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Akumakaji

Akumakaji

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  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816571#Comment_3816571

    If you constantly see survivors you don’t need gen slowdown perks at all… because you know where to go/be at all times. Survivors are your objective, not generators

    What strange take is this? Copium is real. How does seeing survivors automatically win you the game? You could see the survivors automatically all game, and gens would still get done, you also need to win chases and down and hook survivors.

    Of course, if you break it down to the smallest nominator, then yeah, you could ignore gens and just go for survivors, but that's no armsrace that a killer can win, but blindly getting pulled into fruitless chases. But playing killer is much more then just chase and chase and chase.

  • @BlightedDolphin said:

    Better than 4 slowdown and 4 extra lives, at least.

    I can't blame people for running aura perks honestly. What else is there to use really? Slowdown is frowned upon, chase perks suck (aside from Coup on a select few killers), Undetectable perks are mostly bad (and useless on already stealthy and loud killers/lullabies), non-aura tracking perks are god awful, Hex perks are too RNG.

    There isn't really much else to run unfortunately :(

    And don't worry, once people get bored of the new aura perks and the lack of Distortion, I'm sure we'll be back to 4 slowdown every game.

    I just wanted to say this myself: aura reading only took off like it did, after basically everygen defense perk has been obliterated. And while annoying to get ratted out by a perk, I think that its 100x preferable to get into a chase with the killer (that they must still win), then to lose 50% of a gen just like that.

    With the knowledge and experiences the players these days have, the game will never go back to the way it was like 2021 or earlier. The playerbase found the most efficient ways to play, and of you now take back something, it will severely impact the way the other side can dunk down on that weakness.

    What could help would be a full on health update, to completely go back and redesign all the perks and setup hard caps for regression, gen speed etc. and maybe just outright ban certain perks on certain killers or combinations. By taking away this freedom the game would open up SO MUCH design space. Literally half the perks in the game have dumb restrictions on them, because Nurse exists, and its killers like Trapper who pay the price for that.

  • @Eleghost said:

    I mean your first like 3 dcs are super short, you gotta be rage quitting or something to rack up a 6 hour penalty. I don't think i've ever had longer than a 5 minute dc penalty ever.

    Thats the thing I always wonder with this kinds of vindicative posts.

    I once had a phase were I was always super angry at the survivors and how they could apparently effortlessly dance around me and at one point I ragequitted so much that I racked up a 1h timeout, which helped to clear out my head. Then, during my next match, I had a legitimate DC and when I reconnected I had a 6h timeout. Of course I was frustrated at that point … but it was also 100% clear that this was my own failing. If I had never rage quitted, I would have had just a 1min timeout, it only got to 6h, because I had an anger problem.

    But this was very effective, since then I have never seen anything higher then a 5min timeout. Being punished for a legitimate connection spike feels bad .. but if you DCed a veritable amount beforehand, well, then you got no one to blame but yourself.

  • 20241007213402_1.jpg

    I got to 136, but I also didn't play as much as I usually did, once I got the deep rifts done. I played through Return to Moria with my friends and as flawed as that game is, it was pretty fun as a group excercise. And then I also started Octopath Traveler 1 and poored some 80h into that game. And then I also play a bit of Helldivers here and there, so DBD wan't top priority this season.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814150#Comment_3814150

    Let's make it 4 and remove her stealth while we're at it. My sleep deprived self wouldn't want to deal with that.

    Guys … please don't make this jokes lightheartedly - someone might see this and think this demands are reasonable - like, someone from the balance team …

  • I once had such a situation and was the first to be trapped. That left the other 3 head traps with 11 boxes between them - ouch. My lucky moment basically doomed the team >_<

  • @NerfDHalready said:

    i'll repeat again; windows isn't a problem, majority of maps supporting insta dropping survivors with enough pallets is. killers shouldn't lose 3-4 gens for chasing a survivor running yellow to yellow, inefficient looping should have a cost in the long run but there is no long run after such chases because there will only be 1 gen left.

    This! Most based and true comment in this whole discussion.

  • @Brimp said:

    I mean yeah no mystery that exhaustion does way too much for little to no downside.

    Exhaustion perks are the clostest thing survivors have to an actual power and its expected that every survivor is running some form of exhaustion perk. I sometimes don't, but I also feel it everytime I don't.

    But don't hate on the exhaustion perks of survivors on general, only hate DH (and MFT, may it rot in hell).

  • I played Dracula tonight and I can't make this smooth transitions from one form to the next work for me, even if my (un)life depended on it, I just got knots in my fingers.

    Verdict: not OP, far from it. Buff him further !!!!

