Akumakaji
Akumakaji
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The thing is that such a game would be its own thing. You can't just update the engine, but just keep all the cosmetics and achievments and DLCs intact. That worked for Overwatch, because all assets were in the hand of Blizzard, but for a DBD2 BHVR would have to renegotiate every singel license chapter and cosmetic and we would have to pay double.
They could only do a massive overhaul of DBD 1 - but thats next to impossible at this state.
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I am of two minds here: the autopilot and headless chicken survivors are really no fun: if I humor them, I could predict the next 3min of the game without fail in exact order of events, because thats how they play. There is no need for a human killer at that point, just an automaton who follows the survivor around, kicks pallet, rinse, repeat. Thats AWEFUL.
But, yes, new players have it extremely tough and there are so many maps and killers and perks to learn, that its easy to overwhelm a new player. Learning all the maps can be a tough choice and new Ormont confuses me to no end up until now. Many call this perk an absolute necessity and I can see why.
But if you play against a really good survivor with this perk, they might just be untouchable. They can plan their route so perfectly and play around loops so without fail, that it feels borderline unfair. And I am not sure if that is really a skill issue - it IS a certain skill issue, to dwell on such a chase and not break it, but I always hear that the game is supposed to let the killer eventually get the survivor, but god loopers ability to loop for 5 gens is often fueled by WoO.
I guess its better to not change it, because of the help it provides for the most vulnerable group in the game, but if BHVR could somehow manage the impossible and not nerf newbies while cutting down on this perks ability to make top tier players untouchable AND maybe turn off the auto pilot, man, I would be all game for that.
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@[Deleted User] said:
Unfortunately a lot of solo queue players will forever try take the killer to a teammate if they think it will save their skin (at least temporarily)
I do run bond & empathy & I use them to ensure I take the killer as far away from my team as possible even if I'm on death hook i'll give them every chance! Sadly & at least a little thankfully these perks give me some warning when my "teammates" make a sudden & direct line striaght to me or another teammate within seconds of getting into a chase!
The other game I was priming the gen with a Blast Mine an hid in a nearby locker, only to have Claudette click her flashlight at that locker when the killer came around, letting them peel me out of it. I never felt so betrayed in my life, and I also missed the 1st row stun.
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Having tunneling and slugging being the de-facto way of playing killers these days. I talked a lot about this these last coupld of days, but since update 6.1 pulled the rug and safety net away from under the survivors feet and thaught many of them to do better or die, gen efficency spread like wildfire. Before you had a chase, downed someone and hooked them, while somewhere a gen was done. You got into another chase, hooked, another gen was done. Now the playingfield got smaller and things heated up. But since 6.1 many survivors wisend up to splitting up and pressuring all the gens at once, which is why you got this scenarios where the killer gets their first down and bing bing bing three gens pop and the killer is instantly backed against the wall.
This co-evolution of efficiency over fun lead to gen rushing and kill rushing, both sides feeling (somewhat rightly) that they have no time for fun or playfullness, but have to push their objective to the max. And now both sides are lean, mean killing/surviving machines without any fat to them. With the genie out of the bottel we will never go back to the more fun and playful DBD area, unless its somewhat enforced and supported by game mechanics. pre-6.1 survivors fooled around, opened chests, became bone hunters, because they didn't feel pressured to do so and could effort to do so. Nowadays its "push gens or perish" leading to this 10min games.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820116#Comment_3820116
people don't realize how flawed MMR system is, so hitting soft MMR deceives them into thinking "ohh, i am playing against very sweaty players, i'm at high MMR now" while not realizing they are actually playing against people of similar low-mid range skill of opponents.
This is one of the reasons why they think "omg i'm so good" when they 4k in matches like these, but somehow the opponent is "sweaty and toxic" when they lose.
Yesterday I played such an exeptionally good group and I could only eek out a draw with much, much sweating. This was one of this fabled eye to eye games, I guess, and I wouldn't want to do it every time I play, thank you very much. This is the kind of scenario that is utterly terrifying, to only play this kinda games all day, every day. Its why a strict MMR would be devastating. I feel that the 2K/2E matches are the worst: both sides sweat like mad, no one is the clear winner, both feel like they should have won :D
But on the lower end, players also need to have a feeling of hope and that they have some chance of winning. DBD is so schizophrenic: on one hand it dumbs down skill expression and emphases handholding in many scenarios, on the other hand it has no come-back mechanic whatsoever and most games quickly snowball into one direction or the other. Apparently people hate the idea of comeback mechanics, because "hur dur why should I be punished for playing good?" or even better "why should THEY be rewarded for playing badly?"
