only dream, right?
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I think OP specifically talks about situations, where you managed to kill 2 survivors at 3 gens and the last two survivors just hide, while not even touching a gen.
I had such a game just yesterday with Pyramid Head on The Game: I got a hook suicide on the second survivor I downed and then went for as many hooks as possible. At the 10min mark I had hooked averyone twice and moried the clickety clicky Nancy. I didn't camp that Kate on hook out and decided to allow the last survivor to unhook her and that was my mistake, as the two reset and ghosted the entire match. They never touched a gen and went from locker to locker, never resurfacing again. Luckily I could watch youtube on my second screen. I eventually found them hiding in the basement lockers on my fourth pass in the basement at the 45-50min mark and they laughed at me in the post game chat, that I deserved that 40min wasted of my life, because I moried the other survivor. This can only be some 14ys old with too much time on their life clock and no real character development yet to spite someone in this way, but what you gonna do?
I would propose that at 2 survivors remaining, if they don't touch a gen for 4min (the DBD sweet spot for bleeding out, EGC etc.) they start accumulating crows that last till they are hit. Stealth play around finishing a gen can be obnoxious, but in that case they are at least trying to finish a gen. If all they do is switching lockers in order to get the killer to DC or the game to end the session after 1h, then give them crows. Easy fix and nothing that should impact normal gameplay.
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Oh dang ... makes sense ^^
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So ... is this art?
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@Wexton said:
Glad dh and coh got nerfed into the ground. Pain-res getting gutted was a bit overkill but I don't use the perk anyways so I could care less. Overcharge and Call of brine were nerfed too hard but they kind of needed to be nerfed for the gen kick meta to disappear. The gearhead buff is cool, should've been buffed more but it's a fair bit better now. That one survivor perk got buffed, don't remember the name of it but the buff was good. Glad lightburn was removed, outdated mechanic that didn't need to exist in the game anymore. Couple of random killer changes too like the buffing of some addon's, they don't matter much. Now you can remove hag's traps without a flashlight, idk how to feel about it, I don't play hag at all so I don't have the experience necessary to comment on whether the change is a good one or not.
I don't care to comment on the healing changes, I'll wait for the ptb for that. Billy getting nerfed again is ridiculous and doesn't need to happen, they give him a slight basekit buff but a huge nerf to his 2 only good add-ons. I've ranted and raved about the nerf over, and over again, so I'll spare you the complaining and shorten it down. Stupid change, hope they go back on it. I don't understand why the devs hate billy so much.
Underrated comment. Sums the situaation up in a very good and measured manner.
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@Shroompy said:
Honestly, I think the best "nerf" it could get is if it were to become base-kit.
Now that might sound crazy at first, but think about it for a second. People have been asking for a secondary objective for a LONG time and this would fit the role. Survivors aren't forced to do it how ever they would suffer the consequences if they don't. Another thing that makes NOED so strong is its surprise factor. Remove that and you'll realize it won't have nearly as much of an impact.
Honestly I think that should be a new kind of perk with a dedicated slot to it. It would work similarly to totems but the perks associated to it would only work during endgame.
Shroompy, I must say that I am surprised by such a bold move, as well as pleased. I would never have thought this up myself, but this is rather elegant!
With a base-kit NOED "do bones" would suddenly become the new de-facto secondary objective, everybody knows what to expect from endgame and it would give this awesome adrenalin kick, with the escape so close, yet the danger of failure looming high.
One thing I would add: make the totem for base-kit NOED visible to everyone, but if the killer got the perk equipped, the totem becomes gradually visible to nearby survivors, maybe even starting at zero to account for the perk slot "wasted".
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Regarding the OG chapters I have two personal experiences to share:
1) when the Portrait of a Murder chapter dropped, I didn't knew how you could buy the new characters via shards and bought the chapter. Nothing wrong with that, but I was rather bummed to learn that the only exclusive contend was a red shirt re-color for Jona that I did wear maybe once and there wasn't anything in it for the Artist, which felt really lackluster to me as a killer main.
2) when the Roots of Dread chapter dropped, I had learned my lesson, and finding nothing of interest in it for Dredge, I bought both characters just with shards and called it a day. In hindsight I loved Dredge and would have happily shown my appreciation for it by forking over the money, but not after already having spend the shards.
So, at least the Tools of Torment chapter finally HAS some cosmetic for the killer, which is a stepup, but the chapter itself felt really lackluster, so I didnt bought it.