  • BBefore the recent buffs he was so clunky and unintuitive that he was on the best way to completely disappear from the public eye in a month time, max. People were already complaining during hd first week, that they were not seeing any Draculas at all. There were some very niche builds for him, but the one thing that felt good about him, the Wolf hug tech, got patched out faster than you could howl at he moon, an he was left with very little, besides and extremely clunky shape-shifting ability, that offered survivors more options then the killer himself.

    Now with his shape-shifting cooldown halved, he is strong and he has options in a chase, but the dust still needs to settle to assess if he is truly overtuned. That video OP linked had some pretty busted moments, I'll give you that, but as others have said here, people still can't accurately place Dracula on the tier list, so there is that.

    On a sidenote, I think that making killers mechanics overtly clunky and unwieldy is not a good way to balance things, but I guess its a way to give survivors the feeling, that they are agile and clever, of they can run circles around a killer.

    During my hard-core DBD phase I got so used to this, and when I then played some other game with actual fluid controls, I was literally SHOCKED. The way killers are artificially held back is very grating, but I guess that it's part of the game, but everytime a killer doesn't play as clunky and players can actually play to their own full potential, it shows like this

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811542#Comment_3811542

    You can see the Mikaela outfit here, if you want:

    https://deadbydaylight.com/game/collections/

    It's the "TRICKS AND TREATS" collection.

    I like the top, but the gloves are huge and strange. Her face paint is off-putting, more like something out of a discount rendition of Cats than what a cute young lady would do for Halloween. I'm not surprised: I almost never like what the devs do for makeup. The cosmetics go overboard, overwhelming the face instead of using soft makeup to accentuate features. Much of the makeup in DbD is garish, at least in my opinion.

    while you shouldn't overdo it with cute outfits, or the game will start to look like Fortnight, a couple more probably won't hurt, especially if its kinda in character and not just some bait.

    Oh, definitely, overdoing it would be bad. But it'd be nice if they did a little more. Plus, cute doesn't need to be overt. BHVR could do touches here and there and it could go a long way. In my opinion, they release a lot of very dull outfits with nothing that catches the eye. (Or the outfits have too many details that all compete for attention without cohesion, balance, or a truly interesting element.)

    I myself sometimes roll my eyes at some of the overtly skimpy outfits in other games

    I play DOA games. After the Venus swimsuit, nothing fazes me lol.

    Thanks for the link!

    Huh … thats really a strange and awkward choice; like you said, it looks like she is doing a Cats cosplay, not going for a catgirl look, and its somehow not working in any capacity.

    Sables hair though is fire. Literally!

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811351#Comment_3811351

    Bruh you can say that to your solo q teammates nowadays and they'd still be surprised at the new discovery

    Thats … sad, but you ain't wrong >__<

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811481#Comment_3811481

    I think it's the mindset that people need to understand, if a killer if getting to Bloodlust 3 to down you then you've already won the chase.

    I don't want the bloodlust system to change for very different reasons than what are being discussed, but I feel like there would be howls of outrage if a mechanic was introduced where if a killer got multiple downs in quick succession, all survivors got an boost where they did gens and healing quicker. There's be a ton of 'why am I being penalized for playing well?' posts even when it was pointed out 'you're already winning'.

    Actually, we kind of dealt with that during the 8 gen kick change already.

    I actually think that the game would THRIVE if it had some kind of comeback mechanic, I am saying this for years!

    Yeah, I get that it sucks to be "penaltized" or "punished" for playing good, but on the other side this game so often leads to hopeless situations where one side snowballs so hard that the other side has no conceivable way of winning.

    This hord-shooter-type games like Left4Dead or Vermintide often have a game-director-ai that holds back when the team is doing poorly, but unleashes hell on them when they are doing too well. And what would the game lose if The Entity would eat a pallet or two, if the killer got into a chase with a god-looper who greeded every pallet and wasted nothing while his team did 3 gens, or if a survivor suddenly finds a medkit in the remote corner they are hiding in, after the killer injured them when they went for the safe on one of the two hooked other survivors?

    Allowing the losing team to catch up in clearly losing situations would only help to have fewer stomping games and more of this nailbiting tight and fun games. But I guess "skill expression" is more important then having a balanced and fun experience for everyone.

  • As odd as it might sound, but I painfully miss Spies in Shadow on my killers. Its my absolute go-to perk and I am so used to my faithful little Spies ratting the survivors out, that I feel blind and deaf most of the time in Chaos Shuffle … but I guess thats part of the charm and appeal of that mode ^_-

  • @TragicSolitude said:

    I could do with more sexy skins for the girls. The game feels a bit too safe with its cosmetics, especially for a mature game, and I'm so envious that Killer Klowns is getting a buxom Elvira, like damn. But sexy doesn't have to be skimpy, and it's much better to be classy or cute than garish (not talking about Elvira here, she's a goddamn legend/icon/goddess). I'd also like more sexy skins for the guys (which to me would actually be some nice tailored 3-piece suits with bedhead hair, or some cosmetics that look like they're straight out of Bloodborne or Tokyo Ghoul, because those kinds of outfits are way sexier than shirtless in my book).

