Akumakaji
Akumakaji
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357819#Comment_3357819
How is DH a free 3rd health state when you can avoid it 90% of the time? I refuse to believe killers are eating this many Dead Hards if they're experienced players.
Let's do a reverse, then: I refuse to believe that survivors ate that many Eruptions, when they know what they are doing and got more then 50h under their belt. Why was it nerfed to hard? Lmao.
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@TigerSnake said:
I literally made a thread about it not too long, but Iron Will is still good and people who say otherwise have never given the perk a try and it shows. “It’s not good if it doesn’t make you completely silent.” “Just turn your headphones up to counter it.” Lol.
Ngl, I am actually quite happy that this is the case and the perk isn't any more popular
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3356481#Comment_3356481
I think CoconutRTS was actually first sent by SkyNet to kill Sarah Connor and took up DbD when he failed. That's the only way I can explain how good he is at Huntress. Some of his shots look like he's throwing randomly into mid-air and then a survivor on literally the other side of the map goes down. It's amazing.
Lol, you might be up to something there. This is also 100% the reason why we aren't getting a Terminator chapter anytime soon, it would be way too on the nose with CoconutRTS showing off.
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@MaTtRoSiTy said:
I rarely run Exhaustion perks so I run Iron Will a lot and even the nerfed version can give great value. Killers just don't expect it these days so you can get away with quite a lot.
I have to say though, I do miss old Iron Will
You got it! Too many survivors were too hung up on the 25% sounds they made and thusly called the perk "absolute garbage" and "totally worthless now. Trash!". Yeah, the killer HAS a chance to hear you now, which is fair, but its still very muffeled and faint, especially with the way the chase music is blasting into killers headphones. IW is still very strong and now that its not meta anymore you can catch a lot of killers offguard with your 25% sounds.
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Not 100% on topic, but pretty related: one game the survivors burned 3 oak offerings and a map, so I went in pretty brutal and ruthless from the start and tunneled hardcore. Altruism killed the cat and I had a pretty easy 4k. The survivors in the post-game chat did their usual routine of accusing me of tunneling, subpar skill and how that win wasn't earned, and I explained that they brought this on themselves with their offerings, to which they replied "LMAO, I just like that map and oak offerings to literally nothing. You are just a bully."
Really? Is this why you burned 3 oak offerings? Because you were convinced that they didn't do anything? I hate this gaslighting.
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https://youtu.be/9W5IfWeliSo
Not only crossmap snipes, but enough to sometimes make you rub your eyes in disbelief.
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@jesterkind said:
Depending on context, the second two can be.
There's not really any benefit to hitting people on hooks, so, I don't think anyone would call that a strat per se.
In theory it could cause a survivor in the second hook stage to miss a skill check, but I have never seen that. Normally it's the killer that's more tilted then the hooked survivor, who gets his ego boosted by knowing they got the killer malding like mad by running them for 3+ gens.
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Stats would show how busted a perk DH outside of babyranks is and had its continued existence couldn't be rationalised by any means but one: BHVR can't effort to take away survivors favorite toy, so killers must continue to suffer :V
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Thank you, that was very cathartic.
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Enough has been said to this bait comment, but I will humor OP one more time: you know whats vital to the game even more? Hitting survivors! Its absolutely core to the killers gameplay, in theory you could finish a trial as a survivor without ever crouching, but you need to hit survivors as the killer. So why is it that survivors call me rude and toxic for hitting them on the hook? Its just the most natural thing for a killer to do, even vital. Get it? :)
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Right after the nerf and patch 6.1 we had a wounderful time, albeit a very short one. Peoples could, for the very first time in ages, slough off the chackles of the meta and just play whatever they wanted and try out many different things. During this time we saw all the different exhaustion perks in action and the very few people who tried DH mostly messed up, but when someone got it right you raised an eyebrow and said "well played! Grats and mad respect!" and gamed on. But for the most part, if you cornered a survivor with their pants down after a long and sweaty chase, you could just SWING, even LUNGE at them and they went down. Such a novel and fun concept, unheared of in ages.
But as time went by the good players quickly adapted to DHs new rules, figured out how to bait hits by running into the killer and its pickrate increased. Killers quickly wisened up to this and it became mostly a 50/50 if they remembered it or reflexively hit, but now DH was back on the table. Then survivors learned how to use DH before vaults and especially paletts and the deal was sealed: DH was back in full power and survivors again could greed and disrespect the killer to their hearts content, at least the good ones.