The Blue Shell in Mario Cart sometimes feels aweful: the guy on top gets hit by an unavoidable big missile and can easily spiral out of control and land in 8th place without anything they could do and thats not good. But if DBD had some sort of game director AI that discretely eats a coupld of pallets when we got 4 gens done with 2 hooks, or that spawns a medkit in the corner the survivor is hiding in, wouldn't that be okay?
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@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820215#Comment_3820215
it does need changes it’s not a good perk anymore you can’t gaslight me into thinking it is.
Its obviously not for you, but DH is still a true menace if used right. As others have said, its provides a chance when survivors are exposed in an area where they should absolutely go down and I have seen such incredible uses of DH that I am truely happy that its not meta anymore.
The big thing is that you as the killer have to suppress your urge to hit a survivor when they obviously bait you by turning and running into you. Now that DH isn't absolute in every game anymore it has a fair chance of working against me (shame, shame), but there have also been many occasions where I correctly called out the DH and let the survivors waste it. All this years of abuse by DH left their marks on me.
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Buff: Blood Warden
when the killer hooks a survivor during the EGC, The Entity blocks the exit gates with its power, eager for the kill. All survivors in the exit gate areas get their aura shown to the killer and they are exposed as long as they don't leave the exit area - the escape beckons, but this trial ain't over yet. Additionally all survivor downed in the exit gates area get instantly teleported to a random hook.
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@Devil_hit11 said:
wraith used to have add-on called all-seeing blood which showed aura of survivors within 12 meters. this was consider too strong by dev and was quickly sledgehammered. no chance your getting any aura reading.
But an invisible Wraith is zoooooming over the battlefield. A sneaking Pig is slow af and methodically. Common, lets get this some traction :D
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@TragicSolitude said:
A mori is only toxic if it's one of the boring ones like Trapper (non-Naughty Bear) or Wraith. Forcing me as a survivor to watch that shows a complete lack of respect for the value of my time. Play a killer with a fun mori, for god's sake.
Like Wesker. His mori is the dark side of hentai. Good stuff. I've stood in line and waited my turn for that mori more than once.
I'm trying to imagine DbD without moris at all, and really it would be the last vestiges of horror disappearing from the game. Trying to live the horror experience of hiding from a killer/monster and there not being a brutal death animation anywhere? That'd be unbearably vanilla. I don't want DbD to be August Underground, but as a piece of media that's rated mature it would be pretty insulting to adults if the game were safer than a Scary Stories to Tell in the Dark illustration.
Dang, your comments always made me read with anticipation, but now you got my full on attention :D Yeah, non-Naughty Bear Trapper and Wraith are so uninspired and boring, they should be changed out ASAP! What a disgrace AND disrespect!
My favorite mori is Pyramid Head: not only is he my main, but his mori is REALLY cool and many seem surprised when they see it, being so used to the quick and dirty 1s punishment mori.
Your problem seems to be an overtly identification with your ingame avatar, thus you feel humiliated and threated as just a hunk of meat, not as a person. There lies your problem: most players see the act of mori-ing the survivor just as a fun little interaction, not something that would (or ever should) bleed into the real world.
If you try to detach yourself from the idea the killer is doing his to you (and thus disempowering and humiliating you), then you might even enjoy the spectacle for what it is: a homage to the horror and slasher movies of the 70s and 80s, where brutal killing scenes where the Raison d'etre was the fun shock value, and not that the viewer identified with the person on screen and relieving their nightmare.
BTW, I am a fair killer: I try to kill all four and am often successful. Cheers :)
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@ErebusSurge said:
is it worth playing anymore? Well, as a survivor… I’m an average gamer but have 100s of hours in this game…as killer I’ll get 4k almost every game, everything is designed to take me straight to a killer and if I’m getting looped no worries, speed boost.. As a survivor, what’s the point? Killers perk 12 second bonus, survivor perk, 0.5 sec bonus…
Killers have speed boost, 101 aura perks and every tool under the sun to make the game a breeze - in fact it’s not a game, it’s too easy with aura reveal, invisibility, teleporting, gen blow ups, there is zero challenge to playing killer. It is the single most zero skill game mode available today…
As a survivor it’s just how long until you die, there’s no hide, there’s no seek, since they know exactly where you are at all times and if you have the audacity to do anything as survivor you’re punished. Even now with predator revealing auras after rudely escaping a chase (yet distortion made it “too easy” for survivors.