    A lot of the DbD skins feel kind of frumpy to me. Even the ones where skin is shown… they're things I choose because they're better than the alternatives in-game, but those swimsuits for example are not what I'd choose in real life. Good fashion is about flattering the figure, and many DbD cosmetics skip that part. (Not all, but many.)

    I'd also like to see more cute cosmetics in-game. I love cute. Everyone loves cute. Personally, I'm disappointed the upcoming Mikaela cat costume isn't cute (neither cute nor sexy, it feels completely visually uninteresting when I look at it). If cute can work on Clown (Mr. Puddles), then it can work on anyone.

    I couldn't add anything to your comment, you kinda nailed it. I myself sometimes roll my eyes at some of the overtly skimpy outfits in other games, but DBD in contrast is very safe. I myself am also more of a cutesy outfits guy, but while you shouldn't overdo it with cute outfits, or the game will start to look like Fortnight, a couple more probably won't hurt, especially if its kinda in character and not just some bait.

    I haven't seen that Mikaela outfit yet, but if your assessment is right, thats a sad waste of a good opportunity.

  • @SkeletonDance said:

    Bloodlust needs a rework like: Each time you break a pallet, breakable wall, damage gen or vault window you gain bloodlust I for 10-12 seconds and that's it, there is no point in having tier 2 and 3

    Huh, thats a strange take. Breaking a pallet or doing anything that advances your game as a killer specifically CHANCELS bloodlust. If you want to keep bloodlusting to the higher tiers, you HAVE to ring around the rosie without breaking the pallet that would open up said loop.

  • "Watch me, how I move and dumbfound the killer around this simple tree and how I jump this windows. Its called looping. The killer will think that I am cheating and maybe DC or sulk in a corner, but don't worry. This will take over the game, so say goodbye to sneaking :)"

  • Bloodlost 2 and 3 are there to make sure that no situation is 100% safe. In most cases it means throwing if the killer goes for a BL3, but if they want to, why do you get angry at this? Its also a kinda training wheels for the smollest of starter killers, who might never get a hit at certain survivors otherwise.

    But back to OP: you got all the answers you will ever need in this thread. A lot of people are just opposed to the idea that a killer should eventually get the survivors, to kinda put a hard limit on looping, regularly citing some outdated ideas that it was originally intended as a bandaid, so it should never be allowed to stay in the game beyond that time.

    But it turned out that BL is quite the good mechanic, and of all the other stuff in the game, camping, tunneling, bleeding out, etc. Bloodlust is probably the least problematic aspect by a long mile! But still, people will fight tooth and nail insisting that it should go away yesterday.

  • @Phenomenal_Ox said:

    I think the devs addressed fair amount of toxic behaviours from both sides as flashlight clacking and Mori canceling, but they need to do more imo for the exit gate t baging and the killer slugging the survivors and going back and forth on the ground.

    For umpth-time I will leave this perk suggestion here, as nothing has changed since the last (or first) time I posted this:

    New Perk: Just Leave (anti bully general perk)

    While killers are in a pretty good spot at the moment, toxic behaviour of the other side will always be a way to curb the excitement and fun of the game. Every killer beyond their 3rd game know the painful conondrum of waiting for the egc timer to fill up, or face the survivors waiting at the exit gate, twerking at you, giving you a light show and rubbing it in that you failed to hook and kill them. Nothing wrong with being happy that you made it out alive, but really, this gets old really quickly.

    So, please BHVR, realise this perk idea of mine and I promise you that it would be an instant hit and easily throw some meta perk out of the top10. I know for a fact that I would equip it in perk slot 1 of every single of my killers and never take it off.

    General Perk: Just Leave

    Effect: when lingering in the exit gates area for longer then 40/30/20s The Entity blocks the exit gates for that survivor, they become exposed and their aura shown to the killer for 6/7/8s. The block and exposed status effect persist till the survivor moved away 40m from the exit gates. Survivors leaving before their timer has filled up gain a +5k BP score event "Awesome person!"

  • I have had this moments a couple of times, where I was just killing it and was dominating, and literally mid-lunge and a couple of frames away of connecting with a survivor and then I get disconnected and punted out of the game. It COULD be a coincidence, but I think its more likely that foul play way involved, but without any video proof that just a gut feeling.

