Alionis
Alionis
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I played against a Freddy yesterday and I am 100% certain that if one of the other survivors hadn't lit CoH midway through the game, it would have ended in a loss for us (2-3 kills). But instead of losing the game, we won it (4 escapes).
Without CoH, we wouldn't have been able to heal up in time to body-block Freddy at the gate or even make it to the gate in time, as there were only 5 seconds left on the EGC timer.
So, sorry, but even with the nerf to healing speeds, CoH remains a game-changer. The nerf did nothing to address what makes it so powerful.
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Prestiging hasn't been a measure of skill in a while as it's so easy to do nowadays, so I don't see the point in knowing about it.
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@Marihel said:
You said you chased the unhooked person for 20 seconds to counter BT, but also that your grab got cancelled into a hit on who was trying to save. So why didn't you just down the person who saved and forced the guy with DS out?
They were shielded by a third survivor that was around. I had the choice between hitting Dwight once or hitting two other survivors a combined 3 times to get another down: with all of them running towards the open gate.
It's easy to look at this stuff in hindsight, but in the moment, I went for the first option.
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Alright, I've gone through all the replies since I went off for the night.
From what I gather, almost half of you guys tell me that everything is my fault and I should never go for the unhooked person. Them potentially having DS gives them a free card I have to respect, otherwise I get punished. Fair play doesn't matter.
The other almost half of you tell me to play scummy, that I shouldn't spread out hooks and tunnel DS out of the game quickly, ideally using a meta killer.
The rest agree that it's unfair, but that nothing can be done about it.
I'll leave it at this. I think it's honestly sad that restricting yourself to 2 killers and playing them sweaty seems to be the most common solution, and an accepted one at that. That's not how the game should be.
Thank you guys for the input. Just because I don't agree with most of your solutions, doesn't mean it wasn't appreciated. Another player in a similar situation might read them see them as something that will work for them. I'm just not that person.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2788482#Comment_2788482
Killer playing how survivors want them to play, which is being nice and not tunneling and camping, only to have it back fire on them because playing nice allowed those perks to take effect in endgame, is BS. Killers can't win with survivors no matter how they play. If they play by the Survivor Rule Book for Killers, they lose and get taunted at the exit gates and in chat, if they tunnel and camp to counter those perks, they get insulted.
As I said, if he tunneled the Dwight earlier in the match, he wouldn't have had to deal with DS in end game.
Exactly. I played nice and didn't tunnel and got punished for it in the endgame.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2788485#Comment_2788485
I did read, Dwight didn't unhook himself. So that means there was at least a second person. If there was only a second person then you got out played. Otherwise if there were multiple people trying to rescue it was a coordinated effort.
I went for a grab and got hit-cancelled, is that my fault too now, or what?
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2788476#Comment_2788476
You literally made a post asking how to counter 3 "second chance" perks and then asked, and I quote: "What should I have done here?"
Whether you like my answer or not, I answered your question. BT and DS would have been countered by attacking the person who did the unhooking instead of the person who got unhooked. From there, maybe they had dead hard but that perk is easy to bait out. The simple but hard truth is that you were so focused on going after the one person you wanted, that you didn't consider they had an anti-tunnel perk equipped.
I mean if you're just looking for confirmation bias and a bunch of fellow killer mains to say "you can't counter. all survivor perks OP. everything is against us" then you can just say that from the start and I'll keep my opinion to myself, but you asked a question and I gave you a straight answer
I'm not looking for an echo chamber. I'm looking for a reliable answer to my problem. You did give me an answer, but as far as I'm concerned, your answer is not the solution I'm looking for.
I did exactly what killers have been told to do in such situations for years: wait out borrowed time, bait out dead hard. The survivor screwed up twice, but instead of being allowed to capitalize on those mistakes, I was denied any progress to my objective because of yet another perk that fixes survivor mistakes.
I could have gone for someone else yes, but as I said before, that's giving them a free pass because they equipped a specific perk. That's not a solution to me and never will be. If you disagree with that, that's fine, we're both entitled to our respective opinions.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2788474#Comment_2788474
End game is not bs. Each side bring perks to help with their weaknesses. OP is whining because they coordinated a rescue.
Look, if you're going to join in, at least make the basic effort of reading the original post. They didn't coordinate #########, that was all Dwight by himself.
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@foxsansbox said:
It is possible to commit no mistakes and still lose. It happens in all walks of life. According to the meta, the Dwight earned that win. Right now that's just the way it is.
