Archol123
Archol123
About
- Username
- Archol123
- Joined
- Visits
- 4,490
- Last Active
Comments
-
@MB666 said:
how many basekit features survivors need? jeeeez
The HUD is already pretty useful as alternative idk why people want kindred basekit anymore other than having accurate information for free due to the killer doing their objective.
As many as needed to bring swf and solo closer together... So we have a group of players to balance around.
-
@bringbackmft said:
Let's take OPs example. That Felix couldn't hide in there, with or without scratch marks, they were not needed in order to follow his path since there was nowhere to hide.
Scratch marks not appearing in corners is probably survivors walking in order to fool the killer, which apparently works with you.
Scratch marks are fine.
So just because around one corner is no place to hide, makes you assume that this certain thing only happens around such places? And not also around jungle gyms or tiles in general?
The point is them not appearing is not necessarily walking survivors, it is just scratch marks being inconsistent... They have been bugged several times now and I would find it not too unexpected that they are once again not working properly.
-
@Katzengott said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607180#Comment_3607180
I just said this because i often hear "bring XXX baseskit for solos", but BHVR never made a difference between solos and SWFs.
And seeing the killers aura and the pinpoint postion were ur mates are doing gens ofc also helps SWFs, they don't even need to be on coms.
I think there need to be certain changes for the basekit of both sides to make the game more enjoyable, I don't think they are only perks but different mechanics as well.
If a swf is not using comma besides them being able to decide who they play with, what is the difference between a swf not using coms and solos?
It is no information that is not already available to them if they decide to use comma, it does not give them much of a benefit, since they can already just use communication and make that callout... So I would not say it helps them much.
-
@bringbackmft said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607182#Comment_3607182
I have no trouble seeing scratch marks, they're bright red. Maybe use more filters?
I'm not using any filters and it is not necessarily about them not being there, more about them sometimes getting swallowed by the environment right next to you, by textures that have a similar red color or them just not appearing for some reason at corner costing you valuable seconds.
-
@bringbackmft said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607175#Comment_3607175
Scratch marks are perfectly visible as they are.
Not really, but whatever dude...
-
@Katzengott said:
I've been using Kindred since years for good reasons, just equip the dam perk in solo!
Overall i don't like all that basekit-nonsense because EVERYONE gets it, not just solos.
OK and what exactly is the benefit for swf here? You are already able to give calls on survivor and killer positions without kindred... So how does it help swf?
There are too many annoying things in this game that are bound to perks that are just not easy to get for everyone making specific game elements more annoying than necessary, just having more basekit mechanics is a good thing in that sense because you become less reliant on certain perks.
-
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607149#Comment_3607149
Not that I disagree... however let's be honest... with so many perks in the game, the pool for ideas is going to get more and more shallow, and unless it's as good as meta perks (e.g. Pain Res or Pop level value), no one will run it anyway except for fun build runners.
Like legit the only way you would get people to run this perk regularly is if you gave it something silly like you can see scratch marks through walls or something, which would be busted on Spirit, Nurse, Knight, Blight, Artist,Wesker, etc.
So the goal isn't to make it meta. It'll never be meta. However at least it could be used for madcap and goofy builds without actively weakening you.
Fair, I think that the vast amount of perks in the game makes it basically so most of the are useless... They should just combine them in some sort and reduce the total amount of perks... Maybe only two perks per killer and survivor.
-
@Coffeecrashing said:
The perk would be much better if it actually made scratch marks glow much brighter, so they’re easier to see. And if it made scratchmarks actually reliable.
There are too many times, when a survivor makes a sharp left or right turn, and there are zero scratchmarks to let the killer know which direction the survivor went. This forces the killer to randomly guess a direction, and wastes a small amount of time if they guessed wrong. And because BHVR super boosted the number of line of sight breakers, this forced 50/50 guessing is happening a lot now.
I feel like clear visibility of scratch marks should rather be a give and not be bound to a perk.
-
@Astel said:
I think kindred revealing survivors aura part should be basekit for Soloq's sake, but not killer aura revealing part.
I think it fully should, because if you are withing 16 m of the hooked survivor you are probably in the afc radius... I think there are two options, either show other survivors the bar of the afc feature or just show the aura of the killer or both, however I would make it so the range cannot be increased by any means.
-
@UndeddJester said:
This perk will never be that strong... but currently does the opposite of what it's meant to do, I.e. make it easier to follow scratch marks.
By bringing scratch marks closer together, you don't get them on Windows/Walls, which actually makes it harder to track your target.
As a buff I would suggest making survivors leave their normal scratch marks.
Predator:
- Spawns an additonal closely bound and illuminated set of scratch marks left behind running survivors.
I'm thinking like a pulsing yellow/orange set of scratch marks.
This will give Predator the same ability to track, but make it easier to see where survivors have actually gone, and also easier to distinguish if there are multiple survivors in the area.