    Same with all this survivors stepping up behind rocks or trees directly in front of you, where you were 100% sure that no one could have snuck in there, just being the hero of the day of coming for a perfect flashlight save. A coupld of this probably are just amazing game sense, but it happens so often and sometimes 3 times a match with the exact same survivor, that I suspect a lot of these are some teleporting save hacks.

  • Many killers feel that hooking has become basically a way for the survivors to pressure the killer, with how many systems have been implemented to make hooking saver: picking up itself is extremely risky, with how strong Background Player Flashbangs are, and there isn't always a wall to look at while picking up, so strange and unexpected flashlight saves can rop the killer of any pressure when picking up.

    The increased hook timer and anti-face-camp mechanics reward survivors to sit on gens and STILL get ample time to go for the rescue, its no longer a choice, most of the time they can have their cake and eat it, too.

    I tried slugging builds for an evening a couple of weeks back, and if felt so much more effective then picking survivors up, slowly walk to a hook and then back into the match. Leaving them slugged for 4min only take a little bit longer then having them on hook and sacrificed, but you get at least a minute longer of your own playtime thats not spend traversing to hooks and trying not to get blinded on the way.

    I stopped doing it, but from an efficiency standpoint I can see the appeal: hooking became way too save that it more feels like a mechanic from the survivors to pressure the killer and the killer is kinda trapped between a rock and a hard place. The first 3 gens fly so fast these days and with regular gameplay the survivors will only have 2 gens to finish when all you got is one hook … by playing nice you can't get anywhere at this point, and even tunneling would only lead to one kill max.

    Yeah, it is kinda a skill issue at this point, because in todays meta the killer has to constantly switch targets and shoosh survivors off gens, but thats also very draining on the killers side.

  • @SoGo said:

    I’ll say remove her completely, give people who bought her a refund, rework her from the ground up (upgraded or a completely new power, fixed lore and tonally consistent cosmetics) and re-release her into the game.

    Might as well do it instead of creating this fiasco.

    Skull Merchant could be the first contemporary killer whom we see falling to The Entety and giving in to the despair, their soul being chipped away too much. There is an in-world way of handling this, but of course, no one wants to see this through, so she will not be officially retired, just be disappearing out of 99/100 games.

  • @NerfDHalready said:

    tons of survivors "protested" by killing on hook and artificially raising the kill rate

    apparently people not liking something they have to play against to the point they refuse to doesn't mean anything to you (or other people alike). kill rates being inflated by suicides doesn't make the killer any healthier.

    @[Deleted User] said:

    The victim complex in some of these posts is wild. You know what would be a really good business practice? Releasing a product in a live service that players have to interact with, and leaving it in the game untouched even though all the data suggests it's wildly unpopular and disliked. There is not some grand conspiracy among hundreds of thousands of players to have a killer nerfed.

    What makes more sense:

    A: Skull Merchant was wildly unpopular for several (obvious and well-documented) reasons

    Or

    B: Survivors across all platforms and regions conspired to disconnect against this character in a show of solidarity (you know, coordinated solo queue strats), and BHVR employees (the same ones who release constantly buggy patches) successfully conspired to favor the survivor role, the same survivor role which does not even escape 50% of the time in any MMR bracket.

    Survivors can't even coordinate doing a gen, but we think there's a massive successful conspiracy to have a killer nerfed?

    Yeah, you are both right, I guess. But it still stands that this is not a good way of how this whole fiasco was resolved. If something proves to be too hard or unpopular, survivors can easily koop out instead of getting better and adapting, and maybe this even gets the thing nerved.

    There are other killers that have a very high drop-out rate of survivors, I am sure you have noticed this against Legion (many hate the way they are constantly stabbed and need to mend, apparently with little counterplay) or Plague (healing is just taken out of the game in matches against her, potentially invalidating a survivors entire build) and to a lesser extend Clown, though it got much better since his bottles don't mess up survivors visuals anymore.

    I would hate any of this killers to somehow get caught up in a massive "exit by hook" movement, too, even though I am not overly concerned that such a thing could be orchestrated by outside forces, but it could still happen that enough survivors decide "Ah another Plague … NEXT." and then she gets nerfed because of that.

  • Artistically, this looks great … gameplay wise …. ehhhhh :D

    I have played a lot of Chucky in this mode and its quite fun. Just entering hideyho at random and have survivors jump at food steps leads to some unexpected generator blow ups, and the smol size can really shine without a red stain and in the dark. But I can count on one hand how often I used the charge attack in the pitch black ^_-

    Hmm … using Legion seems to be a bit strong, I think they should be switched off for this mode, just like Freddy, because they are just not fit for it.

    When playing Killer, I embraced the silly nature of this mode. Its a bit paradoxically: gens can fly so fast that you basically have to push the advantage and get one player out pronto. But once that is done, I try to go for maximum hooks and usually let the last players go.