It’s not fun, it’s not challenging, it’s not interesting. So what is the point. Why is it so hard to balance a game so both sides face a challenge and require skill.. it used to be better than this and with every step they take it’s just dull, lifeless, pointless..
Hey there. I think that you got a couple of things a bit wrong there, BUT I really don't like this forums dendency to take a total dump on anyone with a slightly non-conformative opinion, because thats pretty rude. By just antagonising everyone like you we will never reach any consense but just dig deeper and deeper trenches.
You see, one of the big problems with the game is that its balanced about the highest level of play, and thus many low to mid to high tier players scratch their heads how this all makes sense. I might not be the very best killer, but I guess that I am pretty good, because I am consistently playing against survivors who, even though I am giving my best, are a true challenge for me to beat.
I remember when I started, I was keeping notes on my performance and I thought that I was like one of the best killers, with a 75-83% kill rate; but that was just my MMR raising. At one point I broke into the upper echolons of the game, and from there on it was just a sweat fest that never stopped. So if you think killer is way, way too easy and they are never challenged, believe me, thats just the thin sugar coating on the ginormous sweat cake. If you wanna take a peak, I would glad to make a date with you were I stream on hour or two of my gameplay.
The big problem this game faces, and that BHVR has yet to find an answer for, is this: the 6.1 update leveled the playing field, after the killer role had been the survivors plaything for way too long, and this pulled the rug under many survivors feet, who where clutching hard on way overtuned perks and safety nets, sending the whole survivor community into a 2 days blind stupor. BUT in true survivor fashion, most eventually shook off the shock, dusted themselves off and adapted. And boy did they adapt: many learned that chilling on a gen together was stupid, and they split up. And many learned that opening random chests or cleansing random totems was stupid, so they stuck to gens. This new breed of survivors stuck to gens and soon killers were faced with 3 gens popping after their first chase. This in turn lead to killers hardcore tunneling and camping and this whole cycle continued for a while, trimming and rendering all fat from the game, till all that was left was a lean, mean killing/surviving machine with no time for fun or fooling around or playfulness. Only the win!
And thats where we are now: most of the good players (and even some of the bad) now are extremely efficient - they have to, because most games they will sink if they don't. Killers aren't mindlessly playing a zero skill game, they are used to racing against survivors who even shave of 0,5s or their gen while they are contemplating if they should loop left or right.
And many, many survivors know every trick in the book, are sneaky beyond compare and know every tileset like the back of their hand, 360ing even seasoned killers till their head spins.
And then ther are players like you, thrown into this Malstrom, never finding their footing. You can rage and curse the game, or join some of us to show you the ropes of the game - the real ropes. Its still, lots of fun, but you also need to play quite differently then the game worked pre-6.1
And many seem to have forgotten about all of this, totally blind to the fact how much of a big, unwieldy beast DBD has become, with so many killer powers and perks and combos and techs to learn. What this community could need would be a bit more empathy, and I don't mean Claudettes perk, I mean the real life application.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819655#Comment_3819655
Coh if they made them one time use like Hex perks or just made that killer boon kick perk basekit it woulda been fine
I agree completely. The original effect would have been fine if Boons (or CoH in particular) could be permanently destroyed.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819670#Comment_3819670
Yes, there was indeed a certain double standard during the CoH discussions.
I remember that when I suggested that Boons should be permanently destroyed as a way to balance them without changing how the three Boon perks available at the time worked, I was told that it wouldn't work because of how different Hexes and Boons were from each other.
However, I think many players didn't realize that CoH was strong enough to require a downside, or more accurately, a risk. The perk itself wasn't unhealthy for the game, it was the Boon mechanic around it that made it a problem.
Absolutely. If each boon could be used one time and the killer could snuff if permanently, like the Shattered Hope effect, then CoH would have nev34 been perceived as that unbalanced and could have kept its healing station effect.
But even during the hight of the Boon era Shattered Hope was just incredibly bad. I had it equipped one evening and got so little value out if it.