DH IS fairer then it was before the nerf and you CAN bait it out, but this are just academic discriptions. In essence DH is back in its spot as the number one picked exhaustion perk, because it gives the survivor a fighting chance when they should go down and when they are most vulnerable. Its the only exhaustion perk then can be used on command and without any really preliminary conditions, besides being wounded, which only comes into effect against a couple instadown killers and/or effects, otherwise if you aren't wounded you don't need it.
DH is so strong that you could actually make it just a once per game effect (maybe with a 1s or even 1.5s uptime) and it would STILL be strong. That it can be used over and over again without any hindrance is just mindboggling. Because it became again the top of the meta, you have to play around it every game and give every single survivor the benefit of the doubt, or suffer the consequences. There are so many complaints about this perk and how killers hate the way they have to assume its in play and they "got to sniff the survivors butt", that its evident that something is up. I can understand that it must feel empowering and awesome and extemely fun and exhilarating to pull off a successful DH, but this is one of the very few cases were I indeed have to make this an "us vs them" argument. It seems that survivors fun is rated much higher in this instance then the killers and it really feels aweful.
Something that is this dominant and oppressive shouldn't be in the game and while I know that it sucks to have your favorite toy taken away, this perk sucks so much fun out of playing killer, many survivor mains can't even begin to comprehend. Yes, some players will always complain about the next best thing when the strongest stuff is nerfed or taken away, but we never saw a Sprint Burst meta during the aftermath of 6.1 and I doubt that we will ever do so, even if DH was completely eliminated from the game. And even if Sprint Burst became the new meta, it would hardly compete with DH for its infuriating nature; Sprint Burst offers so much more oppertunities to squander its effect or to not have it ready when you need it, and a true 99%ed SB is so rare and far between that the killer would just have to deal with it at the beginning of the chase and could then decide if it was worth it or not.
Please BHVR, do something about DH. Its really killing killers again and again and again.
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@VoidOfMe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355476#Comment_3355476
seems like this new Texas whatever is another game that's going to "end dbd", huh?
And about that, hows that evil dead game doing? or that VHS one?
To be fair, what I saw of the Ghostbusters game was really fun and I liked that the asymetric nature was kinda reversed, ie the 4 players are the power role, but the ghost is sneaky and can do some serious damage if he gets the drop on the hunters or scares innocent bystanders to death. BUT being an Epic Game Store exclusive never helped any games popularity.
Besides that, VHS was handed as the ultimate hot DBD killer, but the fighting back mechanic is so different, that the feeling isnt comparable. And I think the VHS numbers ultimately didn't turn out as impressive as everyone played it up, right? i mean, competition is never bad as it helps both sides to bring their a-game, but so far no one seriously managed to tackle DBDs spot, and thats not for trying.
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@Nun_So_Vile said:
Remove the Skull Merchant and replace her with either The Merchant from RE4 or a pissed off Khajit using the Mace of Molag Bal
Underrated comment.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351751#Comment_3351751
That was a beautiful time for oni. I miss it :(
Indeed! It was a fun time and Oni felt actually a threat instead of being just a big angry gramps that the new kids laughed at behind his back and ran circles around.
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Just use Franklins and one toolbox at a time, one flashlight after the other, one medkit after medkit, we will deplete the survivors stack. And THEN they will be unable to use any items! They might feel strong today, but tomorrow they could already run dry. Join the Franklins Army, we are expecting results any day, now. I have it by sources that must not be named here, that we are dangerously close to be successful.
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355333#Comment_3355333
Massive main build with 2 to 3 very strong pallets, and at least one strong window.
If you guess wrong which gen is being done at the start, its 4gen game from the beginning.
They should really review some of the maps size and structures
And I can't believe that the killer can spawn smack in the middle of the map! If you spawn at one end, well, its a long slog over to the other side, but at least you can pretty accurately guess, where the survivors are. When you spawn smack in the middle, its a coin toss and if you walk off in the wrong direction you can loose 3 gens without even seeing so much as the heels of a survivor. This is true for every map in the game, but Ormond seems to be most prone to this problem.
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My biggest gripe with recolors of the regular outfits is, that they are their own thing and don't come with a bloody version. I would really love to play as a "blue Meg" or the "green Kate" occasionally, but I am also a sucker for the bloody P6 cosmetics, and this kills any urge I might have to by the "fun and a little different, yet extremely boring basic recolors".
Just give peeps who are P6 also a bloody recolor and you would see much more of them ingame! I gurantee it!
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I understand where BHVR is coming from when they say, that they want perks to be behaving consistantly over the entire roster etc. BUT I think that the game would be in a way better state, if they introduced certain conditions on perks, like "when used by the Nurse, Awakened Awareness doesn't work with Lethal Persuer" etc.