For the future, I would love to see at least some middle tier cosmetic for both sides and maybe throw in an exclusive charm to sweeten the deal. Just the new characters and a boring, unenthusiastic re-color of the basic outfit really doesn't cut it.
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@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383122#Comment_3383122
I think Reactive healing could be buffed to just make you immune to Hemorrhage.
On second thought, yeah you might be right. The perk already is pretty limited in scope and can't be used without someone paying the price for it.
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I have had lots of fun with Autodidact in the past, but it was always smirked at because it felt so pointless, now it could truly shine.
Solidarity and Adas Reactive Healing perks could also be pretty good, IF they get a small buff: for 30s after they do their magic, the survivors health bar should be unaffected by haermorraging effects. This is what kills this perks, mostly. Yeah, you might got half or even 3/4 of your health, but dang, the killer came close and now you are running and all that health is bleeding out.
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@Veroles said:
I bet there are a bunch of people who buy skins on mass, but a DLC for around 10 bucks is too much😂.
You just described the concept of a whale; with the distinction that in DBD you can't spend the mortage of your house or a equivalent of new car for the acquisition of digital anime waifu.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383085#Comment_3383085
I'm glad I could help?
Sorry, I tried to be funny, but re-reading it it comes of more passive-aggressive then I intended ^_- So yes, you indeed helped me in overcoming my issues with DH. Somewhat.
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@Blueberry said:
Definitely a nerf and we will see way less of it but it’s absolutely not dead and the ones that are running it will get more reliable uses out of it as no one will expect it now.
I remember a year back, when I would have a timer running on my second screen to get an estimate if I had to fear a DS, or when I would wait 1min before picking up the last survivor, least they ran away towards the hatch after stunning me with DS. Heck, there was one situation where I tunneled a pesky survivor and they jumped into a locker and I camped that locker till the minute was over, DS was that prevalent back then (and funny enough, they didnt even have DS). Nowadays, if I do have to tunnel, I dont give DS a second though, and if I get hit by it, I am a bit surprised, chuckle and down them 10-15s later, because they got no distance, the poor things.
DH will mostlikely evolve in a similar direction.
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@tippy2k2 said:
I "bought" it already with Shards
But it's on BHVR to convince people to buy their stuff. It's not on the consumer to blindly throw money at a company and hope they do good with it.
If BHVR can't convince people of that, it's on BHVR. You can't blame your customers when you release a bad product for not buying your bad product.
This! When SM dropped, there was no saying how things would develop, but the stuff was called their worst chapter yet and for good reason. I think they got some heavy flak and threw in their elbow grease and it surprised a lot of people, me included, especially the mid-chapter. Well, now its too late and I wont be buying this chapter with money, having spend 21k shards on the characters, but maybe BHVR should be a bit more transparent and tone down the breakneck speed. 3 Chapters plus one health chapter per year would be much, much better for the game then what he got right now.
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@Jay_K said:
So I've been thinking. It seems the big complaint about the Dead Hard nerf in the Dev Update is the fact that Dead Hard now has limited uses per match. A popular number i've been seeing is a maximum of 6 uses per match (obviously could be lower).
Here's the thing. Realisticly how many uses do you need? If you're able to dead hard twice per chase then you are against a killer below your skill level because any killer dropping chase after being hit by Dead Hard isn't going to win regardless.
Based on my matches as Killer I see a maximum of 3 uses per survivor per match. One for each hook state.
So I want to ask the community some questions questions and I'm praying (foolish i know) that others answer the question and don't just start ranting that their precious dead hard is being nerfed.
So...
Question 1 - In an average match when you use Dead Hard how many times do you activate the perk?
Question 2 - The times you activate it how many times is the perk successful. Alternativly this could be asked how many times are killers simply waiting out the dead hard to down you.
I am very interested to find out the stats for dead hard of how many times its used vs how often its successful because based on my games as killer I would say its got about a 25% success rate.
Now the second part of this post asks the question Will Dead Hard actually get more value after the "nerf".
Clearly everyone is just thinking Jay your insane if you think it will get more value but I say...Are you sure.
Yes of course it will see less use by players, I mean why wouldn't it. For the most part Dead Hard is used as a crutch to help players who struggle in chase extend it a bit. However...
Think about after this goes live. Will Killers become more complacient because they are expecting survivors to not run dead hard? Will dead hard be more successful when it is activated?
Personally I believe that if this change goes live as it currently stands that with the exception of a few lower skilled players trying out the perk I think only more skilled players will be running it because they will have the skill to get those stacks and be able to use it. This is very dangerous for the killer because Dead Hard in the hands of a skilled survivor is extreamly hard to go against and I say this from experience.