This would still not be the strongest perk, but may see niche value on some one like Spirit or to a degree, the Wraith himself.
I think we should just give this perk something entirely new... Because with this change still nobody would run it... So why even bother.
-
@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606817#Comment_3606817
You're ignoring that the gen has to be completed anyway. If you get it too 99%, that's not a delay, that's you finishing 99% of that objective which has to get done anyway. If PR hits, it's going to hit an objective. A decoy just means it doesn't hurt a difficult objective and instead an easy objective (one where the killer won't check often since it's so far out of the way).
By what definition does the perk not get value then? It still delays the game? Not as effective, but it does, it let's the killer know about the decoy giving him the option to take care of, therefore prolonging the objective... Sure if you are trying to hold a 3 Gen the perk won't do much for you, but otherwise it gives you info about that 99 Gen perhaps being able to apply pop if it is not too far out of the way... But if you want to 3 Gen you are not running those perks anyway... You would run other perks if that is your goal from the start. So if you are not aiming for a 3 Gen you will get reduced value but still something... What I would have accepted as a counter for deadlock btw is just stacking on gens... Because then it just locks one random Gen and you can go for the next one, sure reduced efficiency potential to have all 3 survivors clumped up and what not but since in your scenario we have a coordinated team anyway I don't see much of an issue with leading the killer away and having a designated chaser and what not.
-
@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606772#Comment_3606772
It's only a waste if you never bother finishing it. That 99% has to get done sooner or later. Using the decoy strat, you still have that 90% done plus deadlock/PR never touches any gens that matter. Also a killer can't pop a regressing gen, but let's say a survivor touched the gen to get it back to 99, if a killer pops it, then that's yet another priority gen that was protected from pop.
Even if you throw all of that out, that 99% repair would have to get done somewhere. Sure. If PR hits it, you would need to top it back off to recover that 25%, but if you didn't do a decoy gen, you would be doing that 25% somewhere else...one of the important gens.
No matter how you spin it, a decoy gen hard counters PR and Deadlock. As for pop, a killer would have been better off popping a priority gen than a generator that's extremely far away from the rest of the gens. It would actually hurt the killer to waste a pop on a decoy gen.
So you are all just ignoring all the time you use on the decoy gen that gives the killer a longer game, therefore delaying it, therefore still being effective game delay.
-
@caligraph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606772#Comment_3606772
- Its not a waste of time at all because you just go back and pop that generator after finishing the others. 0.99 + 0.1 =/= 2.
- Yeah hes going to go over there and kick it. Not like it matters since without pgtw the regression will take eternity to be meaningful. Plus if its happened more than once you've already save 60s of time which is outstanding. Even one deadlock denial is huge.
You are however spending ressources on checking if the gen is getting regressed and still 99% every, so if you have it 99% and he heads over there with pop you gonna give him max value out of it... And since pop is quite common nowadays this will eventually happen if people use this as a common strategy.
Besides the point where it could still get hit by pain rez... And you would have to do it all over again... Just the time you would spend to regularly check if it is regressing or not...
-
@caligraph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606290#Comment_3606290
Sure you do, deadlock gets 0 slowdown if it doesnt block any gens being worked on. And if the killer does pop or pain res it etc etc that doesnt mean deadlock is getting any value.
Dude you wasted 90 seconds on a random generator, just so deadlock only effects that one... How on earth is this not considered slowdown???
And on a side note... So the killers sees that the gen that gets deadlocked is always the same, you really think he is not going to notice and do something about this?
-
@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606660#Comment_3606660
Idk why it won't respond to the right message when I try to quote it but uh
"It would be really ridiculous to phrase it that way if it is not just a multiplyer from the basic value of 100%..."
Technically they never said +5% just 5% so its up for grabs what it really means without ever explicitly stating it. But also killers don't have a basic value of 4.0m/s for their movement speed they have 115% and 110% which could be seen as their 100%'s so 5% on their 100% would be +0.23m/s and +0.22m/s, yes its janky
I would assume this to be a 1 to 1 copy of how the game phrases it... So yeah it says exactly + 5 %... Gonna start the game real quick and look if it is like that in the game as well...
Edit:
So for whatever reason the game and the wiki don't use the same phrasing...
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606699#Comment_3606699
haste a more powerful effect for survivor than it is for killer because survivor is always ahead of the killer so every bit of distance that survivor makes is compounded by itself. It is kinda forbidden static for survivor for that reason. all chase perks count as anti-tunnel perks so these perk are always highest valued perks for survivor because not dying is most important mechanism for survivor to escape.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606689#Comment_3606689
on average, killer get bloodlust 1 very often. in fact, it is almost very difficult to not get bloodlust 1 with how health-state speed boosts work in this game. the perk trades weaker worse bloodlust for less situational bloodlust. this perk is slightly better default base-kit but your spending perk slot so it is suppose to be better then base-kit otherwise there is no point in using perk slot if its worse or equal to base-kit.
