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Akumakaji

Akumakaji

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Akumakaji
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  • I am a full on Pyramid Head main, and even on bad days I am doing rather good with him.

    My build, which evolved out of @GoodBoyKaru s go-to build and who even wrote a pretty good guide on Pyramid Head, is extremely aggressive and has absolutely no slow-down. The only reason I am not drowned in gen popping sounds is that I am constantly in the survivors face and chasing someone, ideally in a very brutal, fast and efficient chase.

    The build is LethalPursuer/IamAllEars/NowhereToHide/AwakenedAwareness and it resolves around you constantly seeing something around the interesting places in the game, ie around gens or where you downed someone or in a chase with I am all Ears. IAAE is probably Pyramid Heads strongest perk, as it will allow you regularly to see survivors auras where they can't see you but you can still hit them with your POTD. Hitting your POTD at first will be quite challenging, especially with survivors having such a good warning and how your projectile isnt instant, but has a travel time from closer to you to farthest away, but with enough training the frustration will make way for a very rewarding and fun killer.

    Lethal Pursuer allows you to start a chase right off the bat, I would suggest to go for the gen with 2 or more survivors, as you can often defend the gen while also doing some damage. If you can approach the gen from an unseen angle and then send a potshot right through the positions where the survivors will be kneeling you can often catch 2 or even 3, but the latter is pretty rare.

    Nowhere to hide has become a new favorite, whenever I come upon a partially done gen during my patrols I kick it and more often then I care to admit I see a survivor hiding behind a wall or bush ... well, take aim and POTD!

    Awakened Awareness is a bit weaker, but it basically serves the same purpose: when picking up survivors and hauling them over to hooks I every so often see another one hiding nearby, and they are basically never prepared to get a projectile to their face seconds after you hook their mate. You hit the lucky pot when you see a sneaky survivor nearby entering a locker, because thats essentially two downs and hooks for the price of one. Its really savage and puts a lot of pressure on the other team mates --- but be careful, it also leads to a surprising amount of rage quits and DCs.

    The trails I sometimes leave strategically in doorways or under window vaults that I know that the survivor will come down later, but I dont bother with anything more complicated. Under the window of the Garden of Joys main building though can be a good detection tool, as the survivors will sometimes leap out silently when they hear you entering the house and it could provide some nice value later, if you happen to down them.

    Lastly, most people know that Pyramid Heads add-ons are pretty meh. The three range increases are very good, but everything else is okay-ish at best. The shoter cooldown/power regeneration for example: you can lay more trails, but are still limited to 100 stacks, so its not like you could suddenly cover half the map.

    One notable expetion that I sometimes enjoy is the Crimson ceremony book. With this one every survivor that is effected by your trails will permanently bleed all healing if you interrupt it. Its not something to bank on, but it can be pretty fun and essentially a 5th perk, if you play your cards right.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308237#Comment_3308237

    M&K is too easy. Skill checks should be made smaller on pc so it would be more equal between console and pc.

    But how would pleb me then be able to hit any of them? :V

  • @illNicola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308972#Comment_3308972

    Bro, I will never say random bullshit. I say this because I'm ######### tired, it's not the first time. I need to play without cross play to face normal matches, the problem is that I'm from ps5 and if I set off cross play I find only players from ps5, and not from ps4. Fun, seriously.

    I'm always the one who say "Yes, maybe is only a good player", but when someone disappear in front of you, go behind a rock and instantly disappear, or pop 2 gen in less than 20 seconds, I think this isn't possible without cheating. Oh, and 2 gen with deadlock, I use deadlock in every build because it's a must have in my opinion.

    This is actually the thing I fear the most: all the more or less subtle hackers that I will never identify and that just make me feel like I am losing my edge, while I was actually doing pretty well. In essence there is nothing you can do about it and we can just hope that BHVRs anti-hacking efforts are going on well.

  • @burt0r said:

    Damn i find the irony hilarious at this point. All these complaints about seeing the same killer perks again and again.

    And the only thing i have to say is:

    Welcome to how killer felt during the years 3-5, dh/ds/ub/BT/.... Any combination of those plus one extra, on 4 survivors, in the majority of games.

    Absolutely right and it was a disgusting time ... but still, two wrongs don't make one right. Lets be the better peeps here and admit that this combo is way too overtuned and should be toned down. On the same vein, this combo being meta now bleeds into all other spects of the game, even if you bring some fun perk combo, survivors will play in turbo mode from second one, no quarters given, and basically all games feel sweaty right now and are over in the blink of an eye if you don't bring your killer a-game. Still doesn't prevents survivors from absolutely dancing and prancing on your grave if they stomped you like they won the championship and trashtalk you so bad. Really, there is next to no inbetween.

  • @DashMonsta008XV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/359831/do-you-own-up-to-your-actions

    I just find it funny how much full bleed outs are occuring, also know when survivor's want something changed,a group of them will play killer and do this continuous thing to make sure it's on everyone's mind and the devs finally nerf it because of abusive misuse like cage auras for pyramid head.During PTB no one used cages to tunnel but , survivors didn't like the fact that you could see the cages just like you could see hooks mind you,the over use for tunnel a cage became a problem after because someone made a clutch play against a swf ,that they sent in their agents and made it a problem.

    Which seems to be what's happening with eruption literally been in the game over a year,along with COB but soe group got beaten by it, they want it changed now.

    You can tell the difference between a killer main and a survivor playing killer main at least I can.

    I am all for a good conspiracy theory, but this one here is too wild for even my liking.