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@Bookern said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819606#Comment_3819606
MFT and COH were hated due to their infinite Value and reset if devs gave MFT haste a Timer like gain 3% haste for 10 seconds it would have been way less hated and Coh if they made them one time use like Hex perks or just made that killer boon kick perk basekit it woulda been fine
I remember the hight of the COH discussions back in the day, because I was smack in the middel of it. One interesting sentiment during that discussions that was repeatet quite a lot by different people was this: "If the killer could just snuff a boon permanently and I could end up with a dead perk after 5 snuffs: no thank you, I would never equip such a perk.", yet killers Hex mechanic was always paraded around as "hur dur high risk, high reward. Just live with the fact that it could be gone in 20s or equip something else."
While the discussion was quite dishonest, what wasn't dishonest was the feeling many survivors had: for a perk to have value to a survivor, it must be available all the time or at least most of the time, and there must not be an readily available option to take that power away from them. Infinite DH was loved by 75% of the player base, one DH per hook stage not so much.
Some of it might be due to the fact that a survivor could be killed off by the killer rather quickly, so not having their full set of powers, ie all four perks, is seen as a real disadvantage, while from the killers role it is expected to have part of their powers counters, locked away till end game or even stolen from them within 20s of the game starting without any agency on their part.
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I think the problem is that there are four survivors in the team, and a new meta perk has the potential to become extra obnoxious by being four times in the enemy team.
My solution will always be a pretty easy one: don't allow multiple instances of the same perk in premade SWFs. Done. It would instantly reduce the most obnoxious instnaces of SWFs hitting the killer with 4 DH, 4 Unbreakables, 4 Resiliences, while having very little impact on the more casual groups. Here and there a perk would have to be switched out, but everyone could easily find their identiy, while not affecting soloQ players at all.
People always say "hur dur, you can't punish players to play with their friends, that would be the death of the game", and that is true, but such a system wouldn't be punishing anyone for playing with their friends, it would just balance the info and pre-game advantage a bit and not punish everyone else as hard for the fact that everything has to be balanced with SWFs in mind, thus leaving soloQ players often in the dust.
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@Eleghost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819476#Comment_3819476
Those are pretty niche perks, they can be good if used in combo with other perks. For instance, Open-Handed with Wiretap or kindred is really good information. Up the Ante with slippery meat and a luck offering gives you a very high chance to unhook yourself, and if you pair it with resurgence + medkit you can unhook yourself and heal in a very short time. As for Left behind, it's very useful if you pair it with a key or even open handed. Obviously only really useful if you're trying to get hatch for a challenge but it's never been that great of a perk.
For a while I used Kindred + Open Handed + Camaraderie in my SWF. If I got found my the killer I would try to loop in the central area and if hooked there I basically gave my team wallhacks in half the map, while they could leave me hanging there for such a long time. Its not the most effective build, but it can be fun, if you are a teamplayer and you enjoy the hillarious comments from your god-looper buddies who now laugh their asses off.
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Haha, same! I was standing there at the exit gate and thought "pfff, what are the chances that the killer got Blood Warden? Its like a 1 in 40 chance or something" and opened the exit gates for a speedy escape, just to have us all run against the proverbial wall :D But the killer still only got one kill out of it, because its so hard to translate the blocked exit into actual value.
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@TragicSolitude said:
But… but… my favorite matches using Blood Warden all had it proc with not enough time left for escape. It's hard to pull off but so damn entertaining when it happens.
Thats somehow the only way of how to get value of Blood Warden: bait out the pickup and hook till the last quarter of the collapse timer, then hook and sit back while they all scramble at the door. Every other time I got the perk to work was a rather frustrating affair, with massive travel time to hooks and back, even though I might have gotten 3 downs in the exit gate area.
What if we got the following buff? When downing a survivor in the blocked off exit gate area, they are instantly teleported to a random hook. BOOM! Bloodwarden instantly got more interesting and the killer can actually get value from it, instead of just being left with the sinking feeling of "wow, this could nearly have been a great play. It was SOOO close."
I really hate how basically every survivor is counterplaying Bloodwarden, even though it is in so few games and it is SO hard to get real value out of it. The reason for this is that survivors get basically no downside for their counterplay, safe for very, very few and far appart scenarios were the split second to open the gate hands the killer the down. And that is just sad. Blood Warden could be such a fun perk, but it is counterplayed in 99 / 100 cases without even being in play.