It would open so much design space and they could introduce perks that really upped Trappers game, without making Nurse extremely oppresive in the same move. But because perks have to work the same for everyone involved, we will only ever have perks that are awesome on Nurse and meh on Trapper, because he cant fascilitate their power. Oh well. Poor boi.
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@drsoontm said:
I've just played a game where I've misinterpreted the moves of the first survivors I've spotted as high confidence in their skills. (Basically keeping on a gen and dodging a hatchet at the last moment, not running away and hiding close, ... that kind of thing.)
Naturally, I didn't hold back.
A couple of minutes later, 3 survivors are hanging together in the basement, the last one (one that appeared competent at the start) finishes a gen and only then goes for an unhook. Something felt awfully wrong so I did my best to give a chance to recover, but the survivor took a wide berth around me (far from the hooks) and by the time he entered the basement, it was too late.
They were just "lucky" at the start. In the end game lobby it was clear I had just massacred players with very little experience. One of them only had two perks, one purple "Lithe" and one yellow "Iron Will". None of them had Dead Hard.
When the MMR fails badly (e.g. lobby leaver that makes a group weaker than it's supposed to be) could we get a notification saying to be "nice"? (Or something.) Maybe with incentive.
What do you think?
For real. Even if its just one player in the bunch who is new, I always feel so bad for them when I see the post-game screen and all they had was 3 yellow perks.
In my eyes its the same as with the hook stages: tunnelers will tunnel and campers will camp, but at least give the nice killers a fighting chance to not be mean douchebags. If I want to tunnel someone out, well, you sure bet that I can count till 3 in one sitting, but when I want to go for 8 hooks, mistakes happen.
I actually don't get how so many peeps here can confidently claim "this guys all had 2000+ hours". When I try to assess my opponents before the game, 3/4 of the profiles are private. I tunneled out a sub 100h survivor in my last game, who was introduced by their veteran friend and that one accused me of bullying ... but he forgot that their mates profile was private and I couldn't see their DBD hours.
Its not a "big" problem, but on the other hand, maybe it is? DBD isn't exactly newby friendly and every time a newby gets tunneled out of the game, because "they were the weak link" (who would have thought?) they might drop the game, because they see no point in trying further and further.
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@Seraphor said:
Ormond and Eyrie aren't even bad maps for killers anymore...
What do you do when you end up on these maps without an offering? Do you give up then?
No, but when RNG sends you to a certain map, chances are pretty high that the survivors havnt prepared their builds for it. Running into Haddonfield or The Game on RNG felts radically different then on a group that came prepared for that.
Thats why I take a map offering as the indication to take the boxing gloves off from the first second and play as hard and unpleasant as I can. This way there are sometimes casulties and innocent bystanders or peeps who just wanted to play something else "then the same 4 maps during this event. Duh." and I am sorry for that, but I am not going to roll over and let the 9/10 bullies have their way.
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Fogwhisperer revealed.
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@Coffeecrashing said:
I will be dropping it from all my builds. Why should I bother wasting time to kick generators, if I don’t have a strong gen kicking perk anymore? I’m better off just going back to pain res, which is much more camping friendly, since I don’t need to leave a hooked survivor to kick generators.
Based.
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Today, I had a daily for Pig, and I am not a very good Pig player, but I leaned into her M1 spirit and equipped a full on chase and M1 build, ie Endurance/Spirit Furry/Hubris/Brutal Strength and went into it with an open mind. And boy oh boy did the survivors I met let me know that Pig isnt up to par in todays meta. I got send to the worst places in DBD and they showed me all the fun of running the same loop for half a minute over and over again, how cool the new DH is, now that the good survivors have ingrained it into their muscle memory and were all the infinites on Haddonfield are. It was a mess and it wasn't fun at all.
The last game with Pig was the only one where I could finally get a foothold, but only after tunneling the same feisty survivor who had t-bagged and clickety clicked at me repeatedly and always hitting that Meg when she came off hook in order to invalidate her DH. When she went down the third time, her SWF buddy and she both insta DCed and this left me with 2 innocent survivors at 2 gens. I was rather upset at this stage, so I hunted both down, slugged for the 4K and then motioned for the last one who had crawled into a corner to crawl to the hook if they didn't want to bleed out.