  • I have seen a certain uptick in the usa of DH lately and my old habit kicked in and I just asume everyone has it and I let them waste so many DH when they must have been sure I would swing now. Pallets are still often lose/lose situations if the survivor in question has DH, you can predict it all you want, the window to land your strike between the ending of DH and the survivor regaining control of their character and slamming down that pallet is just too small to reliably hit sirvuvors.

  • I had a couple of games these last month, where I as a 3k player (mostly killer, but passable as survivor) was paired with 25h and 30h and 60h killers, that played the way. I could have run circles around them, if I wanted and some of the other survivors surely did, once thes smelled weakness. Thats the thing I hate the most about this community: this shamelessly dunking down on and hitting them when they are down mentality that so often creeps up once they found a victim weaker as they are, be it this kinda survivors who show off how "cool" they are or a Wraith lording over the 100h Kate while bingbonging for 4 min.

  • @MaddieMage said:

    The last three days, 80 percent of the killers I’ve faced have been running full aura builds for 3 perks and then Iron Maiden. I don’t know if a streamer or popular player has pushed it but it’s literally 4 out of every 5 killers I’ve gotten suddenly running this. Getting in lockers is supposed to the the other counter to aura reading but with Iron Maiden it’s completely nullified. Distortion is the only perk survivors have to counter full aura builds. Nerfing that is gonna cause a huge problem and I’m waiting for the backlash to it.

    Running four aura reading perks is the only way how you can push through Distortion right now, without that it regenerates so fast that any aura reading perk is dead meat in your loadout. Its part of the ongoing meta evolution. But in the end of the day, a successful aura reading is JUST info. Info that can get you killed, for sure, but aura reading doesn't help the killer to actually get any downs (if you rule out edge cases like Pyramid Head getting a cheeky hit through a wall because they literally saw you).

    One common counter to aura reading is using Object of Obsession: if the killer sees you, you also see the killer, and it trivialised looping when the killer thought they got to one-up you.

  • @drsoontm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793074#Comment_3793074

    Spies is a great perk. It has often allowed me to find a survivor hiding behind a rock where no aura reading perk would have got any value (and in a direction I wasn't looking at).

    I find it particularly useful on my M1 killers.

    Spies is my comfort crutch perk. I am so used to it that I feel like blindly stumbling around without it.

  • @GonnaBlameTheMovies said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793074#Comment_3793074

    This is very good advice - OP, listen to this guy. Run perks that seem offbeat. Try to pair them with YOUR weaknesses or what Survs like to run to counter that, and also try to pair them for your Killer. Perks like Spies, Fire Up, Thrilling Tremors, even stuff like Nemesis or THWACK! all have their niche and uses. Don't let someone tell you a perk is trash or not viable. Do what works for you.

    People have a tendency call anything trash hat doesn't give 90% value each game. Yeah, a meta is meta for a reason, because it givesyou the most bang for your bucks, but much outside of the meta can be made to work.

    Killer builds tend to be a bit more varied then survivor builds, but even there is much more options if you are willing to look beyond your comfort zone.

    A lot of survivors seem to be of the mind that a perk, that doesn't give consistent value, is utter trash, but don't let that deterre you to try something out.

  • @BrightWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794134#Comment_3794134

    Bro, I was 4 man slugged by a Hag at 3 gens last night for a full four minutes. No one, not even the Hag got that many BP that match. Sure they got their adept, but it was the most boring gameplay I have ever participated in.

    Sure I may be "coping" but being slugged for four minutes straight is just very boring gameplay, I play this game to have fun, not stare at the ground while the killer humps my body for being a streamer.

    Yeah, that sucks, but honestly, how often do killers slug all four survivors for the bleedout? Maybe if they were the bulliest of the bully squads, but outside this, its sure pretty rare.

    Just out of context, muse about this (as it is a bit whataboutism, I give you that): how often do you experience killers leaving everyone slugged for the whole 4 min? In the same vein, 85% of survivor groups, be they SWFs or randoms, have at least one survivor who will happily waste the killers time till the very last second, just for the off-chance that they might show off their twerking skills and awesome lightshow.

    This constant nagging might eventually get to some killers and break them. I have occasionally done so myself, but besides the most outrageous of bullies, I always felt bad afterwards and repented.

  • @ReverseVelocity said:

    You're basically suggesting that the perk be rebuffed to 25% when it was overperforming in that state, and allow it to be used for tunnelling again. You can tunnel someone off a hook, and either wait 30 seconds or hook them on a different Scourge Hook, and keep regressing gens by up to 25% at a time.

    This just isn't a good idea in anyway, especially considering that Pain Resonance is genuinely the last perk in the game that needs a buff.