So i leave it to anyone who is reading this post to post your thoughts on this.
And again please try to refrain from the normal "Dead hard nerf is stupid you don't know anything" type posts that im seeing everywhere. Let's have a civilised conversation :)
I have thought about this myself. The average user will not use DH anymore, so its usage SHOULD go down to a healthy percentage, where you don't have to play like everyone has it, and this will lead to a couple of surprise DHs that come out of the left field, but because its so rare, it won't feel as aggrevating. Like in the glorious 6.1 days: neary no one was running DH, besides a couple of stubborn survivors, and they mostly messed up and I could happily swing at cornered survivors without having to second guess or hestitate, and when I got paried by a DH, I went like "woah, awesome! Cudos, dude!", but we all know how the story went from then on.
Since 6.1 I have been through the 5 stages of griefing with DH. I was in the Depression stage for the longest time, but @Pulsar 's high and mighty talk about how he got nearly never paried by it let to me entering a dead-eye high focus state. And with this increased awareness came a certain detachment from the Fog and suddenly I could see it. I had finally accepted DH as a reality and for what it was, a crutch, and learned how to play around it and kick the crutch out of nearly everyone. Sure, DH plays at paletts felt bitter, but everything else became fair game.
In essence DH had turned into an inversed Nurse: against Nurse, every blink turned into a mindgame and you could hold W, double back, stand still or whatever, and bamboozle the Nurse or die trying. With DH from the killers perspective it was like the foil to this, I could bait it out by nodding or just waiting for my survivor the lose their nerves and when we met later in the same trial swing at the earliest opportunity, when they expected that I would swing a bit later. It actually really became much easier to play around once I had accepted DH, BUT I stil loathed it and that it was in every game and let every survivor benefit from it, if they played it or not. But I thought "live with it, it wont be changing anytime soon" ... and then BHVR dropped the big bomb on DH! Who would have guessed?
@BritneyMitch said:
dead hard isn’t even that strong right now. Generally it’s just used to punish killers that are playing like pieces of #########. Kind of like DS. Killers are gonna be pretty frustrated when they realize lithe/lucky break, flashbang/lithe is stronger anyway. Hell I think if you get good at the game theres an argument that spring burst and balanced landing is 100X more cancerous as well.
People have always claimed that SB would be the next meta after DH and that killer mains would course their own words, because "SB is actually stronger then DH!!!1", but frankly, I don't see it. In the short, wounderful period right after 6.1, when DH disappeared with a bang, we had a fun time of many experiments. People used all kind of builds, tried out old, rusted and crusted perks, just to see if they could fiddle around with them and, yes, peeps used ALL kind of exhaustion perks.
During this time SB did't rear its ugly head as the bringer of the apocalypse, because getting value out of sprintburst, besides quickly bursting away from a gen that you had 30s time to regain your exhaustion, its not that easy to use, Lithe is much more plug and play, and maintaining a 99% SB is the sort of high skill play that you see very, very rarely.
The thing is this: even if everyone would be running SB, Fixation and Vigilance, this would still be far, far, faaaaaaar less aggrevating and obnoxious then current DH, because its the nature of the perk to be front loaded, ie all its power is spend at the start of a chase, so the killer can evaluate if its worth pursuing that survivor or not, its not a nasty surprise 45-60s into a chase, literally taking away all your progress in the 7 frames before you would reap your benefits. And a survivor cornered can't suddenly pull a SB out of their behind and get a shot at sprinting away EVERY SINGLE TIME (at least unless they 99% it for the whole chase), nor do you have to waste time and play stupid mindgames in the open EVERY SINGLE TIME with EVERY SINGLE SURVIVOR or risk an embarressing blunder.
So call doom and gloom and the SB apocalypse all you want, it won't be happening. Oh there will of course be a few lonely lost souls who will cry for a nerf, thats just a givin with practically everything, but you won't be seeing 40+ threads all lamenting the same unfun playstyle that DH promoted, I guranteed it! And if it happens, please quote me and I will eat my words.
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@Crowman said:
I don't know if I would say it truly encouraged chases. The killer has 4 scourge hooks. If you want constant value of the perk, you want to stick close to your scourge hooks. Chasing a survivor away from your scourge hooks wouldn't make any sense.
So how about The Entity scrambles them after every hook? Or better yet: the one used recently gets moved to another random hook after the unhooking, thus preventing the hook trade camping for extra value.