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I mean, everyone is tlaking about how it wouldn't work with SWF, but you know how often I have repaired gens together with other survivors as a pig? I would say, lets give a Mimic killer a try ;D
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"After carefully assessing the killers performance and monitoring their killrate for the past 3 month we have come to the conclusion that Skull Merchant is underperforming. With the next patch, getting scanned three times will expose survivors for 60s. Also, using her handheld device will no longer slow the Skull Merchant down. We will hope that this change will expand her options considerably and lead to many more, interesting matches and situations."
Lets go full circle :D
EDIT: But for real, I think her main power should be tied to her handheld scanner and giving her unparalleld map awareness. Its often so depressing to look at your device and see absolutely nothing, no ping. And when you got one, claw traps burn out so fast, its not feasable as a monitoring tool, of you get ping you gotta work on it fast, OR ELSE!
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819561#Comment_3819561
You really can't compare a genuine exploit to simple differences in input methods & a lack of controller settings that would make so many more killers playable on controller.
Username checks out.
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@Devil_hit11 said:
because he isn't overpowered. i'd say he is middle of the road. very middle. i think he would be higher tier if he wasn't punished for slugging as hard and he didn't burn out/run out of red orbs on the map for using his power. he has potencial to be top 3 killer but his numbers aren't there.
And I bump just into everything when playing him … anything, BUT survivors. I know, I know, thats definitely a skill issue, but I don`t enjoy his playstyle enough that I would spend hours on hours on playing him. As you said, he isn`t bad, but he still needs lots of practise and isn`t just plug and kill. You can't automatically snowball with him, you still need to hit home this angry swings of his kanabo/tetsubo!
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819513#Comment_3819513
You say that as if you have discovered a deeply buried secret.
I don't think any reasonable player has ever said otherwise. Slugging, especially recently, is often the best move. (Not always.)
The one critique of slugging that's an exaggeration is the one stating that the four-slug-bleed-out is both done out of spite and common.
It happens, rarely, and is largely the result of severe misplays from the survivors. It's almost never out of spite and when it happens it's because it was the right move at the time.
Usually, the killer starts hooking after the four-slug, unless survivors are hiding. (Or the rare case of a jerk.)
You are right on all accounts here. The thing with slugging is, that it powers so many good survivor perks (actually the unhooking, but you know what I mean) and with the recent extra hook timer the time to fully slug someone to death vs picking them up, hauling them to a hook and leave them hanging is basically the same, so some killers opt to use knockout and go for a slugging tour.
Its really a testament to this strange times that in some (not so rare) cases, hooking someone is giving more pressure to the surivors, then it is giving the killer. I tried a full on slugging build for a night once, and it was surprisingly effective, but boi were the postgame chats salty. The sodium content was off the charts and the survivors didn't appreciate this playstyle one bit.
I really think that BHVR needs to reevaluate hooks and how to make them more sweet to the killers, some kind of base effect if they manage to hook all four survivors while everyone is alive.
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Could have been Ayrun, I am too lazy to look it up, but all this guys who play so often together sometimes merge in my mind and its hard to keep track of who did what :P
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819504#Comment_3819504
That'd be so good.
I find the time I waste dumping a million BP so boring. (And for once, on this forum, "boring" really means "boring" and not "too difficult".)
I remember the time, though, when everything was manually and it was so painful.
After the grades reset a bloodpoint spending session could easily last 45-60min and it was such a slog.
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AT least we should get an option to "spend Blood Points till they are gone" and then it just blasts through 2 million BP in 2min.
Ideally We should also get the option to chose "go cheap", "go expensive" or "always buy Iridescent add-ons".
In my wildest, bloodpoint addled dreams, we get 5 slots that we can fill in order of importance for the five add-ons or items that the auto-blood-web should look for.
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Its such a simple change to machine learning, but now its no longer a big hassel to apply it to a gen you want to, and thats so much better. Zoooooom!
EDIT: One content creator (I think it was Hens) coupled this perk with NOED and the legions BFF add-on and just became an unstable menace in the endgame. Its fun, but not that easy to pull of, as getting four downs ins one minute, even when zooming at 135% speed, is tought and Unbreakable will most likely be in play on at least one survivor, but just wannted to leave this here.
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@jesterkind said:
As others have said, Strength in Shadows is considerably better for this build, since travel time is always a factor and SiS works out significantly faster once you actually start the heal.