    I want more consistency, in essence he perks max. impact stays the same as it is now, but the instances were you could waste an entire activation of the perk without any benefit from it would be avoided. Right now the perk does a maximum of 100% regression with 0-25% per activation and one activation per unique survivor.

    My dream version of this perk would have a pool of 100% maximum regression, with no lost percentages at an unfavorable hook, but with the caveat that you loose all remaining regression token when you tunnel a survivor. I bet the anti tunneling aspect of my idea could be fine tuned, but

    I think that this is exactly what the game needs: an incentive not to tunnel, while not making the killer throw the game in the process. But most people are too shortsighted to see the big picture and only hear "a net buff to that perk? Nuuuuu!"

    Like when people complained that they ended up with their DH wasted on the ground, before the server updated the hit validation. That was also a net-buff, but it also made the perk fairer for the user and increased its consistency.

  • Fufufu ... nooooo, I haven't completed them aaaall. Tome 5 is missing one challenge, so that I can perpetually spawn cancerous Cankers whenever I feel like it (and usually after all survivor challenges are done I permanently equip it.

  • @ShadyC said:

    You spend 30 seconds doing nothing in order to acquire charges that give you 20 seconds of progress.

    The purpose of this perk is to store charges on a safe generator, and then dump them on a dangerous generator / break up a 3 gen.

    You do not… activate the perk… build it to 20 stacks… and then insta-dump those stacks on the same generator.

    THAT IS NOT HOW MATH WORKS.

    The amount of times I see people do this makes me lose hope for humanity.

    I am usually quite happy to see survivors using it in this way … or better yet: getting the dumb on them and letting those charges evaporate into the void.

  • It is used a lot, but only because there is no real competition. And it really can be extremely frustrating when one of your only 4 hooks gets completely wasted.

    I honestly think that with my ideas implemented, the perk would be much healthier all around. This is the kind of carrot that we always talk about, but no one wants to give any thought about. Instead its always the stick, the stick, the stick.

  • @Valimure said:

    What you're proposing would be a max possible 200% regression. That's an extra 2 gens survivors would need to complete and way too much of a buff simply to counter tunneling.

    Honestly if you wanted to play it like this it would need to be 10% regression per hook to bring it in line with what it currently is. Still does what you want, but wouldn't be quite nearly as busted.

    Huh?`I don't follow your train of thoughts. I am not proposing this 100 regression tokens on top, I meant that the whole perk gave a maximum of 100% regression, but if there was no gen to regress, it wouldn't consume tokens. And on the plus side it would stop working once a survivor died. I honestly don't know how you arrived at this 200% extra regression.

  • @ReverseVelocity said:

    It's not really an easy thing to implement as a basekit solution if you think about it. When you take into account the difference in power between the S tiers and someone like Ghostface or Trapper, then it becomes very hard to manufacture a solution that is good enough for the low tiers while not being insanely busted for the high tiers.

    It's why they scrapped the whole "early game collapse" thing. They couldn't find a fun and elegant solution for it.

    It would. Just give killer 15s Corupt Interverntion basekit. This would solve survivors jumping on a gen the second the game starts and give the killer a little bit of early game orientation, without being overtly restrictive for the survivors. But that 15s could make or brake the game.

    Also: don't start the killer smack in the middle of the map, thats just unfair. Let them start on the edge, so that an experienced killer can at least have a very good guess where one survivor might have spawned. But being in the middle its just a coin toss and there have been instances where I chose wrong and 3 gens popped without any opposition, because I just wasn't there.

    As a sidenote: always spawn survivors together, instead of on separate gens. This way they must either spread out and find gens, or complete that one gen together fast, but leaving the other gens alone.

    Any or all of this changes aren't that big, but help a bit to aleviate the pain of losing 3 gens in the first chase, which is the number one reason a killer might decide to hardcore tunnel. Some killers just wanna tunnel, but I actally don't, I want fun games that last longer then 7min. And in todays day and age that usually means to tunnel someone out asap, because I jsut don't have the luxury of time as 3 years ago.

  • @CLHL said:

    The vast majority of tunnelers radically change their way of playing as soon as they believe that the match is already lost for them. They will switch to the “At least I'll take this one” mentality. Obviously, the fact that two or three gens can be finished in the first chase does not help. It doesn't matter if the game then slows down and the killer manages to turn the situation around, the key to why he plays the way he does is the gen completion. There are even a ton fo killer who play "normal" for the whole match but suddenly decide to triple tunnel someone. The faster the game progresses and the more overwhelmed the killer feels, the more he will tunnel.

    This is one of the best in-depts and concise take on the whole problem. Bravo.

  • @Langweilig said:

    I only want the dash back. It would be fine on todays maps.

