Anti051
Anti051
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For me, the lose/lose situation at/near most pallets with Dead Hard kinda breaks the contest of the activity and ruins the fun, especially while playing M1 killers.
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@healsoflove718 said:
Speaking only from someone who plays in solo queue.
Hardly anyone runs deadhard in solo queue. And most killers wait it out. I use to run it ALL THE TIME until I started learning how to loop the killer better and just use my environment to my advantage. There are so many other great perks better than deadhard IMO.
Why don't killers just wait out the deadhard? It's a useless perk.
Because on some killers like Ghostface for example, you can only wait out DH in the open or at a short loop. On 50/50's and god loops, you have to win a mindgame to get the necessary distance + land a hit from maximum M1 range (which is quite easy to DH).
You mostly only hit seasoned loopers with M1 killers right before the pallet drop if you've won the mind game...DH will excuse you from losing the mindgame...when the mindgame is all the killer really has.
Imagine scoring a longshot hit in dodgeball and the guy just ignores it and keeps playing. Same energy.
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@LordSturm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341784#Comment_3341784
to even call Dead Hard's rework a nerf is debatable, it's still the best survivor perk, still extremely strong, still a 3rd health state, still has virtually no counterplay when combined with a pallet, etc.
but now you get a hit speedboost off of it lol, so it just has different situations where it excels, but most of them are the same as before, sometimes you even get better results than before.
True
It was a nerf for novice - intermediate.
It was a buff for expert - master.
Can only wait it out in the open, windows, and at the few short loops that exist (if ping isn't weird).
Every killer except nurse and blight is cautious because of how hard it can potentially screw you on momentum, all pausing forever before swinging, making the entire interaction look pretty stupid almost every time you catch up to an injured survivor.
When you're subject to them, higher mmr matches against M1 killers get absolutely carried by Dead Hard and it is 0 fun.
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@Peanits said:
I can confirm that as others have said, the stun time from the pallet is shorter than the time it takes to reset the pallet. Since the Killer can interrupt the pickup, there's nothing stopping them from breaking it.
Alternatively, they can sit there and wait for you to pick it up and then hit you before you can possibly drop it again. You might get a second stun, but you're guaranteed to get hit in the process.
Bud...Sincerely have to recommend that the ship get steered clear of too many more additions that make killer more unattractive to play than it currently is. Please pass it on to whom it may concern and may the force be with you
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Strategic slugging with knockout can create more time than anything.
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Most killers don't tunnel/camp because they want to, they do it because they have to. Make it so killers aren't so easily put into dire straights on time for chases and they might tunnel/camp less. This is the type of problem that gets fixed by addressing the causes of insanely fast completion (item/perk combos) and making tertiary adjustments like nerfing eruption and rebalancing other regression/progression related elements, not by punishing desperation tactics that developed under the conditions of fast completion in the first place.
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Pro's - Would make the bloodweb infinitely less annoying!
Con's - DH will feel even worse to go against because you experience more gameplay in one session...
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As a Ghostface main, I'm on hiatus from DbD primarily because of DH. Catching seasoned players with nothing but your skill at Em-Wun-Fu is already stupid-difficult without DH in the mix. I'm down to play a difficult match, but I'm not down for beating a player at the only thing I can beat them at (mindgaming) just to have them nullify any caliber of mindgame that I've pitched in exchange for a half second of timing.
With the amount of precision required to accurately judge distances and execute a successful mind game when you have literally nothing but M1, and when the majority of the time, you can only actually hit a seasoned looper at the very tip of a long lunge right before the pallet drop, that half a second of invincibility off DH is more than enough to insure that you get nothing even though you won at the core aspect of the looping game...And nothing is easier to DH than a lunge from max range.
Dead Hard pretty much governs this game, it is ever-present and it absolutely sucks. Until it's some other way, I'm not sure why anybody would want to waste their energy performing good M1 killer plays against good players just for it to not matter.
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@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338646#Comment_3338646
I mean there are things you can do if you aren't mindlessly follow a survivor.