  • @ProGamerMD said:

    If your objective is to win, then you should run the strongest perks. No need to handicap yourself because of some arbitrary code of conduct.

    I mean, yeah, you are not wrong, but on the other hand, when something is clearly busted and uniformely hated, maybe you shouldn't play it every match? On the other hand, killers complaints didn't made droves of survivors quit using DH, I guess altruism is not the way to go. So eventually Eruption will get nuked, it stands to see if it will be a somewhat fair and constructive nerf, or just extermination from orbit.

  • Way to complicated.

    Here is how BHVR should do it: every two weeks they nerf the 5 top used survivor and killer perks, mostly by tweaking the numbers, and in the same update buff the 5 least played perks of both sides.

    Stick to the changes, unless you really messed up in a gamebreaking way, but otherwise let the player base figure out what to do with the new opportunity.

    Maybe add the rule that a perk can't be selected two times in a row and/or that buffed underused perks can't be nerfed next round if they just happen to become popular during this two weeks.

    Rinse. Repeat. Ad infinitum.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308294#Comment_3308294

    I will not force anyone to play a game that they don't want to. If they want to leave, so be it. I never unhook someone that is attempting unhooks and not pressing the skill checks during the struggle. You know what I do? If there are 5 gens left, I find the killer and do exactly the same, because this is just a game. Who cares? My life is not gonna change because I lost in a videogame.

    Caring too much about a game is beyond my comprehension if being very honest right now. I think people need to chill more. If you want to be upset, okay, but my suggestion is just to try not to. I promise it will feel better.

    Well, people have different engagement levels. Some people couldn't care less about the local sports team, other people will be in tears and absolutely downtrodden if they so much as lose. The latter might not be comprehensible to me, but I surely know that a lot of people dearly care for their sport teams.

    That being said, I don't take this game that seriously, as you said, nothing will change just because I lost in a videogame, but I happen to really love this game, its one of my passions, and I want to help to make it the best version that it can be.

    I have seen a couple of survivors who just stood there afk after getting unhooked during a hok suicide attempt, but surprisingly, a whole lot more seem to gather new vigor in the fact that someone came over to unhook them. The amount to get tilted for some players might be just a little, unrelated bit, but in the same vein, sometimes it just need a little bit of empathy to reinvigor them.

  • I am a bit baffled that they had the solution at Dead Dawgs, ie breakable walls to make it more accessable, but then refused to apply it to further shacks, making the Dead Dawgs shack an anomaly, but it is what it is.

    At LEAST it would be nice if we could plug the holes in the walls. It might be thematic, but its basically impossible to mindgame, when the survivors can see the killer and their red stain through holes in the wall.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308282#Comment_3308282

    Like I said, if the game was balanced

    which means if the survivor player could not expect a tunnel or a camp at all, I am pretty sure the chances of a DC/suicide will be lower

    So if you get downed as the first person sub 1min into the game, everyone should give the match a chance to bloom. 9/10 DCs after a first fast down aren't people who "fear an unbalanced camping session", they just rage quit, and that will happen with the most balanced of games.

    But there is still a difference between a rage quitter and a hook suicided: a rage quitter is just gone, a hook suicided can be unhooked and often this is enough to persuade them to stay in the game, if just a little bit longer.

  • @Rudjohns said:

    If the game was balanced people would not hook suicide

    This is not true, either. You can play Trapper on the Eyrie, if you manage to down a survivor in the first 30s of the game, there is a good chance that they will DC, and this got nothing to do with any balance issues, in this case it would be pure rage quit.

  • @SmolBlob said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308239#Comment_3308239

    What was the point of this reply? It doesn’t matter. Also, you are wrong. People should not be able to bypass the penalty literally meant for quitting. Having a way to do so IS the problem.

    You should actually read the post. If they don’t play, then either they’re AFK (which should get them kicked like it would in any other game anyways), sandbagging (which would get them banned if too obvious), or actually DC (which means they get the penalty they deserve).

    Why even respond if you aren’t going to actually read the actual post fully that addresses what you said already…?

    Also, 1 single debuff example is "a ton" I guess now LMAO.

    Well, whatever well-meaning the other forum users might have had with you, that snarky, arrogant and condescending way of dealing with others is a surefire way to lose that. Just saying.

  • I 100% agree. I tried out the Eruption/CoB/Overcharge combo, and while it is very strong and can even give weaker killers like Clown a run for their money, I stopped using it after a couple trial runs to see what all the fuzz was about.

    Yes, it is very strong, and yes it is very hard to break up and yes, it will eventually get nerfed. Be me, a Pyramid Head main who uses only info perks to get as many cheap shots at sitting ducks in the bushes :) LethalPursuer/AwakenedAwareness/NowhereToHide/IamAllEars. This build works so well with the old Pyramid boi, just get into that first chase, take note where the other survivors at gens are and never let go of your pressure. Its a very aggressive build thats aided a lot by my experience in the game, but it got no regression or slowdown, so if you mess up a chase and are left stranded, then you might not regain your footing. But I guess not playing all the meta perks eventually made me the better killer with much better situational awareness.

  • @Emeal said:

    Its called Deja Vu, use it.

    This!!!!

    Its one of this perks that older and more experienced players scoff at as "training wheels" perks or "babies first perk", but it shows you the most dangerous 3-gen at any time ... well, each time a gen is done, but that's good enough. Its not as "fun" or "glamorous" as other, more flashy perks, but it performs a very reliable function.