And people still wonder why killers don't want to play anymore.
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@OpenX said:
Ignore the majority of the killers in here. Anyone who says you cannot counter those perks is a baby killer and has no idea what they are talking about and their opinion is invalid.
Your first step to countering them begins at the killer selection screen. The survivor meta is far beyond the majority of the killer roster at this point, so leave playing the weaker characters to the chumps. SBMM doesn't allow for it anymore unless you like getting dumped on by perks instead of skill.
Second, anyone with a 1 shot can counter all three of those perks. BT/DS are useless if the survivors cannot make the unhook. Dead hard doesn't work on an instadown. Any 1 shot killer is a god tier camper and can easily secure kills without having to deal with the second chance chain so they are instantly at the top of the meta.
Third, there are a handful of characters strong enough to just plow through all the second chance perks. As Nurse and Blight I will eat DS for breakfast, lunch, and dinner and usually don't hesitate for a second to pick up a recently hooked survivor.
Fourth, there is a character called Pyramid Head in the game. He is the ultimate tunneling machine and farming people coming out of the cages brings the salt like no other since you can get multiple hooks in a row with impunity.
Fifth, there are some quite cheesy builds you can run that negate the meta. It's too many to list but they are out there.
I appreciate the feedback, but that isn't a solution to me, that's a bandaid for a problem that shouldn't exist. I own all killers, I don't feel like restricting myself to just Nurse or Blight because the meta is broken.
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@RakimSockem said:
I know it's real easy to blame perks when the situation was clearly just played wrong. In the time you spent waiting out BT, you could have easily hit and downed someone else
Look, your argument boils down to ignoring survivors because they either have or might have second chance perks. That is not a solution. DS got all of its deactivation condition precisely because the devs didn't want it to be such a perk: "ignore me for 60 seconds or get stabbed"
Wouldacouldashoulda doesn't help me or anyone in this situation. In situation, there was zero counter to anything, because each counter was countered itself by yet another perk and I don't see why that should be my fault in any capacity.
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@Krimbar said:
It's called "second chance" for a reason, you're not supposed to "counter" these perks
Does that make them fair though? Because I keep hearing that argument, that they are fair, because they have counters. Obviously, in a scenario like mine, they do not, because there's always yet another second chance perk that will negate an unsuccessful use of the previous one.
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@fogdonkey said:
During endgame with multiple survivors still alive it can be very difficult against a well coordinated team.
Dead hard: bait it out, or get close, wait a bit and hit (not lunge)
During game: don't chase the unhooked guy: you counter BT and DS. If the unhooked guy wants a hit because of BT then hit them and continue chasing the unhooker. You counter DS and the unhooked survivor will have to spend 15 seconds mending.
Ok. Which part of my post did you not read? He screwed up the dead hard, I downed him and picked him up because of that. Then there was DS.
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@Pepsidot said:
When it comes to end game, a coordinated save with multiple survivors + BT is always difficult to stop. You can't counter or secure kills every time (... unless you're leather face).
But what you could've done here is hit the survivor unhooking and chase and downed them. That's what you should always try to do in this situation and rinse and repeat. You suggested you are far from the exit so that could've worked. In this situation you generally shouldn't go for the unhooked survivor precisely because of DS + BT.
I see. They have second chance perks, so I'm not allowed to kill them.
Sorry, but that is what it boils down to and that is not ok.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2783085#Comment_2783085
Trapper may be easy to understand the basic concepts of but to play him anywhere near okay-ish you need to have such an in-depth understanding of survivor pathing that I wouldn't say easy.
After all, the devs themselves say "the amount of time and effort that is required to properly learn to play him and use his Power effectively".
That is not what the devs say. What you quoted there is from the wiki, that is the wiki's interpretation of what the difficulties most likely mean based on comments the devs made when they introduced that stuff.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2782631#Comment_2782631
Lets take key & hatch, Anti-Haemorrhagic Syringe nerfs back then? They are pink and they should be strong. Otherwise that's a waste of bloodpoints.
I disagree with you. Yeah, Irri add-ons should be strong but they should not be on broken statu. MDR is not gives any chance to survivor, it is lose or lose game.
Alchemist is purple btw.
You can have old hatch back, sure thing, because it did have a counter, which still exists. You slug the second-to-last survivor and go hunt the last one down. Slugging for 4k is still a thing and it works. It doesn't help you to know where the hatch is if you're still not gonna get it.