Zoning them back to dead zones, mindgaming at weaker loops, faking to kick a pallet also works really well from time to time. Breaking of chase after a couple of pallets to create dead zones
There are certain maps that are really bad but people do exaggerate. It"s not impossible to get hits if you put the effort in
Sure, those are basic things. Scott Jund has great examples too on youtube, but it doesn't take anything away from the fact that against most M1 killers, there can be such an overabundance of pallets and strong tiles connecting to other strong tiles that it doesn't require much effort to get away. Couple it with the current perk/item combinations and more frequent coordination from the new hud, playing M1 killers has become nothing but pain.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338757#Comment_3338757
It's 20 seconds minimum. Not every survivor will be next to an exit gate. They also have to leave before they're safe, because even past the exit gate itself, you can still get downed and pulled back, done that plenty myself. There's loads of games that get 3 or 4 extra hooks after the gates are powered.
Play Ghostface or another M1 killer for awhile and count how many times the gate gets 99'd before there's anything you can do about it. The 20 second pull doesn't mean jack, so yes, I discount it when talking about the survivor objective.
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@Predated said:
"DH got buffed"
- distance is cut in 3 so you cant DH for distance to windows and pallets
- survivors that have deepwounds dont benefit from DH
- survivors get deepwounds from DH when before they did not
- time is reduced from 1 second to 0.5
What exactly got buffed here? Please? You never explained what the buff was.
Old DH would erase your hit box for the duration and give distance.
New DH is endurance on command, which allows the user to nullify virtually any caliber of mindgame in exchange for a half second of timing.
Both versions turn the killer experience into a form of electronic hell chamber where all kinds of mental effort can be exerted to defeat and finally catch the survivor just for it all to be dispelled through a single button press + a fraction of the effort.
I was a 6500+ hour killer player maining Ghostface, I was in the Top 10 in the world for the killer. I quit yesterday and until further notice because of DH, gen speeds and this stupid eruption meta.
Did DH get buffed? For high mmr, yes. For novice to intermediate, no.
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@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337394#Comment_3337394
Do you think they should run out? It is kinda a interresting question.
On one hand if a killer can just follow a survivor and get rid of all their resources before they can complete their objective doesn't sound good.
On the other hand, it wouldn't be a bad thing for survivors to have to be a bit more sparing with their resources either. Force them to utilise windows and stuff more
It's not much of a contest if you're just constantly able to get to another pallet or window with little to no danger in between while generators are completed faster than greased lightning in the background. Begs the question of how much power does the power role really have aside from the few viable killers of the roster? Atm you basically have to jump to desperation tactics after the first chase of the game because it's pretty likely you're going to have less than 2 gens remaining, 1 hook to show for it and a map still chock-full of resources if the survivors aren't complete novices, results can be worse if they're vets. Imo the overabundance of pallets artificially increases survivability against most of the killer roster...which strikes me as not the greatest way to have things set up
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338078#Comment_3338078
Higher skill matches tend to see 3 out of 5 gens done by the time the killer gets 1 hook out of 12. That's 60% of the objective done by the time the killer's got about 8.3% of theirs, at this point the killer is thinking something along the lines of "alright better make a difference pretty quick or I'm screwed with nothing but 2 or 3 hooks out of friggin 12."
It's not 60%, there's the exit gates too, and survivors slow down massively as the game progresses. This obsession with first chase is giving a really skewed perception of the game's balance and tipping point.
Yeah...3/5 done is, in fact, 60% generator completion.
Idk what level you're playing at, but 5 minute gens are definitely a reality. The 20 second gate pull is negligible and frankly, for some killers, indefensible unless you possess nwo and/or remember me + the rng puts the gates close together. There are times that items enable the completion of 4 gens (80%) before the killer gets a single hook. It's absolutely astonishing to me that this is the case and people are actually wondering why the behaviors of camping, tunneling and slugging are so common.
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Higher skill matches tend to see 3 out of 5 gens done by the time the killer gets 1 hook out of 12. That's 60% of the objective done by the time the killer's got about 8.3% of theirs, at this point the killer is thinking something along the lines of "alright better make a difference pretty quick or I'm screwed with nothing but 2 or 3 hooks out of friggin 12."
As this scenario begins happening more frequently, the killer gets conditioned to expect it and act accordingly or be stomped and made fun of in endgame chat for being "bad."