    People often want to play with the meta perks or their own set of feel-good perks, and then demand all kind of stuff to be nerfed or gutted, when there are already perks doing the job. Mind you, this doesn't apply to every such instance, BUT if some aspect really grinds your gears, then by all means equip a perk that counters this.

    Survivors have been laughing in the killers face since the introduction of Shattered Hope "lol, if you hate boons so much, just equip this perk" and some do so, while others say "nah ... what if the survivors don't use boons? Then the perk will be wasted". Yeah, tough luck, but thats why this perks are strong when they counter the opposition and useless when they don't and why we have a generalist boring meta and people refuse to play the more situational perks.

    If you really hate 3-gens then just play with Deja Vu at all times. Its that simple :)

  • @Okonar_ said:

    Trapper is the face of DBD; the bread and butter; the strong machete man or whatever ya wanna call him. His simplicity is part of his charm, since his from the era when killers only had m1 and one basic power. With the game evolving, and lots of killers being designed around a main power + secondary power, makes me wonder if basic killers like Trapper and Myers will ever get something else added to their kit.

    These killers mechanical skill cap is pretty low, since they all rely on m1 during their chases. Trapper skillcap is more about the strategic plans with your traps, which can be heavily denied by SWFs communication/coordenation, especially if he is not using his best addons. Traps spawning in corner doesn't help him either. The point is, if he can't get his traps going, he will struggle during the match.

    Maybe add a secondary power to support him set up his traps. Imo some information power would be huge for him, something similar to Whispers or doctors Static Blast, so you at least are able to know if survivors are around when you're trying to setup your traps. Or something else, depending on the creativity of the devs ;)

    Here is my Trapper rework idea:

    1) give him 3 traps. This one is easy and would help a lot to give him a bit more leeway.

    2) let all non picked up traps start primed and in good spots, ie in tall gras, around shack corner, under windows or at paletts. A guy like Trapper would spend some time preparing his chosen hunt for sure.

    3) Don't make disarming traps a free affair. There should be a skillcheck and at failing that the survivor should get injured one health state.

    4) This one is a bit esoteric, but could work: Trapper can now highlight any trap and press E to let the Entity teleport it into his hand. 60-90s CD. This will counter bad RNG a bit and allow trapper to still play with traps that are in the far corners of the map. I know that many like Trapper as a non-mystic and rather mundane killer, but this could be the thing he needs.

  • @Hannacia said:

    Depipping needs to go. I've been stuck at iri 4 since i keep depipping everytime i get few.

    Dcs are out of control so is tunneling its ridiculous. Toxicity is worse i feel lately. People are just so angry on both sides.

    De-pipping is the single most unfun mechanic in the game. It serves no purpose since they decoupled ranks from matchmaking and indeed, the tagline "its no expression of skill, but just a measurement of how much you played since the last grade reset" is not even accurate, as you can get stuck in the iri ranks for the rest of the month, if you are unlucky with your games.

    Here is my solution: right now we need about 90 pips to get from Ash4 to Iri1. Add about 30pips, but remove de-pipping from anything besides DCing. Boom. You can play anyway you want from day one, give cute survivors the hatch without fear of losing your 4 pips in a series of unlucky games because of that single act of mercy. All you would need were 120 or a bit less good games per month. Quite something, but manageble and way less frustrating then the hot mess we have right now.

  • Double Iri Demo. Seriously, that combo is just so savage. You see everyone hiding in some bushes while they don't hear you coming and then. Boom! Got another one.

  • @Marik1987 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/359767/is-time-for-3-gens-to-leave

    Then u have to give standard M1-Killers like Trapper or Pig Teleports. All of them. Without 3gens, u need massive buffs to M1-Killers.

    Everytime this comes up, I present my reworked Insidious.

    Insidious: when staying motionless for 9/8/7 seconds, the killers terror radius disappears and they get teleported into an unobserved dark corner of the map within 16m of a random survivor. This perk starts on cooldown and has a 90s cooldown.

    This would be so beautiful and thematic on Myers, Clow and their likes and in one fell swoop eliminate most of the problems the M1 killers face. It would allow them to do their thing and occasionally pressure a gen accross the map, without giving them too much control over it.

  • I guess what a lot of people are missing here is, that 3 gening has always been THE killer strategy, same as focusing/staying on gens for survivors, but its only with the 6.1 patch and the gen kick meta-perks that the wider killer population started using it.

    Mind you, Eruption/CoB/Overcharge is a pretty scummy and probably unhealthy combination that should be addressed (I next to never use Eruption), but 3-gening just seemed to have become a problem once everyone started doing it.

    Remember the day patch 6.1 dropped? Playing killer on that day was like an all-you-can-kill-buffet, because nearly all the survivors were in a sort of stupor, running around headlessly without their DH safety net and just dying without contributing to anything. During that time everyone was in such a shock that they forgot to do gens, because that extra 10s somewhat convinced people that doing gens was impossible now. I vividly remember that survivor games where I did 3-4 gens myself, a couple of times even all 5. But since then most survivors adapted and focus on whats important to their role: finishing gens. I am hardly pressed to not find survivors jumping on a gen the second I turn my back the them, even if I can hear them, because it is now accepted knowledge that "you have to stick to your gens".