That being said, I do consider Self Care to be viable with Botany, but only barely. 30 seconds is slightly longer than a medkit, but it's infinite- that's not a terrible combo, especially since you heal others faster and it's pretty flexible on where you get to use it. It's pretty fragile as a combo, though, it's extremely susceptible to any form of anti-heal the killer might have, since any slowdown on top of the already tenuous 30 second heal can make the overall time investment just flat out too long.
If you're looking for self-heal combos, I'm going to echo something one other person said here: Overzealous and Inner Strength with a Map. Repair speed and heals, on top of being primed to stop any hexes you see in their tracks. This build is great, I run it all the time myself.
Or the old, but gold Houdini build:
Overcome, Lucky Break, Inner Strength, Quick and Quiet.
It can be really fun, you just need to find a dull totem and cleanse it, then when the killer injures you, zoooooooom off to another continent, jump into a locker and heal up in no time.
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I Havw been running Botany and Strength in Shadows for a while for pretty consistent and fast basement heals, sometimes for fun coupled with bite the bullet, but that's a lot of perks for one good trick, and sometimes the basement is so far out there...
Still, I like this combo more then self-care, because self-care has this stigma attached to itself. At least Strength in Shadows can be really fast and consistently good, if the basement is in main.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818673#Comment_3818673
- WGLF is abused for other purposes other than "slugging" at it's current state, which is overtuned, especially when combined with perks like FTP or MFT.
- since slugging is now main meta and vast majority of most vocal people in this community has completely linear view of metas, without thinking "ohh, but why is strategy X becoming meta?", let me tell you one thing. When anti-slugging becomes main meta, less people will run anti-tunneling builds, which will lead to hard tunneling becoming main meta again, and with every constant anti slugging ←→ anti tunneling meta shift, this is going to be the case until the core problem in this game is addressed. That problem are HOOKS. There is no more a proper incentive for killers to not only spread hooks, but also hook people. I don't want to repeat the whole story behind hooking and spreading hooks being completely discouraged by the game, and there has to be the way to encourage hooking and spreading hooks again. Unfortunately, this vocal part of the community doesn't care about problems getting fixed for both sides because they look at the balance issues in this game through rose-tinted glasses for the side they main.
This one here speaks the truth! This is the main problem, that we never deviced a system that encourages the killer to spread hooks and possibly also keeping survivors alive instead of killing them off.
This could only work via a system of sizable debuffs that get applied to "snuff out all hope" by The Entity, while still keeping some hope of escape alive. Only when 4 alive survivors at 8 hooks is more valuable then two dead survivors, will this ever change.
But BHVR has this wild fascination with two things: 1) everything should always be available with no restrictions, thus severely limiting designspace for perks, because a perk that works an Trapper also works on Nurse, and 2) that you can't punish people for playing good, thus there shall be no comeback mechanic or game director AI.
And I thin the game would benefit immensely from both.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818899#Comment_3818899
Not sure if it is even possible to nerf him any further. He barely has a power.
They could always make his M1 abilities weaker then other killers …
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@Tamo Okay, here is a challenge: try playing Hag for … hmm, lets say 10 matches and lets see how you fared. Optimally you would stream this so that we can all watch and cheer you on and feel with you, when you get inevitably bullied and rect into oblivion, but threre would be cookies afterwards for being this brave.
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So what in her kit made her such much more killy then Nurse, Blight, Hillbilly or Spirit? Was the random injuries when she was nowhere near that brutal? Oh wait, thats still in her kit … dayum.
I believe that actually nothing made her this killy, but survivors behavior who didn't want to play against her, fostering some age old resentments against her original form.
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If zero games will be done with her in this 3 month, the killrate stays at the 69%, showing that the nerfs were not effective, more nerfs would be needed to rectify this situation.
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Yeah, THIS is actually holding the game hostage. If you can proof that it wasn't just for like 10s or so, then its a hostage holding situation and the guy could get punished for that. Like always, its hard to proof unless you got video footage of the situation, but it can be done.
Personally I think (how it was often suggested in the forums) that you should lose colision once you accumulate crows; this easy fix would solve so many situations where you get sandbagged or imprisoned in a room or even when a survivor and a killer somehow work together and block the exit gate switches. Stuff like this has happened in the past, and if the perpetrator would lose colision once the first crows start appearing, well that would solve most of this situations neatly.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818433#Comment_3818433
That's mostly a twins issue though, and the devs kinda just made it worse with this last update. Get a down with Victor, and nearby survivors have all the time in the world to kick him.