In short - You can't have the ability to go from 0 to 60 in 1 chase and expect the killer to act cool, especially if it's an M1 killer
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You know how it feels when you hit somebody in dodgeball and they just ignore it and keep playing? Dead Hard produces the same s**t vibe. I'm a hardcore Ghostface player and from my POV as an M1 killer main, I'm frankly sick of being caught in this damned dumb situation at contestable loops where the only way I catch a person before they drop the pallet is to win a mind game to get the necessary distance + land a hit with the very tip of a long lunge;
One of two things tends to happen barring a server hiccup,
1.) A lunge from max M1 range = Easy DH soak
2.) Wait out the DH = Pallet gets dropped
In either case, the contest is virtually eliminated by the mere possession of endurance on command, which begs the question "if there's no contest, then how is it a game?" The best thing ghostface can try in these situations is to use nightvision monocular to kill DH like an exhaustion gun, but all the survivor needs to dodge that bullet is simply to not reveal. I have a hard time putting into words the depth of what a bum wrap it is to succeed at the best play you could possibly do, to beat the other player at the core aspect of the game (mind-gaming), just to have it all not matter because they pressed a single button on time...You can pull a 300 IQ mind-game and it won't matter because the survivor doesn't have to be very good at the core game aspect to escape you when they can just be good at dead hard.
Fearmonger, Septic Touch, Blood Echo, they can come in handy, but it matters little when gen speed becomes overwhelming without much difficulty, Dead Hard creates no-contest scenarios on top of all the god loops, a single dead hard can screw over your pressure, and all you can do about any of it is M1. DH is better for auto script cheating than before the change. It's one of the only perks that gets value even if you don't have it. DH even counters endgame eruption procs and wins matches (Don't get me wrong, Eruption is just as dumb as DH and both ought to get axed at the same time, 45 minutes inside a triangle isn't fun for anybody). DH is still so strong and versatile that it remains the bread and butter perk of most survivors after the change.
Ngl, once I wasn't a baby anymore and became subject to higher skill matches, my games started to become Dead Hard-centric and it makes me hate playing killer now because I've run it enough to know that it's easily possible that it won't matter how well I play my main in a lot of situations because of this perk.
6500+ hours since 2018 and the only time the vibe playing killer was worse than right now was with insta-complete BNPs. Personally I'm hanging the game up until Dead Hard and Eruption aren't BS, it just feels too lame to keep giving it time at this point.
TL;DR
- Should survivors have the power to excuse themselves from any caliber of mind-game in exchange for a half second of timing? Probably not imo
- Should the game be centered around Eruption/Dead Hard? Probably not imo
- Peace/out until it doesn't suck
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@CookieBaws said:
1st, they need to solve ability of survivors to do gens under 5 minutes. Then we can talk.
Exactly. Desperation to succeed within the time frame for completion is what causes camping, tunneling and hard slugging. Over time, killers are conditioned to play as cut-throat and efficient as possible or end the match with 0 - 2 hooks (especially M1 killers). How can one really expect people to act when they play killer and see that 3/5 (sometimes 4/5) of the entire survivor objective was completed while they have 0% of their own? Obviously the mind is going to go into overdrive thinking "oh crap I better do something quick or I won't get anybody." You get more unfavorable behavior from killers when the potential top speed of completion is so high
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Gens done too fast = puts killer in dire straights
Killer in dire straights = employment of desperate measures
Desperate measures = camping, tunneling, slugging
Over time the killer player is conditioned to expect fast generators and therefore will start to camp, tunnel or slug in anticipation of how the flow of matches typically goes.
I'm starting to notice that most people want things like tunneling, camping and slugging straightout punished instead of addressing the root cause, but then I understand that too, because if the root cause of tunneling, camping and slugging were actually looked into, it would ultimately mean making it so that gens couldn't be completed at the lightning speeds we see now.
Evidently, survivors scoring 60% total completion before the killer even gets to 8.3% on average is seen as "fun." Since survivors are the majority and money generally makes everything suck, BHVR is reluctant to make anything but slight, meaningless adjustments for killers. If it's easy to put the killer into dire straights, then you obviously can't start taking away the only options they have in response, unless you simultaneously address what's putting killers into dire straights so fast in the first place.
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@Distortion_Enjoyer said:
dead hard can't hold a 3 gen for an hour tho can it lol
Dead Hard can counter an eruption proc and win the game.
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@Johnagon_Infinity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319644#Comment_3319644
That is one scenario, sure. But the alternative is you lie motionless on the ground for four minutes, getting zero killer-interaction while you alt-tab out of the game or look at your phone. And if you're consistently being slugged by the killer, at least you're still getting blood points.
Well I'm not sure what to say, John, slugging is one of the best tools the killer has to counter the gen rush. So If you're getting into some higher mmr stuff and especially against M1 killers, with how underpowered they are at this point, you can expect to get slugged a lot. And there's also the deal about how the killer is supposed to be an evil sob and is supposed to try to get everybody killed. Remember, John - DbD isn't a game, it's a random horror movie generator
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@TheDavidKingMain said:
Skill issue, just wait it out.