I would not say it is... I think if a killer had 120% ms permanently it would be way more effective than 103% on survivor... We could argue about who benefits most if we had equal values on both... But even then I would not necessarily think it would have to survivor.
-
@LeChonké said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606544#Comment_3606544
Ehm... you do realise that 5% haste is multiplicative and not additive? Utilising haste while moving at a faster speed is considerably more valuable than utilising it at a slower speed. It is blatantly apparent that STBFL does increase the effectiveness of temporary haste. The 1 second reduction to 9s is so that the full period of the perk is 12s, making the perk UI cleaner (think of an analogue clock and how the 3 is perpendicular to the 12) and also because now you get 9s of uninterrupted haste, unlike before where it was interrupted by the successful attack cool-down, which is a concept that you don't seem to understand. It also prevents the perk from becoming too powerful given the reactivation of blood-lust. It's a net-buff, plain and simple.
Soooooo that is exactly how my change does something :D
Found that out as well, but it stays a terrible way to phrase things, but that is nothing new from bhvr...
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606584#Comment_3606584
you adjust to loops with different speed. the game is suppose to be adaptation to your opponents perks. contrary to what the game is, your not suppose to facing killers all running same build.
But when we look at how much of an impact 3% haste had with mft I don't think it is a good idea... I'm sure there are many better ideas on what to slap on perks instead of just giving them haste.
-
@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606544#Comment_3606544
speed is a multiplier so being 5% faster while moving 0.46m/s is a bit less useful then being 5% faster while 4.6m/s
It would be really ridiculous to phrase it that way if it is not just a multiplyer from the basic value of 100%...
-
@Chocolate_Cosmos said:
Bounty Hunter
After hooking 4 unique Survivors in the trial at least once, Bounty Hunter activates for the next 60/70/80 seconds.
The next time you down a Survivor with your basic attack, you are able to kill them by your own hand.
Bounty Hunter deactivates when succesfully killing someone or when the timer expiries for the rest of the trial.
-------------------------------------------------------------------------------------------------
Opinions?
Sounds horrible, mechanics that let you just kill someone as easy as this should not be in this game... It would be super annoying to go against and basically just hard tunnel the last guy off of hook, or his savior and then play a 3v1... Sure if you just tunnel one guy from the start you can get a similar result, but is this a good reason to implement something that is just as bad?
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606545#Comment_3606545
I rather they added a 2.5% haste bonus permanently for equipping the perk. It would be good perk where you can use this perk instead of bloodlust and if you hit someone, you get 5% haste for 10 seconds.
The perk would read something like following:
============================
You move with a speed and fury that makes blood run cold.
You no longer gain bloodlust Status Effect.
Grants 2.5% haste status effect.
Successfully hitting a Survivor with a Basic Attack grants you a +5 % haste Status Effect for 8/9/10 sec
===============
right now the upside is not rewarding enough and downside is not worth playing into.
I don't think we should mess with base speeds at all... It changes to much about how loops can be tackled.
-
@CrimsonMothKing said:
I had an idea of where RB would make it so killers stack Bloodlust OUTSIDE of chase, allowing slower killers the ability to traverse the map easier, but mobility killers wouldn't be affected by this as their abilities cancel bloodlust. And it would finally make Beast of Prey usable lmao.
But then I thought, that rework would just be better off as a separate perk.
Unless they get huge amounts of mobility 5 % don't really change much... 5% is 20cm/s additional... So to take even one second longer to traverse the map as 4.4 vs 4.6 m/s you would need to walk for like 20 seconds... which is like 90+ m, I don't even know which maps are big enough for that much walking... Think about it in 10 seconds the 4.4 killer moves 44 m, while the 4.6 killer moves 46 m... the difference is only 2 m, which takes less than half a second to move for the 4.4 killer... So to be even 1 tiny second slower you would need to walk 20 seconds, as stated before... The difference is really not that big when it is about pure map traversal... Ofc catching up to survivors is another story, but this is not what you were on about.
To make this whole thing worthwhile you would need to add massive amounts of bonus speed, which would result in immense potential for abuse in chasing survivors, basically moonwalking to no enter chase and be 150 % or something stupid like that.
-
@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606292#Comment_3606292
The screaming part was only gone for 2 weeks 6.1.0 to 6.1.2 but it lost the notification. Yes in a vacuum if you only look at the slowdown the slowdown part might be stronger for general gameplay. But if you tunnel someone out 15% every hook on them is 100% stronger than the 25% you would get with the current version so in terms of raw power the old one is better because it better complimented one of the stronger playstyles.