But this is now mood, I guess. I am a bit sad, I mean, I used PR in most of my builds, but thats because this perk single handedly saved playing killers for me, back in the pre-6.1when killer was at his lowest low in recent times and when I masochistically gamed on while getting BMed and laughed at by survivors every single game and I asked myself "why am I even playing anymore?".
During this time SH: PR swooped in and allowed me a mobile playstyle with "on the fly" gen regression. It just gave me that much breathing room in my games, that I wasn`t suffocated by gen pressure on all sides and often could juuuust barely eek out a win from certain defeat.
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For some fun, try this loadout with Pinhead:
Knockout, Deathbound, Sloppy, Deadlock and the two lament configuration increased solving time add-ons and just slug everyone till you got all four downs. Knockdown will make it hard to find the downed survivor, Deathbound will notify you where they were healing and sloppy and Deadlock just give you enough of slowdown to finish successfully. Courtesy to Aurum at youtube for bringing this fun build to my attention ^_-
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These here are all sooo cool and were done by the reddit user u/Kimjdav (twit/instagram @ Kimjdav_artsu). I love all of them, but obviously, Rin Yamaoka is a no-brainer. I would love to see the Stranger Things upside-down chapter, though!
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@CoolerBleend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382294#Comment_3382294
The killer can very easily tell Reassurance is active already and it does not need it's uses limited lmao
Care to elaborate what's so funny about my suggestion?
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@Feng_Enjoyer said:
If the PTB changes come to the live game, pain resonance will be a dead perk on arrival. That´s why it should be more like this:
If you hook the same survivor twice in a row pain resonance won´t activate. Pain resonance has a cooldown of 30 seconds
This will make it still a strong perk, but preventing people from getting value out of it, if they tunnel or camp
Here is another one: one you hook all 4 survivors, you get 4 more token and the regression raises to 25%, allowing the killer to keep the pressure up as long as they spread the hooks and potentially open up the game for 12 hooks without hampering themselves completely.
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@solarjin1 said:
Botany and desperate measures will become more use! survivors will adapt. Unfortunately camping and tunneling will probably be the strongest it ever been but on the flip side gen rushing will be way more difficult to stop.
Just gonna be more killer raging on gens flying and more survivor DCing cause the killer tunneling or camping them to second stage
At the very least they should do a hot fix to Reassurance, as this should help with one part of the killers Duo Terrible, 8e camping and tunneling.
"Reassurance now has 3 tokens and can be used by one survivor one after the other. Reassurance can now be activated from 12m away. The killer gets a notification that Reassurance is in play, hopefully peeling them away from the hook."
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@ChaosWam said:
I have perfect hearing and I'll turn this feature on. I like how it looks.
And see? I am medium good at hearing, yet don't want to see that stark heart every time the killer is around, thank you. That alone should be an indication that things ain't actually dire and the whole situation is a non issue.
BTW, I once got into an argument with an easily nauseous person, arguing that, even though I had sympathy for them, we sadly can't have a FOV slider as basekit. But then I decided to walk a mile in their shoes and equipped Shadowborn for one whole evening of gaming. Well, it was fun to have the feeling of zooming everywhere and I guess I could maybe 3 survivors out of the corner of my eyes, but more the that I painfully missed that 4th perk slot that was permanently sealed by Shadowborn that did basically nothing for me. So please, just give killers a FOV slider, it really isn't worth a perk slot by any means.
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@Sweet_Potato said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381077#Comment_3381077
It's funny since the opposite is right. You dont need any skill to use SB, Lithe or Balanced. Whereas DH requires some very accurate timing and guessing.
The skill needed for DH were about as equal to the skill needed to play Nurse. Yes, when trying both for the first time, you will mess up horrible and probably believe the tall tales about a skill ceiling as high as he sky, but throw in two evenings of giving it an honest try and you will be getting the hang of it.
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@Madjura said:
I don't understand what you are saying. Could you please explain? Are you saying Survivors are using Any Means Necessary to "farm" zombie kills or is there another issue?
Before the buff to AnyMeans, getting rid of a Zombie was a conscious decision if it was worth it, because you wasted a palette for it. Now with the cooldown removed, you can destroy any and all Zombies you come across... but here is the kicker: the same was true before if you had it equipped.
How often were you bothered by a Zombie while repairing a gen within 80s? Probably by just that one Zombie. The only thing that changes is that now survivors are running AnyMeans more often, because its a cute perk, but not overly strong or even OP. And Nemesis is still THE palette shredder himself, survivors bonking Zombies is more of a "whatever" side grade.