You can only wait out dead hard in the open.
An M1 killer played well against skilled loopers will usually only be able to get into max lunge range for a hit when the survivor is literally right about to be able to throw the pallet.
If the killer tries to wait out DH at the pallet.....the survivor just drops the pallet. (duh)
If you mind-game well enough to attempt the max distance lunge, you still get nothing because a lunge from max distance is quite easy to DH.
Creates a 'screwed if you do, screwed if you don't' scenario for the killer. Ever play dodgeball in school with the kid that refuses to sit down when they're hit? DH has that same energy and it sucks out loud. Armorlock in Halo: Reach had the same bogus energy too. Pretty much every killer you see on twitch catches up to a survivor and then just doesn't do anything for fear of falling victim to this dumb, overpowered, cheap-shot perk.
So now after the attempted rework we are STILL in this odd, old and tired situation where people don't actually have to be good at the core aspect of the game (looping) to survive, you just have to be good at a piece of timing. Taking DH from 'BS on tap' to 'BS on timing' did not remedy the problem of the perk being straight up BS and now higher level games feel worse than pre nerf because the proverbial third health state got turned into a literal one. What's worse is already skilled loopers who take DH turn into god players vs M1 killers and it just capsizes the quality of the whole experience.
So again, "just wait it out" is not a valid argument because you can't....unless they're in the open
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Check this out: https://www.youtube.com/watch?v=0gyauCmiC7Q
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Well, he'd knock you down, go for your buddy, you get up, your buddy gets knocked down, then the killer comes for you again, your buddy gets up, killer knocks you down again, then goes and knocks your buddy down, then hooks both of you anyway unless the hatch spawns on top of you....so this just seems like it would make the match last longer.
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Wouldn't something like this make the game take longer since the killer would have to do another chase to get you again after they get your buddy?
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I agree it does seem a little half-baked and awkward when you stalk with Ghostie through cracks or around certain parts of the environment, see survivors bodies clear as day, but get no stalk. I've played GF for 4000+ hours and the recent add-on pass was pretty cool (thanks for the gun), but tbh at this point he's going to need the stalking mechanic to be functionally on point to stand a better chance against seasoned survivors in the ridiculous meta the game is in atm. If the only other thing he gets besides shroud is to be a ducking 115/M1, then he's in pretty hot water and short of making some kind of condition where he can have a single knife throw or something, at least making stalk not drop off on hit would be amazing.
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- A single dead hard can counter eruption and break a 3-gen hold.
- Deja Vu shows you the exact gens you need to prioritize asap.
- 20% instant progress hits from potential energy.
- And don't even get me started on hyperfocus/stakeout and the cartoonish completion speeds possible through it.
All the tools necessary to beat eruption are available.
This whole thing is just dumb though; a lot like old ruin/undying, people just hate that eruption stops the game from being a cakewalk. If the 25 second incapacitation on eruption gets nerfed then it's likely we'll see more slugging since killers won't be able to count on having the time to chase somebody out of a 3-gen, down, hook, then finally get back to the important area to re-kick everything before 1 of the gens is double or triple teamed to completion, and all that is only if they don't eat a dead hard and get the eruption trigger completely nullified.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307511#Comment_3307511
along with this, the survivors received 1 free slot for the genrush perk, thereby increasing the repair time by 10, but the survivors can take perks that speed up the genrush by 20%
so the killer ends up with less time
Exactly, and less time in higher MMR constricts the number of viable options. I'm starting to feel like a lot of survivor players don't quite understand the most common reason for things like slugging, camping and tunneling, so here it is: It's because there is barely any time to commit to chases as the killer before you have to make the decision to keep chasing somebody or lose a generator.
It is too quickly that slugging, camping and tunneling become the only answers to the possibility of still catching somebody even though the gens are getting completed faster than you can react.
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Killers probably wouldn't tunnel and camp as much if they didn't constantly feel like it was the only option in a desperate attempt to stop the gens.