The syringe may not have had a counter, but it wasn't a game changer, it usually just extended a chase, which is part of the game. Whether you heal instantly or in 16 seconds shouldn't matter to a good looper, the resulting effect is then the same.
As with keys, you're just shooting yourself in the foot here. Keys actually had zero counter. If Survivors had one and found the hatch, it was game-over, there was literally nothing you could do to prevent their escape at that point. You can play around MDR, you can play around Alchemist Ring, but you couldn't play around keys, at least not the ones found mid-trial in a chest. As far as I am concerned, and you should be too, if you were honest with yourself, those examples are not comparable.
And so what about Alchemist Ring being very rare? It's the fourth out of five tiers of add-ons, those should be strong too.
My opinion is not that ultra rares or very rares should be strong to the point of being either uncounterable or broken, otherwise they are wasted bloodpoints, so don't imply that that is my belief. Neither MDR nor AC are uncounterable nor broken, which is why I think they are fine to exist in DbD and so would have the old hatch, for example.
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The only survivors having an issue with current DS are precisely the ones that got it nerfed to that point by constantly abusing it as a "I'm immune to anything you do for the next minute, suck it, killer!" instead of as the intended anti-tunnel perk.
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Regarding numbers 5 and 4: god forbid killers occasionally have some good stuff amongst all the bad add-ons no one wants to use. Especially your complaint about MDR "you have not so much against this", what says that you should have other than survivor entitlement? It's an iridescent add-on, it should be strong. You not having much to counter it, is a good thing, otherwise that's a waste of bloodpoints.
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@Kaioken99 said:
https://forum.deadbydaylight.com/en/discussion/comment/2777028#Comment_2777028
Back when the game released, Self-Care would heal you at 80% of the regular heal speed. If that was never changed, that would be the norm for self-healing without a medkit.
If that is intended for self healing, then it should say so because to my knowledge, a self-healing penalty was just a Self-Care thing.
The devs specifically adding a line of code to CoH that says it has a self-healing penalty of 50% would indicate to me that that is the standard they use for self-healing without a medkit.
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@Kaioken99 said:
https://forum.deadbydaylight.com/en/discussion/comment/2773062#Comment_2773062
It could simply be survivors can heal themselves without a medkit and it’d be great. The way it’s worded implies that self-healing inherently has a 50% penalty when that penalty is exclusive to Self-Care.
In your opinion, should CoH be simply a free medkit for all survivors, or be a buff to all healing speeds and a free medkit to all survivors?
But that is the case. If you look at CoH's code, which dataminers have done, it has a programmed self-healing penalty of 50%, just like SC.
I interpret this to mean that any self-healing not done with a med-kit is always going to have a penalty.
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@Kaioken99 said:
https://forum.deadbydaylight.com/en/discussion/comment/2771303#Comment_2771303
Thanks for the math. It's weird that CoH has a penalty to self-healing without saying it. It kind of implies that all self-healing actions have an inherent 50% penalty when that's only exclusive to Self-Care healing.
Maybe that's just my take on it, but it makes sense to me that all instances of you healing yourself without a med-kit are slower than with one. I somehow never questioned that CoH would work the exact same in that regard as does Self-Care.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/2765568#Comment_2765568
I think a fair nerf to Bubba would be, once you use your chainsaw, add a cooldown of 20 seconds before Bubba can revv it up again.
What a great idea, even more arbitrary cooldowns are the best.
/s
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@ays12151 said:
Lol? They must change description 1 week ago or something like that. I copied description like on wiki.
But now Cannibal's successful Chainsaw Attack doesn't have 2.00 seconds cooldown I think (it's like 3-3.5s or something like that, and sometimes this cooldown is different, sometimes shorter, sometimes longer. I'm bubba main and I feel it)
My opinion remains the same. Successful Chainsaw Attack Cooldown is bugged.
Btw on Wiki is still a lot of mistakes about bubba, but I remember cooldown before bug and it could be 1.5-2s (but not 3-3,5)
Assuming you are the guy who made the request on the wiki to change carburetor tuning guide and depth gauge rake, the wiki admin has already replied to you. No mistakes found, it seems.
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@TruffleTurtle said:
https://us.v-cdn.net/6030815/uploads/74XXV8HRRE7C/screenshot-20220110-174958-chrome.jpg
Rekindled totems are not counted
They are counted, but that was probably not intended design. The wiki's description of the perk is from before rekindled totems were a thing and they mention the interaction in the trivia section below what your screenshot shows.