    God, no! That was the absolute worst part of if, and the other part was god-aweful, too. Don't do anything about this perk, it still is used a lot and many survivors still get so much millage out of it. A single use of it can cost the killer the game, we don't need the dashing part back. This alon was a big part of why playing killer felt so aweful back in pre-6.1

  • I Report this kinda players all the time, they are not fast, but eventually you will get a message that told you that one of your tickets had some kind of effect. But because of privacy they won't tell you which one exactly, which is fine.

  • @adam1233467 said:

    If wasn’t an exploit then why it got removed?

    whatever you might think of the whole situation, this is always the laziest copout.

  • Some here, the game takes pretty long to start up and during the first couple of minutes I am plaguedby slowdowns and lags and even the character models oy load in slowly and sluggishly.

    After I wait for a while in the menues or after the first match it gets better, but it's still a slog and 100% started after the Castle Castlevania update. At first I thought that I had too many taps open (always true for me), but that wasn't the problem.

  • I once had a rather rage-quitty mindset, I was super angry at that time and took everything way too personal and when I got no chance of winning or at least gain some foothold, I would DC, just to stick it to then survivors. Earned me a 2h forced break once, and since then I stuck to only occasional happenstances, when faced with pure bully squads. Usually Never saw anything higher then a 5min penalty, I think I gotc the 15min once, but I learned my lesson and being this petty serves no issue and usually just shows the other side that they got you and you will just make a fool out of yourself.

    Going AFK would be the better alternative: you got out of the match reasonably fast, the survivors get a chance to do their challenges, unless they are chase related, and the bullies got no one to bully. But the best alternative is to just play he game out, you might actually learn a new trick or two and get better, even though you have no chance of 'winning'

  • @BrightWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793623#Comment_3793623

    It kind of is, its a form of rescue denial.

    It's better known as a fishing strategy most often employed by stealth killers, in where they set a "lure," (a slugged or hooked survivor), then will hide nearby but within LoS and easy walking distance and go for an "easy" trade (if mistimed) or a second down. While technically, not official camping, it is still a PITA to deal with, because unless you're in a SWF or have coordinated SoloQ teammates, it results in a super cheap 4K for the killer.

    LMAO are we now calling slugging camping via rescue denial? Now I have officially seen everything. No, for real, I know that you are just one voice in the crowd, but this is one of the biggest copes I have ever seen, and its idle talk like this that robs all buzzwords of any kind of substance, because they are used so much out of context, that they lose all validity .

  • For those interested, today I streamed after a long hiatus (though without me talking … I talked the entire time, but I wasn't recording, obviously … I need to figur that out till next time :P).

    I was playing a lot of Legion, because the current tome page got this "Irridescend Chaser emblem" challenge, and I figured that Legion would be good at this, but ugh, they are so weak against decent survivors. Grandted, I haven't played Legion in quite a while, but it was not pretty.

    https://www.twitch.tv/videos/2244093727

    The first match I actually didn't do too many things wrong, but boy oh boy had this main building some nutty RNG! Never seen anything like it, so I got royaly confused. If that Belmond hadn't given up, I would have been laughed out of the match, and even so the survivor at the end wasted as much as my time as possible by crawling into their precious comp corner. I ate a lot of pallets this match, but really, with Legion I don't know what I could have done better. It didn't help that the Claudette outplayed me two times and the main buildings layout just confused me time and time again.

    Match two was in RPD and think I did really well. I tried to go for opportunities, broke chases immediately when I could see that they lead nowhere and got this massive outplay in the middle. And STILL the survivors got a massive win in this one. At the end I fumbled a bit, because I thought that the exit gates were already open. I think that if I had shot down that Mikaela I might have turned things around, but alas, it is what it is. The smack talk afterwards was quite interesting, though, because I played Legion and Weave Attunement, I didn't deserve a single ounce of empathy and was a Weave Rat. That was a new one :D

    Match three I hard tunneled one survivor out at 5 gens, and still couldn't get a 4K. I slugged one survivor for one round on the gens, but then eventually hooked them when they were picked up and I couldn't find their compagnion.

    After that it was payback time and I switched over to my main Pyramid Head and went to town. "Overconfidence is a slow and insidious killer" and I was indeed a bit overconfident at my down at 58min, and haha, that flashlight save at 58:22 was NUTS, but well deserved, especially since I left myself so open. But I never expected any foul play in that tunnel. In the same vein the teleporter right on front of my at 59:16 was pure comedy.

    At match 5 on Ormond I had the challenge to kill my Obsession and Dwight was quite salty about getting killed at 0 gens remaining, oh well. But it was a mostly enjoyable match, even though it ended with a draw.