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@steamed_hamzzz said:
When are UB base kit changes coming?
look I get that sometimes slugging is a strategy, but being slugged for 4 minutes, bleeding out on 0 hooks should not be a thing
Neither should gen rush in three minutes, slugging is essentially the polar opposite
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I think survivor mains should give up this idea that the killer can hook everybody sequentially, but is just choosing not to. In the top bracket, there isn't enough time before 5 gens are done to make sure that everybody is hooked fairly and it is fairytale nonsense to believe otherwise. Please stop trying to generate all kinds of momentum toward nullifying everything the killer can do to stop progress. The game does not need to devolve into some kind of horror-themed cakewalk.
Besides, Dead Hard canceled the Eruption proc and won the game so often I've personally stopped using Eruption entirely at this point.
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@Steakdabait said:
it's just a really nice perk in soloq since it lets you know what pallets your team dropped without having to find out at a very unfortunate time.
One of the bigger things to consider about WoO is the average distance between pallets/windows. Currently, if you vault a window/drop pallet and straight line to the next closest window/pallet at 100% speed, much more often than not, a 115% speed killer will not physically be able to catch you because of how close the safety is and because you just know precisely where to go....all the time...
With the way maps are generating right now, possessing a perfect prescience of the environment as the runner is an incredible advantage. I mean it knocks off a lot of the challenge if you constantly know exactly what to do + always have enough time to do it by map design.
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@KingFieldShipper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299339#Comment_3299339
hard disagree, going against good loopers is the most fun part of even playing a m1 killer
So you're smiling when chasing somebody around a god loop where there is physically nothing you can do to catch them and their escape is granted for free? I don't think so, my guy. Tbh there are too many "nothing you can do" scenarios cropping up in this game for M1 killers.
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Survivors can't just get more and more protection with each chapter release...Stop trying to lobby the game into a horror themed cakewalk.
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@Crowman said:
That's what the mid chapters are for. Every patch always comes with many bug fixes. You already get your health chapters.
There are barely ever meaningful changes or fixes.
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@Ghoste said:
3-month cycle isn't gonna change. DLC and skins make the money, so those take priority over all else.
The game actually floating on positive merits would make even more money, but people are extremely shortsighted when it comes to money.
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@GillyBeannn said:
Please enlighten me on how to counter eruption then. I am very curious to know the counter plays.
Watch Dowsey.
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Minus the BP, it's always purge night fyi
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Honestly, this sounds like a good idea, it feels incredibly lame not getting what you've earned because you physically can't accomplish the turn-in. There's no real problem with an idea like this since (at the time of this writing) competent survivors can crank gens at mach 3.
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Dead Hard,
It's essentially 'Armor Lock' from 'Halo: Reach.'
It generates the same vibe as the kid who refuses to be out in dodgeball after they get hit.
If the gameplay in DbD is all mind-gaming, why should a player just be allowed to excuse themselves from the core aspect of the game if they screw up?
It'd sure be interesting if the killer just pressed E within 0.5 seconds of a pallet stun and the survivor took damage anyway....Oh wait, that would be complete BS because the killer wouldn't actually have to be good at anything.
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3281376#Comment_3281376
Yep, I often find myself just far enough from the pallet where I have to lunge and they just dead hard or I respect it and eat a pallet. Baiting it out in this moment results in eating a pallet even if the survivor doesn't have DH. Baiting out DH constantly is the most unfun mechanic in the entire game
My thoughts exactly, it's hell as a ghostface main or any other M1 killer as most of the time in the loop, your only opportunity to actually score a hit is when you win a mind game and come into the very tip of your long-lunge range literally right before the pallet.
Option 1: Execute Maximum Lunge (extremely easy to deadhard). Result - You're screwed.
Option 2: You try to wait out the DH, but they just drop the pallet if you don't swing. Result - You're screwed.
And you can bet there's nothing that saps your will to play the killer side more than when you beat a survivor at the mind game just for them to do nothing but tap a button to a piece of easy timing and execute a momentum-crushing, cheap-shot denial that you can't do anything about.
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I've had the same thought for awhile now and to the best of my knowledge, the only reason gen tapping is a thing is because the devs found it funny. To be fair about it though, if the killer has to do a channel time to apply regression, then yes, the survivor ought to have to do a channel time too to regain active progression.
Remember when the gens first changed to the new appearance and they had that super annoying new sound (a starter constantly trying to turn over)? Play that sound when the gen is being fixed and once it is, have it instantly gain 1.5%
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@ad19970 said:
Most slowdown perks are fine on their own. But I really do hope BHVR finds ways to nerf synergies between at least some of the slowdown perks. Call of Brine is perfectly balanced in my opinion, but when coupled with Overcharge and Eruption, it's too much for example.