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@ays12151 said:
Lol? They must change description 1 week ago or something like that. I copied description like on wiki.
But now Cannibal's successful Chainsaw Attack doesn't have 2.00 seconds cooldown I think (it's like 3-3.5s or something like that, and sometimes this cooldown is different, sometimes shorter, sometimes longer. I'm bubba main and I feel it)
My opinion remains the same. Successful Chainsaw Attack Cooldown is bugged.
Btw on Wiki is still a lot of mistakes about bubba, but I remember cooldown before bug and it could be 1.5-2s (but not 3-3,5)
I have no idea what could be wrong on cannibal's page at this point, but why don't you let the wiki know about all the stuff you think is wrong with that page? Go to the talk page for the cannibal's article and list that stuff, otherwise how are the people managing the wiki supposed to know about them?
I don't know why that thought apparently never occurs to anyone that has an issue with the wiki. Don't just keep it to yourself, that's not helping anyone. Let the people in charge know so that something can be done about it.
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Doesn't appear to be a bug, but rather two typos on the wiki (they've been corrected by now).
The successful hit actually has a cooldown of 2 seconds, not 1.5 seconds, and the part about cooldown durations increasing 1 second for each charge up to 4.5 seconds actually only applies to missed hits, not any others.
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It's like that with literally every 2-part dev update, yet people still don't believe us when we say that they should wait with the praise until after part 2 releases.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2728250#Comment_2728250
Aah they finally changed it.
Good, now i don't have to keep adding that
You know, it would be more helpful of you to inform the wiki people directly if something is outdated on there for a next occurrence, instead of just calling them liars in every post you make.
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A shock therapy hit fills the madness meter by half a tier and a static blast hit does so by a full tier. That's how it always works, there's nothing in the game that changes that behavior.
Madness only increases from successful shock attacks of either kind, there is no other way.
There is no delay to the madness-increase.
There is no cooldown to madness, each successful hit should increase it, no matter what.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2727334#Comment_2727334
Blessing a hex normally takes 28 seconds (wiki lies)
Thrill has a 50% speed penalty so kt doesn't add time to totems but slows survivors cleansing them down
Which means that blessing a hex with thrill at 5 stacks takes 56 seconds.
So yes thrill extremly discourages blessing hexes
The wiki also says 28 seconds. I think you should visit it first before saying stuff that isn't true.
This part has been unchanged for at least a month.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2726331#Comment_2726331
28 seconds.
Wiki and that one dev post say 24 but it's actually 28 seconds
The wiki also says 28 seconds. I think you should visit it first before saying stuff that isn't true.
This part has been unchanged for at least a month.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2719832#Comment_2719832
https://us.v-cdn.net/6030815/uploads/ALS758DP1TK5/screenshot-20211229-115219-chrome.jpg
Am i blind? The possibilty of me being blind isn't unlikely.
And yes it was on the terror radius page. Wiki has been redeemed somewhat
That looks like the mobile version, could be a caching issue:
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The last time the devs tried that we got the original BBQ that had fewer ways to counter the aura-reading. It was meant to incentivize the killer to leave the hooked survivor be and go chase someone else that they saw across the map.
Do you know what happened?
Survivors started complaining endlessly about the perk being unfair, overpowered, the lot. Eventually, BBQ got its nerfs and nowadays, it's just used for bloodpoints as there are so many ways now to hide the aura, that it's not really worth it anymore to leave the hook, you're not seeing anyone anyways half of the time.
There's a reason we can't have nice things in this game.
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@Sonzaishinai said:
45m if int3r4ct or entity education can be trusted and he usually can be.
Kinda sad i had to look it up through him instead of the wiki or ingame but here we are
@GoodBoyKaru said:
I want to say 40m, but the wiki is tragically unhelpful for this, and 40m and 45m are both very common numbers thrown around.
What are you guys on about? It's right on her page in the infobox and also on the terror radius page.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2719047#Comment_2719047
Thanks, which specific perks did I get wrong then?
I don't know, that's not the point I was trying to make. I was just trying to explain what the wiki had meant.
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You might have misunderstood the wiki, it's not that perks are completely removed while controling him, but that their active effects won't trigger on him. Perks that have passive effects or effects that are not tied to the killer directly will continue to work, since they those don't care whether you're controling him or Charlotte.