After that I needed a palette cleanser and played my main Pyramid Head. When I saw that they had send me to RPD with an offering I told myself "okay, thats it, all gloves are off" and I went into the game with the most indomitable killer instinct and urge to slay possible. Well, it turned out that they were a real group of casuals and were not equipped in the slightest for that and it quickly went downhill for them. 9/10 times survivors who burn map offerings plan something devious ... thats what you might think, but in truth sometimes they just want to see a specific map or are tired of the rotation the game decided on for the night. Each game is its own, but still we let the other games of the night affect us and often hurt innocent bystanders.
DBD is in a rough spot right now: the good players have become basically untouchable through their layers of protection and unequaled efficiency due to the new HUD, whilst casual players or those who just want to have a relaxed round are slapped around, be it by toxic killers or by gen rushers. And after taking enough of a beating, a lot of players lash out at the next target that they can get their hands on, most often the first one once the MMR system throws them a bone. I try to reign myself in a bit, as I know about this, but it sometimes even happens to me. This game has very little anti-frustration build in, but loads of the opposite. I offered a lot of ideas of how to improve the furstration levels and how to incentivice fairer games with less tunneling and camping, but its not like my ideas would be the solution to all problems.
One of the games biggest issue is the blanket solution for all the player base: any change will effect the greenest of green players up to the most jaded of the grim resolve high mmr veterans, so this kinda changes all tend to be rather tame and baby step-ish in nature. I would wish for a more dynamic approach, where better and high MMR players could play with different rules then the newbies, but BHVR doesnt even want us to know were we are in the MMR system and wants to relegate the whole thing to the background, never to be seen for real. A game director, Left4Dead style could also be an idea, ie if one side gets super stomped, the Entity could destroy or spawn a couple of palettes, rearrange loops, close of windows or spawn a medkit in the corner where that survivor tried to hide, but I guess the game is too far set in its ways, to even dream of implementing something like this, so this spiral of frustration, hate and loating will just go on and really fun matches will be more of an outlier then the rule.
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3353475#Comment_3353475
Seriously, you run Dead Hard means you deserve to be tunneled now?
Yes.
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For lulz use this perk and burn a Lerys offering. When a gen pops you can sometimes see 20 vaults closing, but your Window of Opportunity (see what I did there?) is pretty narrow. Its more of a meme build then anything else, you could maaaybe pair this off with Blood Favor in order to shut down all of the survivors ressources, but again, the duration is so incredible short, in the time you barely have the opportunity to catch up and smack them once, unless you were just closing in and they finished the gen in your face.
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351914#Comment_3351914
Not really, killers like those create situations where literally you need to have DH or you are downed. There is no in between and its all decided by the map layout allowing you to get to different loop or not.
But honestly i was talking more in general about stuff with no counterplay, but yeah the knight really just sours my perspective even more.
And if bhvr really just want to continue releasing this killers that survivors can't interact with, well DH is something killers have to deal with.
Like a bandaid solution to the "Well i couldn't do anything because i got zoned", well you have DH.
Whatever happens to the perk now, i am not interested
So you say that DH has become sort of a crutch, without that you can't win or play anymore? Interesting, people used that same reasoning when they nerfed a powerful certain killer gen kick perk, that, BTW, I am not defending.
But when something becomes such a crutch, maybe you should start playing without it, as you probably are playing outside of your skill- and comfort zone and let MMR sort you out.
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If you have Cenobite, you can kinda cheese it with his imfamous build of Insidious, Face the Darkness, Thrill of the Hunt and Sloppy Butchter and his Iridescent Box and purple Chatterers Tooth. What you do is locate the box, hide nearby with Insidious, then get the jump on the survivor who will inevitable wanna pick it up. Then you just stand on the box and turn insidious again and voila: Face the Darkness activates, the chains probably activate at this time and everyone is outside of your terror radius, prompting them to scream endlessly, while chains keep pulling them off of totems, making it impossible for them to cleans them. Its truly a torturous build and got me the achievment on first try. The build falls appart, though, if the survivors cleanse Thrill of the Hunt first, because without that they can cleanse your hex totems while chainhunt is active.
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@Lobos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351525#Comment_3351525
I agree that it's supposed to be Predator. I even requested them on that survey about licenses too. I would have been a lot happier just seeing the iconic Predator cloaking and uncloaking even if it is just like Wraith.
What we got just feels kind of forced, awkward, and a little too safe visually. The drones could use some more polish too.. I wish they could be controlled manually in First Person view. Maybe smash into Survivors and deal a single health State hit? Just something a little more interactive maybe?
Or order them to follow survivors around? But that would just make her Knight 2.0 ... For starters, I think the scanner laser net needs to go, its again giving survivors all the info in the world, making the power sorta impotent. There should be a peeping sound or something that gets heared occasionally, but nothing as obvious as "you are entering the killers power now. Prepare thyself."