    And its sorta the same with 3-gening. This has always been a very valid tactic, but only recently have killers as a whole woken up to it. Since forever I can remember I have sorta soft-3-gened, ie identified the strongest 3-gen at the start and kept the survivors away from those, while roaming and hunting normally, just mostly ignoring gens in the far corners of the map. This strategy worked most of the time and often lead to a strong 3 gen in the end game ... but sometimes some survivor would sneak in and break it up at 2 gens remaining and well, thats just live. But now with the gen-kick-meta you got killers who can defend a 3-gen against a full 4-man team of survivors for 40+min, and thats a bit uncool. But in this case the strong gen-kicking synergy has to go, not the killers ability to play smart and defend smart.

  • @Vampwire said:

    This is more of a story than anything. I hope you read it and think about it when u play DBD again.

    Today I had a pretty stressful game. I was playing Executioner with very light slowdown on Lery's. This is, in my opinion, his worst map. It's awkward to move around with many tight corners, limited visibility with unconventional loops. That means it's really hard to predict survivors movements which is key to playing him well. The cherry on top is that many gens and hooks spawn close to windows or choke points, so it was very hard to lay any good trails without half of them disappearing. So I went in with only Corrupt and Dead Lock for delay. Should be enough, right? Nope. I had a strong start, but that didn't matter about mid game.

    I pretty much lost the game to a mixture of W key gameplay and infinite COH heals. I chase too far away from my gens, I let them get done for free. I get a hit and they book it to the other side. I chase them, I lose. I hit them, they heal in seconds while the rest of the team comes back and forth on gens. I didn't play perfect, but in terms of actual loop chases I was pretty fast with downs. But, yet again, they didn't have to loop me. There was a 3 man swf of Feng's. They would sit barely outside of gen patrol and emote. Running away when they heard me get close, then watch me leave as one of them would target a different gen.

    So this upset me a lot. I felt like I was losing more to a perk and rng than actual player skill. That feeling is the only thing that really upsets me in DBD.

    Near the end I was chasing a Vittorio who was death hook and tormented. He pre-dropped every pallet and I barely missed him around many loops. I started to choke and got even more frustrated. He made it to the exit and I ended up just leaving him and cleaning up pallets for points.

    I was mad at him at first. It felt like a cheap escape in my eyes. Obviously now with a clear head it was a smart thing of him to do. I bring him up, though, because he actually cheered me up after it. He told me I did really good and wished me luck on my next game. I vented a bit on how I felt like I lost because COH made applying any meaningful pressure impossible. He agreed with me. Just overall a really nice dude. He has a twitch but I don't remember his name, so if he does read this you're awesome.

    I've never once had this kind of experience before with any survivor. Not to this degree at least. I was expecting a taunt or cheeky remark.

    Basically, if you see someone having a bad game just try to cheer them up a little. Not everyone is appreciative of this, I know it from experience. Some people just want to be mad. Still, this kind of behavior is what will stop toxicity. Toxicity in this game comes from trolls and frustrated players. If we support each other, the trolls have less power and therefore less frustration.

    I am confused by your post. Conventional wisdom tells us to gloat and "ggez", "lmao" and "looool babykiller. Uninstall the game. Nooooob" the killer after such a sounding and deserved win, but you want us to threat then with kindness or at least Decency?

    Huh, what a novel concept! It never actually crossed my mind, but you might be up to something.... Nah, just kidding. All thanks to that Wraith hitting me repeatedly on the hook while banging his accursed bell for 2min. That guy is the reason the next killer will be ridiculed. That will show him!

  • @GoodBoyKaru said:

    Every time this comes up I will use the same perk because it's something I want to see.

    Catch Me If You Can

    After performing a rushed action or stunning the killer by any means, Catch Me If You Can activates.

    For the next 3 seconds, any Scratch Marks and Pools of Blood will spawn in the opposite direction as to where you ran, relative to the location of the perk's activation.

    Catch Me If You Can has a cooldown of 50/45/40 seconds.

    Devious D:

  • Just Leave:

    The survivors dispear in the face of assured victory is the sweetest morsel for The Entity and it loves to toy with their hopes and relieves.

    After the exit gates are opened, standing within the exit area for 20s or crouching more then 5 times in total reveals the survivors aura to the killer, blocks the exit gates and exposes them. To get rid of this effects the survivor has to move further then 28m away from the exit gate.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299961#Comment_3299961

    So what do you call it when people run around a small loop with a pallet 20+ times until they drop the pallet in your face and move to the next one?

    And don't tell me people don't do that. They do.

    Am I not allowed to use powers to shut those loops down? Should I just accept that I'm either committing to a 2 minute+ chase and eat several pallet stuns? Or that this survivor is essentially untouchable as they perpetually remain equidistant to me on the other side of the loop?

    "GrEeDiNg AnD cOnSeRvInG pAlEtTeS iS the HaLlMaRk Of A gOoD sUrViVoR!!11"


    (Which, btw, isn't wrong, but it can also be extremely frustrating. Good survivors can greed palettes so well,especially wih the DH safety net, that they could run you for all 5 gens without using up more then 10 in the process. It's really frustrating that many killers can't do anything in this case but either take the abuse or break chase. But if the other survivors ain't any worse this will gain nothing. And in the best case scenario the killer will stumble over a baby survivor and eat them for lunch.)

  • @kaneyboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299367#Comment_3299367

    many mind games in looping, shacks and loops where you cant always see the killer. do you even play XD

    The holes in the shack walls that show the killer and let the red-light filter through are one of the biggest unaddressed gripes killers have with the shack, turning it into the survivors fun house and making it one of, if not the most futile and frustrating tile in the game.

  • In essence the meta shakeup was a success, as eventually a new meta rose, the gen regression and/or kick meta. This is what you as a Survivor can expect to face, and this is what most suevivors will try to counter, that's why gens without gen regression tend to fly like crazy.