That aside, is OP getting value out of Zombies every game? Sometimes a Zombie is POG, but most of the time their influence is negligible.
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How about this: once all 4 survivors have been hooked give the killer another round of tokens and raise PR regression to 20%. Essentially they get 8 uses if they go for 8 hooks on 4 different survivors and play for the long game, getting compensated with a bit more regression.
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Everything. But I would do it again, without a second thought.
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@Desteriaa said:
Killer mains you got what you wanted congratulations…
Can’t wait to see the next perk to why you’re not getting 4ks consistently down / Wins. Wonder what you're gonna go after next… Maybe lithe Oh No it’s definitely gonna be Sb. Deadhard was fine and easily counterable but what the survivors say don’t matter because this game is killer sided!!!
People have always claimed that SB would be the next meta after DH and that killer mains would course their own words, because "SB is actually stronger then DH!!!1", but frankly, I don't see it. In the short, wounderful period right after 6.1, when DH disappeared with a bang, we had a fun time of many experiments. People used all kind of builds, tried out old, rusted and crusted perks, just to see if they could fiddle around with them and, yes, peeps used ALL kind of exhaustion perks.
During this time SB did't rear its ugly head as the bringer of the apocalypse, because getting value out of sprintburst, besides quickly bursting away from a gen that you had 30s time to regain your exhaustion, its not that easy to use, Lithe is much more plug and play, and maintaining a 99% SB is the sort of high skill play that you see very, very rarely.
The thing is this: even if everyone would be running SB, Fixation and Vigilance, this would still be far, far, faaaaaaar less aggrevating and obnoxious then DH, because its the nature of the perk to be front loaded, ie all its power is spend at the start of a chase, so the killer can evaluate if its worth pursuing that survivor or not, its not a nasty surprise 45-60s into a chase, literally taking away all your progress in the 7 frames before you would reap your benefits. And a survivor cornered can't suddenly pull a SB out of their behind and get a shot at sprinting away EVERY SINGLE TIME (at least unless they 99% it for the whole chase), nor do you have to waste time and play stupid mindgames in the open EVERY SINGLE TIME with EVERY SINGLE SURVIVOR or risk an embarressing blunder.
So call doom and gloom and the SB apocalypse all you want, it won't be happening. Oh there will of course be a few lonely lost souls who will cry for a nerf, thats just a givin with practically everything, but you won't be seeing 40+ threads all lamenting the same unfun playstyle that DH promoted, I guranteed it! And if it happens, please quote me and I will eat my words.
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@TheWheelOfCheese said:
Hell, games like Fortnite even have a vault system where some weapons come out on a rotation so that you get a limited amount of time with each one before they go away for awhile. This is done purposely to keep the game changing so that it's not stale.
Imagine if BHVR did that with perks. "You can run DH for the next two weeks, then it's going in the vault for 3 months."
The outcry that would result. Lord, have mercy.
I don't think DBD players actually want the game not to be stale.
I actually think in thatcase the outcry wouldn't be that big, because then it's an up and down, ie you know that your favorite perk will be coming back. With the way BHVR is handling their nerfs, your favorite perk could be revised in two chapters (6month), or in 2 ys, or never, and that's causing way more frustration in some players then any other option.
I personally think that they should do something like LoL: every month take the 5 most used perks and nerf them and take the 5 least used perk and buff them. Rinse and repeat every month, last month perks are exempt from the next round of buffs/nerfs. Done, no more meta set in stone to mold over, players will figure out the new meta every month and eventually every perk should see some kind of play and time to shine.
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@Xendritch said:
CoH needed a slight nerf sure but this the nerf to itself and healing general it pretty much got completely demolished. If that goes through is it safe to say BHVR has given up on boons entirely? Shadowstep is the only decent one but I can't imagine anyone bringing just shadowstep, you'd only run it if you were already running CoH and it was a nice bonus.
I wouldn't surprised if people stopped bringing boons entirely which kinda sucks that an entire mechanic is being scrapped.
"I wouldn't surprised if people stopped bringing boons entirely which kinda sucks that an entire mechanic is being scrapped."
- Hex perks as a whole have had this problem for be longest time, and I really think it sucks. Its always stated that hexes are "high risk, high reward", but with most spawns known to survivors and lit totems often spawning well in the open, its more like "high risk, mehr reward".