    Match 6 got me my second Obsession kill (with another rage DC) and the twitcher I was against wasn't half bad, and even though I was a bit angry at her Ada friend for all her sneaky tactics, they weren't actually be doing anything bad. I showed mercy to the Alucard player who seemed rather new, at one point I nearly tunneled him out, but luckily he got away <3

    Match 7 was me trying the Trickster master challenge, and boy am I bad with Trickster. But really, after his PTB he really isn't a lot of fun to play. This match was just one plate of dirt after the next for me, mostly because I was trying to power up my Main Event and get downs with it. And somehow I barely made it! But it definitely wasn't earned. Oh well … I will never play Trickster again in the foreseeable future.

    Match 8 was then Dracula, because I managed to P6 him and I wanted to see his full bloody outfit. That was a surprisingly fun game, the best I had in a long time, actually, because it felt like 2021 again, the one I mentioned in the post above, with gens popping one after another with a chase of delay between them, instead of just popping after the first chase. But dang, Hellfire is useless on most loops, and the Wolf feels as much a detriment to Dracula then to the survivors. Ugh, he is so unwieldy. I really love Draculas design and chase music, but I guess he is just too clunky and will disappear from the publics eye soon.

  • @GonnaBlameTheMovies said:

    Not controversial, is true, look how much tunnelling has increased since these perks were nerfed.

    But I think the real issue is, early game is just SO weak for Killer. So so weak. If we fix Killer early game, we fix lots of need for tunnelling too. Tunnelling is almost always a desperation move.

    This is so true! I just had the most fun game in ages today. It was in Dead Dog Saloon and I don't know what happened, but the survivors weren't extremely efficient and it felt like a game from three years ago. I found a survivor immediately, but the chase was quite intense, with two or three pallets just a couple of frames too early to get the down. But when I hooked that first survivor, only one gen popped.

    I then got into a coupld more chases, hooked basically every survivor, and the gens were just poppeng here and there. In the end I killed off one survivor at when the last gen popped, one escaped immediately and from the last two I managed to down one while I chased the last one off. It was a draw by all accounts, but it felt like so much win.

    Usually I shift gears when 3 gens are done, or 2 gens and one gen I pass by is already progressed so far that I can't feasably hold it. But this game today, that felt like something from 2021, when I started.

  • Before, Killers could win by not tunneling, so some did, some didn't. Those survivors who did some real research into the matter mostly reported something like a 1:10 ratio, ie one hardcore tunneling killer per 10 games. Sometimes a killer would start tunneling strategically at 1 gen remaining, but thats not what we are talking about here.

    And nowadays things seem to have shifted rather dramatically. A much higher percentage of killers now feels the need to tunnel, in order to create the foothold they need for the game to not spiral out of their control. These days gen repair speeds are just out of control and very often the game is decided in the first 30s: did the killer by chance chose the god looper and don't realise immediately? Lose. Did the killer by chance chose the weak link and downed them in a timely fashion? Now the ball is still in the field, only 2-3 gens lost, but they couldn't have started 4 and 5…

    The killer can't possibly be going after 3 different survivors and hook them as the chips fall, they must chose 2 and stick to them, or more often then not, keep an eye on the rescue of that one hooked survivor, stying close, but not too far that they can't patrol gens, because the 70s hook timer gives the other survivors all the time in the fog they need to finsih their gens and still come to the rescue of their mate.

    The killer is quite literally stuck between a rock and a hard place from second one of the match. The only option to getting a breather is to kill one survivor asap and turn in 3 v 1, everything else is a fools errant.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793439#Comment_3793439

    A lot of things in gaming are the result of unintended mechanics and ideas; some can make a game better, some can make a game worse, but it's really subjective, but the idea that "it's unintended and if you happen to stumble across it you are suddenly a bad person" is beyond stupid.

    While we can voice our opinions for or against the Hug-Tech, the only opinion that matters is the developers', since they get the final say.

    "Looping was never intended. Please fix this exploit!!11"

  • @totallynotamegmain said:

    ahem

    📢 THIS WAS NOT A TECH THIS WAS A BUG 📢

    Yet is was the only thing that made wolf form somewhat viable and skillful. Dumbing things down like this will just lead to the disappearance of Dracula.

  • I can't remember exactly when I faced him the last time, must have been 4 or 5 days. I only see him when I give him another try, but that's a max. of two, maybe three times, then I am too frustrated by the clunkyness and the bullying because survivors finally got a new killer that they don't need to be afraid off.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793057#Comment_3793057

    they successfully designed a killer where killer player complains about killer being too weak and survivor complains about playing vs him. 10/10. Bvhr.

    I can see where you are coming from … but damn, he feels so sluggish and clunky..

    @Sepex said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793057#Comment_3793057

    This is true and yet I see so many struggle against him.

    I know. This is the biggest enigma and mystery of them all.

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