    It's called a meta for this reason and is a bit like how you might have played against 3 tough as nails SWF seal team 7s, and your next game pair you off with a total baby survivor group: till you notice what's going on, your normal modus operandi will have utterly stomped them with no chance of recovery at 5 gens.

    In the same vain a full Gen rushing squad will totally fly over your head if you aren't prepared for it.

    On a comfort pick like Clown or Nemesis, going without any gen regression or slowdown is basically an attempt in futility, but on Pyramid Head, my main, I actually play without any. This is only possible by playing very, very, VERY aggressive and always keep the pressure up.

    My Pyramid Head build is Lethal Pursuer/ I am all Ears / Awakened Awareness/ Nowhere to hide. Basically I start the first chase immediately, usually with the gen that 2 or 3 survivors jump on, and try to keep the first chase as short as possible. With all this info perks ferreting out sneaky suevivors, I am basically guaranteed to start the second chase by the time I hook that first one and kick the gen. After that I just play it by ear and sometimes try to visit one of the other gens that I know a suevivors spawned at.

    Sometimes I get stomped, but most of the time I'll keep the ball in my possession and can pressure the suevivors so much that they can't smash gens, even if their lifes depended on it (fufu which it actually does), and they usually falter. But good groups can counter this, might get a successful flashlight safe or delay that first down till 3 gens pop, and haha OK, no plan is fool proof, and nothing always go your way, but my Pyramid Head is a cold, calculating and utterly ruthless killer! ... Well, unless survivors crouch and give up and do something cute, then I let them be :P

    But make no mistake, I get stomped myself often enough by good SWFs and they will never fail to remember me how utterly worthless I am with losing that bad while having 1.7k hours in the game. Well, then you very much.

  • Looool. I somewhat hope that you didn't make that up and it really happened.

    Don't get me wrong, cheating is always scummy after, but this is at least a humorous way to do so and is fast abs but dragging the game on or holding you hostage with a never ending EGC.

  • I mean, I sorta like were you're coming from, but have you seen 7ys old play video games? How they're little,grubby hands struggle with the controller and their little minds are reeling from all the crazy stuff going on?

    And you made that your main point, several times stressing this and circling back.

    Yes, it's a shame that the cheapest tactics are also the most effective, but they are not that braindead that a literal 7ys old could pull them off. Lol, just imagining my 7ys old cousin trying to catch up with Trapper to me looping. Hilarious. The poor guy would sooner throw a hissy fit and storm away then ever getting withing whiffing distances, and I am a mid looper at best.

  • @o7o said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306237#Comment_3306237

    so how are i and/or my teammates supposed to unhook/save? are we supposed to give you a free grab? i'll never get the entitlement killers have.

    The thing is that a lot of killers might be nice then you think and let you go away after getting unhooked to reset (unless it's the end game already), but certain actions will void your immunity and signify to its that you're OK to stay in the game abs don't need or want no time out. Bodyblocking to shield the unhooker and "abuse" the basekit BT is the most prominent contender, but blinding the killer and potentially destroying some of their work and win condition is a hot follow-up.


    EDIT: and of course, we all have our pet peeves. That other guy gets triggered by beamers, I get triggered by sabotage attempts. I have so severely burned by sabos in the past that I will usually come down unreasonable hard on you. You touch my hooks, you die, and if I have to hardtunnel and camp you and basically throw the game.

    What grinds your gears? :)

  • @NewPlayer100102 said:

    I took all the gen regression perks out and replaced them with some random aura things+ scourge hook pain resonance across all the killers I play, and now run just these sets for 3 or so hours at a time.

    I have more fun, because camping a 3 gen is not fun.

    I don't break off chase, I don't switch targets, I just chase until they are down. This is actually fun.

    Since I'm not breaking chase and just hitting, it has happened that all four wind up slugged. I get one up and restart the chases.

    I don't kick gens because it was never fun.

    If I'm facing a SWF of 3 or more, I just lose, and that'd be fine, except they act like ******** most of the time, if they win(some SWF do stupid things like mob starstruck)

    If I want to win, I change the perks back.

    I'm not implying that anyone should do this, just stating that it is it's own type of fun, and for me at least it beats what the gen perks have to offer from the killer side, fun wise.

    On survivor solo I started running all gen rush perks. This is actually fun.

    My Pyramid Head build of choice (my main) involves no regression and is pure aggression/chase: Lethal Pursuer/I am All Ears/Awakened Awareness/No where to hide.

    I might swap out Awakened Awareness for BBQ, but honestly I get so many cheap shots with Pyramid Head against sneaky survivors and that's just so much fun.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305745#Comment_3305745

    Not really, its just the rest of the perks don't have as much of an impact nowadays.

    Back in the day when maps in general were much larger, had more pallets, and healing was faster. Killers opted for perks to deal with those better. Perks like Nurses Calling, Brutal Strength, Whispers, Enduring, NOED, and more were used over gen regression simply because they didn't have many options for gen regression. Over the years they've nerfed healing, looping and made maps brighter with less tall grass making it harder to hide. Perks that covered these just didn't become as useful as new options for gen regression came out.

    From what it looks like, the devs see this as well and I think they might be trying to push the game into a more info perk based meta by making gen regression not needed as much (increased gen times). All of the current perks in the gen kick meta also give some form of information. The most recent killers as well have all brought pretty strong perks to locate Survivors, if we look at just the last 4, they all have very solid options. Sadako brought Floods of Rage, Dredge brought Darkness Revealed, Wesker brought Awakened Awareness, and Knight brought Nowhere to Hide.