I am torn on the parked drones: for ones, you might want to reactivate them, but on the other hand you also want survivors to tamper with them, so that they get the little claw marker. I like how part of her gameplay loop is looking at her scanner device and checking if she gets any reports from anywhere, but by itself the claw markers drain too fast and pose too little a threat.
On a more controversial note: her lore is all over the place. She is a selfmade millionaire and a big manga weeb and trying to relive her fathers unpublished killer persona, but she looks tame like this? She should have a full on mechanical, bulky arm and weird hair styles like Goku, if they really wanted to lean into the "Manga Killer", but it more feels like an afterthought then anything else. At least the Trickster was designed as "the K-Pop star who is secretly a killer" and hits all the marks on his design, if you hate it or love it, but he is spot on. But the Skull Merchant as a killer version of a real life batman-eque Manga Killer? Not even half weird and cool enough.
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@Phasmamain said:
Not surprising really. It’s funny how all spirit mains basically dropped her after the nerf and are only willing to play her again when the coin toss is brought back
I personally think that its one of the biggest, fundamental problems with DBD: that the survivors always got SO much more info about the killers power then the killers themselves. With Spirit, you were often in the blind where the survivors were heading, while they had sorta perfect info about what you were doing. She was doable, but it was always an uphill battle. Same with the likes of Wesker of Plague or Sadako: the guy controlling the Oroborus worms or the Misstress and Highpriestess of a deadly plague only get binary info about their own realm of influence (that survivor is infected/fully infected), while survivors get the full, gradual info. And with Sadako its even worth: she is cursing everyone, but she only know who is kinda cursed, until they get finally fully condemned, and even then she has to guess which TV station they might be headed to, while the survivor see the status of the course of everyone in realtime.
I know that all this is done for "balancing" and probably also anti tunneling, but its also immersion breaking and often frustrating, that you know the other side has perfect info on YOUR power, while you have to second guess everything.
Old Spirit was way more fun to play, because you could get the jump on survivors, while she after the rework felt really underwhelming and sad. So yes, people are jumping on the opportunity to have some fun with her again, before she gets inevitable neutered again. Can you blame them?
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I can also see the Predator angle. What's not discussed a lot though is this: everyone says the skull merchants power is clunky and weak, so if she were replaced with the predator, wouldn't peeps hate on him, too?
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bHVR, having noticed the negative reception this chapter got so far, noticed that they got an easy way out to garner some good will and now frantically try to strike a deal with Disney within the PTBs time frame. Speaking of making a deal with the devil.
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I am usually not one who binges on copium, but dayuuum, your stuff is goooooood, man. Let's hope that it holds up :)
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This chapter is a mess for sure. And still, I might buy it on release just to support BHVR and make a statement that I still trust them, even though I am disappointed.
They won't make her perfect, but at least serviceable. The way she can switch drones back on and monitor their radius is kinda fun and I like the "spider in its net" /security rigger approach. If they lean into this a bit more and make her drones slightly autonomous and replace the crazy obvious laser light show with a peeping sound when the drones scan and reveal you, I think she could be pretty fun.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3346822#Comment_3346822
It literally doesn't get you anywhere.
It exists to give you Stun points at the moment.
The trick is to plan ahead. If you know that you'll go down, try to go down in a gym or structure with a window. Vaulting a window will get you a lot of distance
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@VikingDragonXii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3346734#Comment_3346734
The backlash isn't the visuals or anything like that her play style is very weak. Her drones make her feel like Hag or Trapper 2.0. The drones themselves are not a threat unless a Survivor disables them or is blind to the blatant scanner range.
That's one general DBD design choice, that I will never understand: why do the survivors need perfect info on the killers every aspect of their power? I know that it's some kind of anti tunneling strategy, but should actually be inverted for nearly every power. The killers have mastered a certain power or domain, yet their knowledge is binary, while some random hoodlum knows it all.
Plague is the master and carrier of a deadly, well, plague, yet her knowledge is just binary ("that survivor is healthy/infected/fully infected"), while the players got full gradual info about the power.
Weskers infection is the same, as is Onryous course. SHE DOESN'T KNOW HOW FAR HER OWN CURSE PROGRESSED! Unlike the survivors who not only know how far get got, but also which TV set to go to. BHVR got it all backwards.
And with the Knight this felt especially aggrevating: while in pathing mode they are blind and have to stumble through the world, while the survivors see a big, pat green orb and after summoning a guard their complete detection range. Ugh. The buff helped Knight a lot, but survivors are still winning the info game, here.