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Yes
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@Adjatha said:
The DbD wiki STILL does not have any measurement stats for RCPD. No area in square Tiles or m^2 for any of the floors. I don't know if the wiki folks can't figure out how to measure it, or just dislike it so much that they're not bothering going through the work to measure it out.
Someone had asked the wiki folks about the why. The guy who usually measures maps said that indoor maps are generally more difficult to measure as each of them follow their own rules in terms of spacing corridors and rooms. Unless there's a repeating floor tile or ceiling tile pattern, it's almost impossible to measure them accurately without needing dev tools. In case of RPD, they don't even know where or how to get started.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2697182#Comment_2697182
It’s not a free escape. A survivor is hitting a difficult skill check as a trade off from denying the killer a hook.
You honestly just called that difficult?
Once DS has the skill check sequence of yellow glyphs, you may call it difficult.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2693256#Comment_2693256
True. The wrong information about dead hard took years to change
You mean the 250% thing? Those numbers weren't actually wrong, the only thing that was was the interaction duration (1 second instead of the 0.5 seconds it actually is). All they "fixed" is that number.
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Not all days give bloodpoints, and if it's rift fragments, they're not shown in the home screen.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2693251#Comment_2693251
Aah so they finally updated it? Thats good
I guess so. There's generally so much stuff to update that it can take a while to get everything, especially when the devs' own promo-material has the wrong numbers.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2692681#Comment_2692681
https://forum.deadbydaylight.com/en/discussion/comment/2692904#Comment_2692904
It takes 28 seconds to bless a hex. The wiki is wrong.
Don't know if it was shadownerfed or is was always 28 seconds but that's the time it actually takes.
Double with thrill at full stacks
Is it possible that it's been a while since you actually checked the wiki? Cause it says 28 seconds on it, because it's a 50% speed penalty.
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@C3Tooth said:
You know a map is so big that the Wiki doesnt even dare to show the map size...
It's more likely to be an issue of figuring out the size in the first place. I remember people talking to the wiki admins when Hawkins was new, they said it took them many hours to figure out the map size as the usual reference marks they use for that do not exist on indoor maps, especially newer ones. RPD is much more complex than Hawkins and probably a nightmare to measure. I wouldn't want to be the one doing it.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2676815#Comment_2676815
To be fair, the wiki is not always correct and it is also not official. It has had its errors multiple times already.
If there are any errors, they are usually fixed relatively quickly, I'd like to see you try and keep thousands of individual wiki pages updated at all times. These days, the wiki also datamines all of their stuff, that includes the range of loud noise notifications.
Trying to discredit the wiki with a vague "it's had its errors multiple times" is a fallacy and dishonest.
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@Junylar said:
There is no range, it's map wide and has always been.
That's verifiably false for most loud noises, read the wiki on this one.
To OP: with the exception of the hook bubble one, they've always had a maximum range to them, it's not a new thing.
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/2668732#Comment_2668732
Me? In the wrong? There’s people who play both sides, only killer, and only survivor who also think she’s braindead. That’s just the truth. Some people can’t handle the truth. For you to say I’m in the wrong is your own opinion, but just know I’m not the only one who thinks she needs nerfs despite skill level being involved. 😊
As far as this thread is concerned, you are definitely the only one.
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/2668679#Comment_2668679
You say git gud but I’m most likely a better survivor than you. Lmao.
Ah, and here we go: no more actual arguments left (not that you had any), so you go for an ad hominem. Classic.
I stick to what I said earlier, there's no reason to nerf her and people need to learn how to play against her first. A PTB is not enough for that.
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/2668404#Comment_2668404
Because we did give it time and learned how to play against her? Which actually, you really can’t. But that’s literally the point of the PTB. She has no weakness. Tracking, possibly THE best anti-loop in the game, 115% movement speed, power that can go through walls and the entire map. She was a problem in the PTB and she’s still a problem now so…
Ah yes, the six days of a PTB that only a small part of the player base can access and even fewer people actually play matches in was certainly enough to reveal of her secrets. /s
She wasn't a problem on the PTB and is unlikely to be a problem in the live-build either. I'll repeat what I said earlier: git gud first.
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You make it sound like we just got Nurse 2.0
What happened to giving it some time playing against her and learning her weakness like you're supposed to do with every new killer that releases. This constant whining about wanting to nerf even moderately good killers instead of trying to git gud first is going on my nerves.