There needs to be some diminishing returns with stacking slowdown effects, like regression. Overcharge and Call of Brine for example shouldn't stack to up to 300% regression.
Eruption is an exception here though. That perk just straight up needs to be nerfed individually.
At this point a nerf to eruption would screw over the M1 killers only shot at semi adequate defense on a consistent basis (If the gen spawn rng even gives you something defensible in the first place). When you're not in the baby bracket anymore, you start to find that gens are completed faster than greased lightning. In response to uncapped completion speed, quad slow builds and a 3-gen strat becomes the norm if you actually expect to maybe stop the progress as the real in-game manual describes. 'Hyperfocus/Stakeout' with a stacked toolbox could already overcome a 3-gen and now 'Potential Energy' helps to overcome 3-gens even more. Nerfing Eruption might feel fine on top killers like Nurse, Blight and Spirit, but would be disastrous for the rest of the killer roster. Don't forget that this system, for some reason, is a one-size-fits-all format.
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3201367#Comment_3201367
Don't M1 Killers still need to slug at early game to prevent losing gens? Did that change with the game changing Mid-Chapter a while back?
Basically yes, M1 killers like Ghostface are pretty screwed for the most part after this update. White endurance flash just covers everybody's butt all over the place and now you can't even try to slug? All you get to do as an M1 killer is get run around the easily chainable safety highway with the gens getting cracked so fast that there's nothing real you can even step up and attempt to do about it against halfway decent survivors, especially with crap like hyperfocus/stakeout. Incredibly uncool.
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@RoastedGarlic said:
https://forum.deadbydaylight.com/en/discussion/comment/3201348#Comment_3201348
Because killers started slugging for 4k at 5 gens. This helps combat that to some degree. Killers brought this on themselves. This change won't effect good killers one bit though unless they play twins. Hopefully twins gets a rework sooner than later.
Killers started slugging at 5 gens because of how fast the gens can be completed in the first place...
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@Halloulle said:
https://forum.deadbydaylight.com/en/discussion/comment/3180052#Comment_3180052
Which I don't doubt - I just doubt that the killers I face (and that the majority of survivors face) are top MMR (simply because there aren't that many people in top MMR) and can claim the argument you make. Yet the vast majority of killers I encounter play as if they were top MMR and claim it is necessary not because of their own skill but because the game is survivor sided. - I kinda was just pointing out that your experience is probably not at all representative of the larger player base.
Actually, I think if a survivor is at a level where e.g. camping and bringing the strongest perks and add-ons is necessary for a killer to stand a chance these playstyles / strategies become challenging and can be fun (depending on what exactly it is). - But as is, it's a lot of using a sledgehammer to crack a nut on the killer side and survivor players are increasingly tired of doubling as a punching bag.
Well see, my general experience is what anybody will eventually get to if they start really sitting down a lot and playing killer - it's very true that past an intermediate level of play, the one-size-fits-all format that currently governs map seeds is very survivor-sided unless the killer is Nurse or Blight. I've started to feel like it would be better if map resource spawns were dependent on who the killer is instead of being the same no matter what. An example would be like if the killer is S-tier, then more resources spawn than normal, but for D-tier, less resources spawn, all so the entire game might stop feeling painfully ridiculous and limiting for both sides.
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- There shouldn't be three windows on the ground floor of any house.
- There shouldn't be three pallets at the new "house of pain."
- There ought to be a bit more cover on the street.
That's it, really
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@Halloulle said:
https://forum.deadbydaylight.com/en/discussion/comment/3179945#Comment_3179945
That might be true. - The issue is though, that everyone seems to think they're high MMR when they absolutely aren't. - I'm pretty sure at this point I'm at the low MMR soft cap and killers play like their life depend on it or for some inexplicable reason think they're up against a seal team 6 swf --- when they are very clearly facing casual solos.
That's not the case in this instance, I'm in the top 10 for Ghostface on the leaderboard.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3179945#Comment_3179945
And using them, how many times you 3-4k?
I'm one of the top Ghostface mains, I barely get to do anything about anything against teams that are even semi knowledgeable, but there is especially nothing I get to even try against hyperfocus/stakeout.
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If you've been inside the exit gate area for more than 10 seconds, it should get blocked for you if you take a hit. Gate BM makes people hate the game.
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Get the other killer kits to actually be able to do threatening things and you wouldn't need incentives.
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Teabagging saps the horror movie energy out of the entire experience.