And now this new killer, where no aspect of the power poses any mystery to the survivors, they can see in plain view and plastered all over the map, the exact range of the drones detection range, no guessing there, they know how fat they got scanned, how empty their devices battery is and which direction a stationary drone is looking.
I mean, this is just mind boggling. What did she design here from an imgame perspective?
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@SpaghettiVase said:
Gideon is pretty killer sided. Once strong pallets are out of the way it's pretty much a giant dead zone for survivors. There's no real loops, especially upstairs.
Here is the kicker: once the strong pallets are gone and the map turned into pretty much one gient dead zone, the game will be long over and you are playing with yourself. You can legitly just hold W and throw one pallett after another, if you are running Windows of Opportunity, you will not run out of paletts before your fellow survivors repair the 5th gen.
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I like this post. Of course its a sort of rant but it's nuanced and layered with some well thought through points.
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@BenOfMilam said:
Is it just me, or do the devs only care about objects with finite and determinable sides? Every patch, it's shapes with clear delineation of left and right, while shapes without an easily determined left and right are COMPLETELY ignored. It's blatant favoritism, and I think we all know it.
Where are the spheres and non-Euclidian geometric shapes? It's complete BS, but the devs are too busy catering to the needs of the Euclidean player base. They are side sided, and they don't even try to hide it.
You instantly lost me on not mentioning cyclopean architecture.
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I somehow feel that RPD sneakily became a killer sided map. It used to be aweful, but of late I am doing extremely well there. Might have to do with the tendency to spawn two gens in the main hall, which they wanna adress in the coming patch, but yeah , I don't mind playing RPD that much anymore.
That being said, many maps just feel awful to play, including most cornfield maps, the Eiry, the swamps, Garden of pain and Broken Borgo. Oh and the Red Forest. These maps all mean: sweat or die and I am not always in the mood for that.
Map balance should be a major focus but seems to have been sidelined indefinitely.
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@HugTechLover said:
Slow your role buddy. They are already eliminating eruption. CoB can be countered by a simple tap.
Nowhere to hide can be countered with distortion.
But playing Distortion would use up a perk slot that could be used for something more fun or flashy T_T Anything that prevents either side from playing full fun meta loadouts is obviously flawed, especially if it's OPs favorite side.
You should see how much you throw killers off with Distortion that heavily rely on this info: they kick a gen, look around and run off, no one the wiser.
The magic formula is totally crazy and too out their to fathom, but it basically works like this: if any aspect of the game is rubbing you the wrong way, grinding your gears or is your pet peeve, you can, and should, equip one of the many off-meta perks that directly counters this aspect or improves your chances with it.
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You are right, the game is very rough on new players and got quite the steep curve. Sadly I got no real solution myself, but I know that your solution would get very heavily exploited by the millions of free Epic Game store account some people got. Just start a new account to get that juicy 20 games of "know your killers perks" and feed that info to your SWF.
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Try Coconuts infamous "Most EVIL Pinhead" build.
Its a bit luck dependant, but when it works this challenge will do itself. Here is the build:
Face the Darkness / Thrill of the Hunt / Sloppy Butcher / Insidious
and the add-ons "Iridescent Lament Configuration" and "Chatterers Tooth".
Your goal is basically to injure one survivor to proc Face the Darkness, then locate the box and stand on top of it while going Insidious. Now all survivors will start to scream, while they can't pick up the box to end the chain hunt. The chain hunt and screams will interrupt any attempt to even cleanse a totem IF all five totems are still standing and doing gens will be an absolute chore. Any injured survivor can't heal at all because of Sloppy Butcher and the intermittend screams and chains, its really that evil.
I ran this build and got the tome challenge done within my first two chases. In the end I managed to slug all survivors, but the last one managed to open the gates with an inch ahead of me and one of the others pulled off a 4% kobe, so two got away. But it was a hard earned escape, so I wasnt salty :)
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I main Pyramid Head and I play him pure aggression playstyle, no regression. Lethal Pursuer is my slowdown perk, ie getting into the survivors way asap and never letting then truly calm down.
My build is Lethal Pursuer, Awakened Awareness, Nowhere to Hide, I am all Ears. With LP I get into the first chase as fast as possible and usually end it before the first gen pops. Then I either return to the first gen or patrol to the gen I know some survivor has to be there and play it by ear from there.
Sometimes I will see someone via AA while hooking a downed survivor, at other times it is a kicked gen that will show me a sneaky git, but there is very little downtime with this build. In chases I am all Ears either helps me to stay on the survivors toes or to even get a down with an impossible POTD shot. The instances were I hook someone and see another one via AA nearby are often moments were survivors DC; its extremely devastating to go from one hooked to two hooked survivors in a heartbeat. Now the other two are in a bind and if you intercept one while they are on a saving run, you could end the game then and there.