    Its been a long time since the meta wasn't just some form of gen regression. We're in an era where its probably the least needed in the history of DbD. I really hope we can get something else. A true meta shake up

    I appreciate your longer, well thought through responses much more then catch phrase one-liners :)

    I am tired from work, so I will just write a short answer myself, though :P

    On the whole I agree with you. While the kick meta is strong and I have dabbled with it on occasion, just to test it out, my most successful killer build is basically 100% info and zero percent regression, ie Lethal Pursuer/Awakened Awareness/I am all ears/No where to hide with Pyramid Head, and I am doing extremely well with those. The games are alwas pretty dangerous, but its also always a dangerous business, as one misstep can get you tumbleing down to an ignoble defeat.

  • @WesCravenFan said:

    I am starting to think people do not know what the word "meta" means, and "most popular" is not it.

    Screenshot_20221228-205000_Google.jpg


  • Imagine if killers had a perk were you had to do some kind of check everytime you wanted to start repairing a gen, walking around it and looking for that smol clue or risk getting injured in the process. Everytime. And sometimes it would only proc while you were in the middle of the repair, giving you no reaction time and just send you on the floor, just because the killer pressed mouse3.

    It would be worse then Eruption, and that ready has the survivor community up in arms.

  • @Stabby_Widdershins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305468#Comment_3305468

    Screaming "FACTS' does not automatically make it a fact and screaming 'Only people who use this defend it!' does not invalidate opposing opinions.

    Facts!

  • @Halloulle said:

    ....what I gathered from "come 1v1" is, that pretty much regardless of the map, a survivor who is roughly as good as the killer will last 90~120sec during the first chase, and somewhat shorter during the second one - sometimes the other way around. (which works out in your scenario; since as you said the map was basically fresh.)

    A killer who is better will usually get them in under fourty seconds in both chases --- or the first one is rather long but the second one is really short. A surv who's much better than the killer seems to be able to run them pretty much forever.

    And what I gathered from that in return is that if a survivor is really skilled and can run tiles optimally, then a killer will lose if they don't have sth really strong. - But the question is: should devs assume every surv is gonna run tiles optimally? I don't think so. Mostly because the vast majority of players doesn't know how to, on both sides, --- and even those that do know are presented with deadzones in most matches and unable to utilise their skill.

    That being said, I would love if chase revolved around more scarce resources that last much longer if you mindgame and make for short chases/rapidly depleted resources if not --- but reducing resources does not work if the overall trend seems to be to chase survs away from tiles and/or forcing to predrop by removing the mindgame from the equation.

    That's the crux of dbds game design. Some survivors are so good, they can run you for 3 gens before going down while greeding every. Single. Palett to the max and only using up like 3 in the process.

    If you don't realize as the killer what you got yourself into and switch survivors fast, then you basically lost the game with the very first chase you started. Once the killer realizes this, they might resort to camping and tunneling, either because a normal game flow is impossible at that moment, or because that 3min chase survivor is "too dangerous to be kept alive and allowed back into the game", leading to some other unfun situation and a different flavor of salt.

    I call this the victim of one's success problem, but every time I brought this up, people get very protective and passive-aggressive, claiming that its super scummy to punish and camp a survivor for "just playing good" and that "greeding and conserving palettes is the hallmark of a great survivor". This might all be true, but it also backs the killer against the wall and might even lead a chill and otherwise sympathetic and empathic killer to equip CoB/Eruption combo, just because the game is way too hectic and stressful otherwise.

    I don't know what is the solution, but the games balanced mid is failing and dying, getting devoured and spit out by hyper efficiency on both sides (gen rushing vs CoB/Eruption plus tunneling).

    I guess the only solution would be a hard rework of the basic system and an AI director that influences the side that is above the curve, this game, locking gens or causing breakdowns that need items ferried over from the other side of the map, or causing auto sabos when the killer carries survivors to their death hook at 4 gens or spawing suspicious medkits in the corner a survivor is hiding in.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304741#Comment_3304741

    there is not a single point in DbD's history where killers thought they didn't need slowdown

    Yes, but while they just thought that in the past, now they mist certainly really need it.

  • @TealJade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305676#Comment_3305676

    wow I disagree 200%

    the survivor you slug is not the survivor that camps exit and tbags from your previous game.

    Individual’s bad behaviour shouldn’t lead to punishments to the whole group. how is that even fair? :0

    if a particular surv tbags me at every pallet or clicks clicks clicks at me as if they are super cool I just make sure they get my attention (which results in elimination LOL) as that is what they want

    You are not wrong, but I'll leave this nugget ot wisdom here, to dwell upon:

    every single killer game, with maaaaybe a notable exception of less then a dozen individual instances, I got survivors lingering at the exit gates.

    In my survivor games I have been slugged and bleedout, yes, but this were individual instances. 99% of my survivor games ended with either me escaping or getting hooked/moried, but the times I was bleed out are really a miniscule fraction of a fraction of und abuse I got through as a killer.

    You are right, the killer can push survivor's through the door, while survivor's can't die on the ground (and DCing is a very subpar method of getting out), but the two are in no reasonable ratio.

    I am still hoping that we will get one day the perk "Just Leave". I will then equip it in every killers regular first slot and never remove it :>

  • @WesCravenFan said:

    It's "fair" because this community is absolutely obsessed with "counterplay". Anything you can't completely shut down is unfair and needs "counterplay".