You could pick up a downed surivor in the time he reels from the cooldown, if you got a medkit and WGLF in your hands. Let that sink in.
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My take on this: if the survivors play a map offering, the gloves come off and I tunnel and slug play disgusting from second one of the match and don't care if I tunnel someone out at 4 gens. Yeah I know, there are benign usages of map offerings, like the ever present "I don't like going to that other map 4 times in a row", but interestingly its also often followed by a "I did`t know that The Game/Mothers Dwelling/Springwoods was survivor sided, I just like the visuals", closely seconded by "and its an item in the game, so its okay if I use it!!!!11".
Whatever, I take a map offering as a personal declaration of war and will play accordingly. 99/100 cases, the builds the survivors bring to the table show that they hadn't intented that round to be a casual fun one, and its quite often also players with 3k or more hours, who actually should know the game well enough that they don't need such artificial ways of slating the game in their favor.
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818018#Comment_3818018
I always feels awful suggesting this but like I agree 😭🙏
Same :D Thats why I didn't wann spell it out, as its kinda blanked accusing a whole region … BUT sadly you can't deny that we all know what we are talking here about, because we all experienced it.
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@AngelOfHope2017 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818024#Comment_3818024
I just want all the purple medkits I wasted bloodpoints on to go back to being 32 charges. It's frustrating and had I known about the changes I would never have spent bloodpoints on them.
I feel you … on the other hand, BP is probably the least important metric in this game to "waste" in any capacity, there will always be more and new BP to spend.
But still, it feels bad to have a big stack of the once hot ######### thats now basically useless. The best medkits nowadays are the brown ones, because you feel so little attachement to them and can have a basically unlimited supply.
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@OtakaChan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817475#Comment_3817475
You forgot the shrunken maps. I get them a lot. You are basically on top of each other all the time and with several aura perks the games last 5 to 10 mins of we are lucky. It's just a slaughter or slug fest because there's really nowhere to go.
Without aura perks most of my games last about the same amount of time, due to the insane gen speed and efficiency that has been breed into most survivors since 6.1
Lets face it, the genie is out of the bottle and won't get back in, the game has changed and since the community has embraced gen efficiency and tunneling as often needed to win (no matter if that is right or wrong, but its perceived as such), this two playstyles are here to stay.
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@AngelOfHope2017 said:
I could live with that change if we get our medkits back to full capacity.
TBH, super stacked medkits that gave you 3 selfheals at insane speeds were extremely busted, but the way medkits work now, with basically no destinction in them beside altruistic healing speed, which always used to be the least important metric, is just sad.
I think that two heals would be a-okay, if the self heal speed can't be dialed up in any way. So if you gonna go altruistic, then yes, you can ramp it up, but if you go into a corner sanctuary, you will have to spend to full time, but you can get two heals out of your medkit.
Also, I would lowkey like for each medkit to have some sort of identiy, ie "the fast one", "the durable one", "the skilled one" or whatever, but reckon that math would quickly single out the best one and only that one would be used, make the perceived variety moot, again.
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I would love to region lock a certain region from which 97% of all the cheaters I ever encountered originate from :P
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One option would be to let the killer Mori the downed survivor in a 2:1 situation, even when the other survivor is hiding, and after the mori the hatch spawns right next to the survivor, so they can easily jump in if they want, or try to open an exit gate, if they need to do that for tomes or dailies or achievments.
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Just take a wild guess, of how fun this game went for the killer. Yeah, don't be shy, go ahead :)
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817025#Comment_3817025
I would rather devs scrap current AFC and just transport hooks when a killer lingers within X range for X seconds. At least then if a killer insists on camping it’s much more difficult to pull off, as they’ll need to travel across a map (even if it’s a small map) to do so.
For real, we seldom are on the same book, but in this case we are high five
This would solve so many problems, while also allowing the killer a certain defense tactic, like some Pyramid Head players do, ie purposefully displace the cage when a survior is coming for the rescue. This is a valid tactic, as after the displacement, the cage spawns at the literally most far off location for the killer to reach, giving the other teammates ample opportunity to go for the save, but it broadens both sides repertoire.
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@Huge_Bush Don't worry, people have OBVIOUSLY forgotten that facecamping was a thing that is now basically erradicated. So because most don't seem to remember its perceived to be an inadequate countermessure to perceived disproportionate effective strategies.