Keeping chases short and starting the next one asap via info perks is key to playing without real slowdown, but it is viable if you are just brutally efficient and ruthless enough.
Pretty often the last survivor cornered is so flappergasted that that drop their item for me and I usually accept their surrender. It's always quite cathartic to roam around the map together with a survivor on search of the hatch. And I am always surprised how often the other survivors get salty at that.
"Buhu why did you gave that one the hatch? They did nothing all game." or "why didn't you give ME the hatc? I was clearly better." Dude! I just give the last one the hatch, unless they BM me, I don't care what they did all game, most often I don't even see one of the survivors until its down to the last gen.
But whatever. TL, dr: no slowdown is possible if you play very brutal, ruthless and efficient and use a lot of info and game sense to get into chases fast and end them even faster.
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@LuthirFontaine said:
Eh it's an us vs them game, so you are going to get a us vs them board
Wiser words have seldom be spoken.
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@Zeb89AceGamer said:
The complaining has begun, 🤣 cringe people relying on a perk to win
I don't mind Eruption being nerfed, as I made the conscious decision not to run it, as its so despised and was, well, pretty overtuned.
But there is a whole slew of people who rely soley on DH to carry them and their playstyle. People will always crudge hard on the meta choices, no matter if they can play well without them.
But perks like Eruption and DH are so much ahead of the curve they need special attention.
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@KingFieldShipper said:
Posts like this are so weird to me. Eruption is not the only good regression perk that was in the game, and you didn’t even need it to win as a m1 killer. I’m going to be honest, I don’t even use gen kick perks on any m1 killer… or any killer for that matter, and I literally do just fine in the majority of my matches.
Although, funnily enough, if people are face camping with dms/agi/pain res, they are wasting 3 perk slots on any survivor team that is actually in any way good.
Every so often I play a couple of rounds of End-Game-Bad-SurpriseMyers, ie NOED, NoWayOut, Remember Me and of course Blood Warden. The build doesn't always work, but more often then not it leads to fun and hilariously frantic end-game situations.
Basically I chill all game, trying to find the obsession asap and hit them a couple of times and hook as many different suevivors as possible. Often survivors get really cocktails, because they feel so save, and then NOED leads to many quick downs, as no one seems to expect it with Myers. Every third game or so the last two survivors will linger in the exit gate and prepare for a save, and that's when Blood Warden leads to the most beautiful games. Bonus points if I manage to chase everyone around and slug one or two survivors, till the last quarter of the EGC starts. If I manage to hook one survivor then, I will then step back and nod frantically, knowing fully well that everyone is dead :)
Myers has a tremendous snowball effect and you should never consider a Myers game truly over until the exit gates are open and they tbag you from a safe distance, buuuut he is struggling a lot in normal gameplay. What allows him to turn a game around and snowball so often is his native exposed for such a long time and survivors Hubris to wanting a 4E against such a perceived weak killer, especially when they got the match in their favor all game long.
BTW, today I had a fun survivor hubris game with Slinger. Slinger is by no means a M1 killer, but I can't play him and struggled through 3 matches to finally finish my daily. Halfway through the trial I had enough from the particularly toxic group of survivors who noticed how bad my shots were and who just tried to torment me, so I just stopped moving and faced the sky.
They couldn't life with the thought of just finishing their gens and not tormenting me any further, though and fast vaulted 2 dozen times right in front or me. By the 25th slide I had enough and managed to grab one while vaulting and everything deranged from there. He got hooked, the next survivor got hook grabbed and I dropped them and managed to hit the third one out of position and reel them in. By the time I had hooked them and came back to the first hook, the last survivor was somewhere around and well, shortly later I had a 4K and some extremely salty "f****** camper" and "go and eat s*** camper" comments. Lol, I will never understand this mindset. It was your own Hubris that brought this turnaround, not some clever mindgame of mine. Just leave and be happy, but the urge to BM is just too stronk with some players.
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@Sonzaishinai said:
I wonder what a gutted Dead hard would look like?
"Press e to gain endurance for 0.5 seconds, if you didn't get hit during the endurance your character tumbles over in a very comedic way and is downed"
0,75s of activation, but its starts with 2 tokens and you can't gain any more tokens. This will allow killers to just swing when they got you cornered and survivors have to decide if its worth it. They can still try to go for their window techs, but can't use it to greed every single palette to the max. 2 shots per game, and this perk would still see play, because it got the most favorable activation condition: when the survivor is wounded, in the open and going to get downed in the next 8 frames.