    Please feel as if I upvoted you 10 times.

  • @Xendritch said:

    Dead Hard is much more bearable than it used to be and overall more fair but it's still the same counterplay of waiting it out which isn't particularly fun.

    That being said I don't know what they could possibly do it atp without reworking the perk entirely because as is it will always be the most brought perk despite anything they do to it while keeping it similar to what it is now because having a 3rd health state is inherently extremely powerful.

    My guess is if anything they'll solve it like they solve everything else (with perks) and we'll probably get more killers and perks that inflict deep wound in the future.

    Maybe different exhaustion perks could have different exhaustion cooldowns? Imagine if DH had a 2min timer and Smash Hit 15s. This wouldn't make Smash Hit that much better, but you could reliable use it to dash to the next loop and with some practice burn through all the paletts in a matter of 2 gens.

    Or DH could have some kind of token or activation system. Its bad enough as an extra health state, but you really feel the pain when a survivor gets away, hides and gets to use it again. So maybe give it one token per gen that you finish. That way the DH users have to participate in the gen repair process and can't just loiter around the killer, endlessly harassing them while tanking hit after hit.

    For the longest time I praised BHVR for how they handled DH: it was nerfed significantly without "omg nuke it from orbit!!!1 Nerf it to the ground D:!!1" and for a while it felt even somewhat fun to get hit by it and you nooded in appreciation to that survivor.

    But fast forward a couple of month and nowadays we are basically back to square one. The good survivors quickly learned how to use DH properly and now you regularly face 3-4 in the same match again, having to assume its in play every single time you catch up to a survivor in a chase and to the bait out game. This really makes you feel like you are a cool, bloodthirsty killer, second guessing every strike and living in constant fear of having your hard work taken away from you by "press E".

    There is also so little counterplay to vaulting and palette dropping. Most loops are designed in a way that they are extremely tight, so nearly every time you catch up to someone they can just press e and laugh at you wiping your blade while they vault to safety or slam the palette in your face. I anticipated the DH a whole three times correctly by now and hit the survivor afterwards. Most of the time the timing has to be so precise that I either hit them on the last couple of frames of the animation, or I swing when its done, but they slam me with that palett regardless. Its really a lose/lose situation for the killer and that is really, really, dare I to say it? Un-fun! There.

  • There are some despicable killers for sure and letting the whole team bleedout for fun just like that is decidedly unfun and uncool, but is it really THAT big of a problem? I nearly never ancountered this, as its most often a response to t-bagging and obnoxious play from the survivors side, then its own dedicated gameplay goal.

    Tbh, I have bleed out a couple of survivors myself, but only for two reasons:

    1) they were a SWF group hellbend on making my life miserable. Sending me to a map for which they had prepared, hitting me repeatedly with 2 Head Ons followed from blinds etc. while t-bagging me at every opportuninty. These I would gladly bleed dry. In one master piece game, survivor after survivor of their torment SWF group DCed when I dragged them to their 3rd hook, presumably to deny me of any satisfaction and tilt me, knowing fully well that the game would keep going on for longer then 5min, eliminating their penalty.

    The master stroke though was letting the last survivor bleeding NEARLY out, while I searched for and closed the hatch as close as possible to the bleedout timer. I then let them wriggle free, and running past them, blocking the exit and thus letting them wait out the nearly full 4min of the EGC. It was super petty, but also somewhat cathartic. Suffice to say that the post game chat was extremely salty as the rest of the SWFs didn't had anything fun to watch and just wait for it to end.

    But only ever do this with verified bullying SWFs who tortured you all game. I once bleed out an innocent survivor, whom I projected my frustration onto, who in retrospec didn't do anything wrong but run me for two gens without getting hit and I still think back to that, vowing to give survivores the benefit of the doubt instead of punishing them all for one bad apple. The stuff you do to other people IS the stuff that will decide the big-picture of this community and who the game feels, so its yours to decide how you wanna contribute.

    2) sometimes survivors can't take a loss with dignify and will try to crawl into a hook dead zone, especially if one or two other survivors died in that corner earlier that game. Quite literally they will rather bleed to death then give you the Win and let you hook them. Sometimes they see the errors of their ways after a minute or two of bleeding on the floor and they start to wriggle apologetically. In this case they get a single chance to end this game with dignity, but if they wriggle a single time while I am hauling them over to that distant hook, they get dropped immediately and get no second chance while I watch something on youtube. This are the survivors who will accuse you in post game chat with stuff like "lol. Imagine taking this game this serious" or something, yet it was them who decided to crawl into a dead zone and stubbornly bleed out there. If they truly didn't take that game THAT seriously they would probably just have taken the loss and been in a new queue 4min ago.

  • I feel you, mate, but can you imagine that it was even worse before patch 6.1? I mean, not just by a little bit, but really a lot? The old DH meta was so miserable, so killer with YNt new DH (or better: not old DH anymore) and he buffs to basekit speeds put them in the best spot they ever were.

    That being said, let's try to help you out. I think what you experiencing is the shock wave of the modern meta, ie a lot of killers trying to 3 gen with their kick perks and survivor's adapting by being hyperfocused and efficient. Plus some jerks will always be jerks and a certain part of the survivors player base has always tried to make the killers life as miserable as possible.

    So, there is the MMR system. Depending on your performance so far, you might have been rolled up with too strong a suevivors. Yes, it's super easy to reach the MMR softcap and be thrown in with peeps with 2k hours experience, but if you loose like 5 times, you should drop out of that range and actually play less experienced survivor's.