BHVR really has not a golden touch for handling this kinda systems.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377775#Comment_3377775
"And gen repair should get a -15% action speed per different gen that gets worked at, when splitting up"
I actually did suggest something similar. The problem with the co-op gen speed penalty is that it makes the safest method of doing gens also by far the most effective.
It'd be a neat boost to the killer's ability to apply pressure and slowdown if survivors were pushed more to co-op gen repairs. Finding a gen that's being worked on would interrupt more survivors, and hooking a survivor would slow gen progress a bit more. This would create more dynamic tactical choices for survivors: play it safe and slow, or fast and risky.
The only problem with it is that it'd be a considerable buff to camping and tunnelling. Those need to be addressed because practically every nerf to survivors is a buff that disproportionately affects tunnelling and camping.
Those are the lynchpins to a lot of issues with the game.
EDIT: Fixed a typo. I know survivors splitting up on gens can feel pretty oppressive, but to call it 'fash' is maybe a bit much.
Hey nice, I think this is the first time that we sorta agree on something *high five* So while I just threw that numbers out on a whim, the core of the idea might be something to consider. The high efficiency of splitting up on gens is now the defacto way of playing and the root why you hear the complaint "I finish my first chase in a timely manner with nearly no misplays and still 2 or even 3 gens pop shortly afterwards" so often. Perks like Deadlock can put a tiny stopper on that, but not entirely.
If we would go down your suggestion, then yes, we would need to address the camping and tunneling problem. I have suggested this fairly often in the past, the key here would be to a) give the killer a reason to leave the hook, b) spread the hook stages and c) not hamper themselves or shoot themselves in the foot while doing so.
Old BBQ did wonders in this regard, by giving the killer a secondary objective, ie hooking everyone at least once and after a hooking event showing the killer opportunities that peeled them away from the hook. This is something that we might want as basekit; normally I hate making stuff basekit, as it solidifies the meta even more, but this is a special case. In the past, every killer had equipped BBQ for the bloodpoints and its actually main effects gave them reason to roam around. So how about this: after hooking a survivor the killer gets the old +25% bonus to bloodpoints per survivor hooked, to a max of +100%, but only if all survivors are alive, so if you tunnel someone out you are stuck with +25%. Secondly, show the killer at basekit one aura of a survivor at least 32m away AND give the killer a sizable speed boost as long as they move into the general direction of that prompt, arent entering any chase and the speed boost goes away once they enter a 16m radius to their target. So in essence give even slow killers the means to pursue a new target and give them a reason to leave the hook, without killing the survivor out.
On a side grade, we could actually make Reassurance good. Give everyone with the perk 3 tokens and they can either burn them all on one player or different ones, but the key being, that there is the potential for the killer for camping being extremely unprofitable. Also, increasing the activation range big time is a no brainer, right now you have to drive by so close that you could actually go for an unsafe unhooking. You should easily be able to reassure someone from 12m away and especially while standing outside of the basement in case of a basement camper.
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And gen repair should get a -15% action speed per different gen that gets worked at, when splitting up.
Of course not, but neither is your idea solving the camping problem. I recently noticed that I need to tunnel hard from the start of the matches to even have a somewhat chance to be successful, survivors are just incredible efficient since the HUD overhaul and splitting up on gens is so painfully good. Its like the GOAT tactic for survivors, the foil to tunneling, and its equally as fun, but at the moment there is nothing we can do about, so seeth, mald, adapt.
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And I still say that she was over-nerfed. Not that she wasn't viable anymore, but in her "regular" version the players get way more info then she and its often an uphill battle when survivors know exactly what you are doing. Call it a skill issue, call it exploitative of a minor bug, but people have way more fun playing her now, then when she will revert back to her "survivors know it all" self, so peeps want to get as much out of that probably short window of opportunity.
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the 3 gen defense has been a core strategy actually for years, its just that not many killers new about and/or employed it, even though it was talked about in basically every single "learn killer tutorial" video I ever watched. Its a bit akin to splitting up on gens: this was always the most effective way to play, yet prior to 6.1 most survivors didn't care as they could do pretty well without. 6.1 forced them to split up, and now it's basically the expected way of doing things.
This is the other side of the gameplay medal: over the years, change in the meta and gameplay have ironed out imperfections and inefficiencies on both sides play book and now even casuals can play like a pro from a couple years back.
We can't put the genie back in the bottle and make players unlearn tactics, but BHVR could do a big health update and try to factory zero a couple of developments, by doing some bold and sweeping changed to the games formula.