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@InsidiousSmartfaceLF said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342031#Comment_3342031
Name one meta survivor perk that was nerfed to the ground. Even weakened DS is still used in tournaments as a backup second chance perk.
Self Care - its now more or less a killer perk, outside of that one build where you pair it off with Bite The Bullet.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341820#Comment_3341820
plenty of perks have downsides, its called balancing, nice of you to strawman my position.
For example look at all the perks that were nerfed for survivor and even ones that were not nerfed; they have downsides. Every exhaustion perk, after used exhausts you and can't be reused until 40 seconds of walking or a hook state.
Iron will, suppresses grunts of pain until you're exhausted then it deactivates.
Deliverance lets you unhook yourself only AFTER unhooking someone safely and even after unhooking you're broken for a minute straight and cannot heal.
Compare those downsides to eruptions only downside is its cooldown which is gone by the time you hook someone and return to the gen because its so short.
There is countless examples I could use to make my point, the "downside" is for balancing. Eruptions downside is minimal and rewards and ease of use are tremendous.
Are you saying no perks should have any downsides on either side or only survivor perks should have downsides?
No Deepwound or exhaustion for Dead hard?
No broken for deliverance?
Iron Will works no matter what?
DS and Off The Record don't deactivate after conspicuous actions or the last gen pop?
No deep wound for Off The Record?
I bet you'd say all of that would be OP if thats how those perks functioned.
But you and other killer mains don't seem to want to admit that Eruption is overtuned in its current state.
There are plenty of killer mains who will admit that Eruption is overtuned, I saw them all the time on one of the gazillion Eruption posts, but this topic is also one where emotions flare up. And as always, no side or faction is a homogenious mass, you will always find all kinda opinions on both or all three or four sides.
That being said, yes, drawbacks and downsides can have their place when balancing a strong perk, but are often quite harsh or uncalled for and overshoot by a good margin. As the other guy said, gutting a perk is just lazy game design and not helping any perk variety. Switching one meta out for another is ok and even fun when its done regularly, but just meh when done at a glacial pace.
BHVR should nerf the 5 most played options on both sides and buff the 5 least played and repeat this process every month, with the added rule that last month perks are exempt from further buffs or nerfs this round. This would lead to a constantly changing and evolving meta thats more or less explored regularly by the player base. But right now it seems that things more often get changed when people yell loud enough. In the case of Eruption that yell is most likely justified, but it would be nice to finde a way to "balance" it without making it so bad that if is removed from the pool of played perks.
Something similar happens with all the calls for "we need this or that perk as basekit" or "roll x is basically unplayable without Y. Make that basekit asap!!111". If something is deemed by you to be so essential that you would wanna have it basekit, there is an easy solution: just equip the damn perk!! Many killers suffer in the early game, so Corrupt Intervention should be basekit, right? Well, no? Just equip Corrupt Intervention if you think you need it. Everytime we make something basekit, we lessen the pressure to actually wanna equip that perk, reducing perk variety and make more and more players pick the strong and known meta perks, because they get to have their cake AND they got to eat it too, no real downsides.
How many real BT have you seen in the last month? Or the month before that? Maybe two? And that were probably returning players after a longer hiatus that didnt know about the changes. No one plays BT anymore, because they frankly don't need to. Everyone just plays with the basekit BT and gets an extra shadow perk this way. So for the sake of perk variety we should not add anymore basekit perks AND should not nerf perks into the ground, but reign in the outliers, while making them still playable.
On this regard, DH is so strong, we could even run the perk on a token system, like say two tokens per game, while lengthening the effect time to 0,75s and it would still be played, because of its universal nature.
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@The_Krapper said:
The fact that the community is up in arms and acting like they can't live without it makes me happy it's getting nerfed, when you have to rely on a perk every game thats a skill issue if you cant play without it , the killer role is still in the best place it's ever been out of the entire existence of this game and nobody can prove otherwise whenever you go back a couple years and you could have two survivors with BNP that actually popped gens in like 10 secs each then the other two with insta heals that could run up as soon as you downed someone and pick them up to full health from dead and restart everything from scratch people don't realize that anyone that was here before has dealt with way worse conditions and most of us are thankful for the amount of changes over the years that have made it easier to play killer, instead of being old trapper with all your traps and hooks sabo'd in the beginning of the game and having nothing but basement the WHOLE game hopefully being lucky enough to have iron grasp on so you have a chance.
Now we are talking DH.