    If you do that, try to not go for kills (and this rise again), but learning the basics of killing, learning your own speeds and reaches and the cues of survivors going for a 360, juke or fake vault, etc. The basics are important and special killer tactics and builds can come later.

  • Yesterday I had some of the sweatiest games I ever played, it was just crazy. I had really good and short chases, but each of my first three chases one gen popped. So when I sat at 2 gens remaining with 3 hooks, I HAD to shift gears and tunneled the last survivor off the hook and hooked them near one of the last remaining gens, proxy camping them while roaming around the others. After that one tunnel, I got a breather but still ignored one of the remaining survivors and just focused on the other two, who both had one hook each. The game ended with a 3K+hatch, but it was one of this games that leave you breathless and feeling empty, rather then fulfilled and think "yeah, I got those!".

    Another of those games I played that night I chased one survivor around the Eyrie, made a slight mistake that extended the chase for a good portion, and when I finally got them, 3 gens popped one after the other. With this hyper efficiency there is really nothing you can do, it feels like you either get tunneled on the survivors side or get genrushed sooo hard on the killers side, that there is nothing in between, no fun game where the tension rises, because your gens get slowly whittled down, then its 2 gens remaining, but you also hooked everyone and got another two on death hook and now you are in the chase that can kill one, ya know, the "usual" way or at least that what I would want to think was the usual way this game plays.

    Both sides probably experienced getting stomped and s*** on in post game chat a couple of times to often and now we are in this ever decending spiral of escalating warfare into oblivion. And just "relaxing and losing a couple of games" isn't the solution. Everyone is bunched up at the MMR softcap. Every game is a gamble and you either sweat or stomp right from the start with the survivors having no chance for a comeback. I can lose a couple of games and drop down MMR, but once out of the softcap, I just stomp everyone, even when not trying or have to purposefully "play dumb".

    Mechanically the game is probably at one of the best spots it ever has been, but the culture on both sides in the game has evolved in some pretty uncool ways and something has (should) be done to aleviate the situation, like systems in place that prohibit hyper efficiency. And don't be afraid to implement some sort of game director like in Left4Dead, which could be The Entity directly influencing the games outcome, ie if the survivors slam gens hard, then The Entity blocks some gen or knocks it down a bit or damages it in a way that the survivors have to find some parts on the map to repair it, and if the killer is stomping, then maybe a destroyed palette respawns or a survivor stumbles over a medkit or toolbox on the ground that "wasn't there the last time" or erase scratch marks during a given chase, while also briefly showing them the killers aura.

    People always balk at such a catchup and manipulation system, stating "why should I be punished for playing good?", but maybe we need such a system, because players at both sides have just gotten too damn good at playing the game, and you can't have decent queue times without having players with vastly different skillsets and ceilings playing in the same game, making hitting that sweetspot not a question of some hidden number, but acknowledging that the games system is straining under the stress we put it under.

  • @maximo99ac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303123#Comment_3303123

    ######### no the penalty has to stay everybody knows that the bots in dbd are stupid

    One day, when the machine learned bots have evolved, switching out mid match for a sweaty bot will be a killer SWF strategy.

  • @The_Krapper said:

    I wish instead of dropping it you could throw it like the clown throws bottles it would instantly become my favorite item lol

    I can behind that. Lol.

  • @bunnyfengenthusiast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301776#Comment_3301776

    Then you're one of the few people that seem to still play this game for fun instead of for winning. The fun part of this game is the chase, not pressing Spacebar on gens and half committing until you get an easy down or someone DCs, and yet it seems like that's all killers are doing nowadays.

    Ahhh MMR, how you have changed things....

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301695#Comment_3301695

    Considering how long DH was a I-Win button and how long DS was weaponized. I wouldn´t be to optimistic about Eruption getting changed any time soon.

    I actually think that BHVR have changed somewhat in this regard. Yes, in the past things sometimes stayed ridiculously long, but nowadays I think they react a bit sooner and take reactions more to hear. But we will see if I am right at this and I am willing and prepared to eat my own words.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296607#Comment_3296607

    It's not even 'most efficient'.

    It would work if the summons could actually catch someone, or came out faster/activated faster, or he had some other aspect to his kit.

    It would help a lot if the survivors couldn't see where you are placing the frigging green orb. Once again, the survivors have ALL the infos about the killers power, while the killer is info-starved.

  • @Zaika7182 said:

    throwing flashbangs is kinda strangе right now, doеsn't work somеtimеs

    Yeah, right? Its so annoying: you throw them anywhere random and if the killer is NOT looking in that direction, they don't get blinded. What a worthless item ...

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300818#Comment_3300818

    4 weeks is 28 days, as of today it's been 29 days since the chapter release. I don't think anything will change tomorrow, something is up, maybe it's until a mid chapter or something.

    BHVR confirmed that the new winter cosmetics wouldn't switch over to shards as a sort of christmas gift on the last two days of the event, even though it would be one month and two days at that point, so the one month thing is more of a general direction then hard cut facts.

  • @BabyCameron10 said:

    They just need to make Scourage Hooks token based.

    You start the trial with 4 tokens.

    1 token will be consumed when hooking a survivor, turning the normal hook into a Scourage Hook and boom, rng is completely removed.

    Giving the killer the freedom to choose where they want their Scourage Hooks to be placed on the map.

    Wow! Thats so simple, yet elegant! Thats often the best solution to a problem.

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