I personally think that the bar could fill up a little bit more, BUT be visible to everyone, the hooked survivor, their friends and also the killer. Being transparent with how it works will allow to fine tune it a bit better, right now there are so many misconceptions, false claims and wrong observations about it that I feel going fully transparent for everyone involved would be the best course of action.
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I believe that this is part of a convoluted plot to raise Nurses killrate to such lofty hights, that they can warrant a big nerf to her in order to safe the game and minimize the pissed off long-time players.
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@foolsparadise said:
i saw when they first started, and reported so many posts that i got locked from posting for a couple minutes. i was scared to open any threads for a bit because they kept spamming everywhere. i wish i could forget those images, im sorry to anyone who also had to see them
Dang, thats messed up >___<
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I was always in the camp that the progress bar should be visible to everyone, the killer included. Thus the system is completely transparent and everyone can accurately gauge its success and implementation, instead of all this half-cooked semi-truth that gets thrown around. I so often fear to come back to the hook for like a third pass, because I have no idea whats going on with the survivor unooking bar :V
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@Chiky said:
this would be a really cool idea. Imagine a scene where it plays like the mori, but instead the character breaks free
At first I was like "sheeeesh … why would you want an item that protects from Moris? The game is over at that point and this is just a funny animation" - but now I can kinda see the appeal. It would really be pretty niche, and I don't know how I would feel as the killer if it happens to me, but I can really think of some pretty cool ways of how the survivor fights back and gets one last chance to escape. I guess that it would be fun enough to play occasionally and not too bad for the killer, as at that point they already won. But sometimes it feels really bad when the survivor who tormented you all game also escapes to rub it in :D
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817177#Comment_3817177
Survivors aren’t a team. And if you’re struggling to handle four survivors in today’s DBD I have news about your skill level.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817174#Comment_3817174
It’s not cope. I don’t use slowdown (I run aura reading) and do fine. It might also help that maps are shrinking (I definitely exploit this), dead zones and unsafe loops are increasing (I exploit these), and killers received a ton of basekit buffs (I make good use of these). I’m sure those elements have something to do with it. If you’re personally struggling perhaps you should consider leaning into some of these features? They’re meant to help killers achieve that < 60% WR.
I don't have problems winning a faire share of my games, but I still fail to see how aura reading alone would win games. You still need to be reasonably good at chases and make decisions influenced by your game sense. There are so many situations where I see a survivors aura, but I don't act upon that, because of lots of reasons, for example (and not exhausting):
1) I am in chase with someone and can end this chase in a reasonable time, 2) the gen in question is on the other side of the map, and traversing there isn't feasable, especially since all the pallets on that side would still be up, 3) a gen close to me or at a strategic position is getting worked at and defending that is much more viable.
In all that cases I could see the aura of all the survivors permanently and it probably wouldn't influence my decision of what to do that much. But aura reading often helps to get into the right chases, to stay in said chases and, yes, sometimes to win mindgames, but there is a limit to what level of information will "essentially play the game for you" and when showing some auras is better then gen regression.
To me this whole discussion feels like moving the goal post. I was always in the camp that claimed that DH was an abomination that should burn, and MFT should have never even be conceived in the state it released, because it broke so many rules of the game, BUT even when I sometimes rolled my eyes at a game with four survivors having SB and sprinting away or how Lithe often was a "nope. Lets and this chase before it even starts", I never asked for this perks to be nerfed, because I got what I wanted, I got what I asked for and I recognized the need for survivors to have exhaustion perks. Sure, some killers every now and then asked for nerfing Lithe or SB, but most of us couldn't care less for such calls, as neither of this perks felt even 1/10 of oppressive then DHs domination did.
But when a sizable portion of the survivors now cry and whine over aura reading of all things, it feels so dishonest and crooked. Did it really feel better to have regularly repair two full extra gens, because 4 gen regression was so effective, then being regularly found by the killer and dragged into chases? Is easily sidestepping the killer by leaving the gen when you heared the terror radius and move behind any number of walls within 15m, and keeping them at 2 hooks all game really that much more fun and exciting?
6.1 and the following changed irrevocably burned the playfulness out of the game and breed efficency into the player base, that won't ever go away now. So unless BHVR does a big rework of the base game mechanics, we are stuck with extremely fast and efficient gens with split up survivors, while killers must be killy enough to keep up with the pace.