If you tunnel someone out and get lucky that the scourge hook is actually around and the survivor didn't go somewhere with none around right? This relies on a lot of "if's" my dude...
I don't know about the scream stuff, I think there was also a time when it was not supposed to interact that way, but they messed it up or what not? I don't remember exactly...
-
@LeChonké said:
Issues:
- Too much reliance on STBFL - the shorter attack cooldown gives you more time to make use of the haste from Rapid, maximising the perk's value.
- No bloodlust gives survivors way too much value on pseudo-infinites, making the perk also a little reliant on bamboozle.
Rework:
- 3s after landing a successful basic attack, you are granted 5% haste for 9s. Any following basic attacks will reactivate the perk, removing any lingering haste from the previous activation.
- Bloodlust cannot begin to be built while this perk is active. While this perk is inactive, bloodlust will begin to build as per usual.
Overall, this rework makes the perk synergise slightly less with STBFL while making it slightly stronger on it's own. Regular successful basic attacks have a cooldown of 2.7s, so the 3s buffer upon landing an attack and gaining haste eliminates the value that STBFL would be adding.
Of course, the perks still synergise fantastically with eachother, but now Rapid is no longer dependent on STBFL and can be used on it's own.
Thoughts?
Ehm... you do realise that even though you are slowed down during the weapon wipe animation you still get the 5 % haste and it does not matter whatsoever when you receive the 5 % haste effect right? And by decreasing the duration of the perk from 10 to 9 seconds you are basically nerfing it...
The bonus distance gained does not change if you get it during weapon animation and 7 seconds after or if it only starts afterwards, it is a flat 5 % increase in speed, added to the current speed... Soooooo how exactly does your change do anything? Except for the bloodlust interaction?
-
@Alen_Starkly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606465#Comment_3606465
Whatever helps her correct her mistakes is a huge problem. She's already too strong and ignores basic game/loop mechanics.
How is it a mistake if you literally cannot blink on top of people because their hitbox blocks you from blinking there? Dude this just makes me assume that you lack knowledge of how the killer functions technically... Lunging is not there for you to correct your messed up blink, it is there because you physically cannot be so precise with the blink to guarantee a hit even if you played everything correctly, just because you cannot be there when the survivor is on that spot.
-
@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606448#Comment_3606448
Survivor not looking back is not a counter. Thats a big handycap.
Obviously... That's what I pointed out... Which is why I'm not happy with it... You basically trade not giving information for not receiving information which probably still puts the killer on top and I don't like that interaction because of it...
-
@Alen_Starkly said:
I completely agree. Not only does she bypass pallets and windows, she also has 2 blinks, where the 2nd one allows her to correct her 1st one. But not just that, she can lunge as well, which is an additional correction. And that's not all, folks. She even has a green addon that extends her lunge.
I completely agree, Nurse should not be able to lunge after blink attacks.
Nurse has currently like 4-5 decent addons and you are complaining about the green lunge addon? ^^ Come on man... It is not even that good... You need to realiser that her blink can get blocked by the survivors hit ox therefore you cannot blink exact enough to not lunge, the Lunge is basically required to get hits consistently.
-
@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606432#Comment_3606432
When survivors looking backward, the red stain would appear backside of the survivor. It is the same as the killer red stain.
I came up with this idea during 1v1 sessions vs Doctor. The red glowing gives a significant advantage at high wall loops of any kind, notificating the killer if for example the survivor is camping the pallet and if he is on a droped pallet which side he is currently standing. This does not sound like a lot but i felt it actually was.
Also it is much more easy to follow a survivor. Every killer can confirm that on certaint maps, you loose survivors sometimes out of your vision. This would prevent that. Juking will become close to impossible during chase due to this perk.
Also flashlight or pallet safes are not nearly as easy since the chase prolongs for a bit after technically ending the chase.
But the counterplay would basically just be to not look back and therefore not reveal this information, but track the killer rather with sound... I don't know if I'm happy with this...
-
@xEa said:
During chase, survivors have a red stain from the killers perspective.
This only works on survivors who are not on deathhook.
I am aware that this might be an extremly powerful chase tool, so maybe some more restrictions are needed.
How would this do anything? The killers red stain gives you value because it indicates the direction you are looking at, giving the survivor an indicator that you are maybe walking in this direction, unless moonwalking or what not.
However the survivors fov is not bound like that, you can have your red stain look forwards and your pov face backwards... I don't really see what this would do for the killer?
If it is like doctor that the red stain is behind you then what will this do either? Is it supposed to help you track the survivor?
The whole mechanic of the red stain basically only makes sense when it is at the chasers model, because then you as the survivor can react to it in the sense of knowing where to go and what not, the killer however most of the time already knows round about where the survivor is in a specific loop or which way he may or may not run, so I don't really see it's value?
-
@rayray1018 said:
Killer now just change the distance to camp only. There is almost no chance in reality for survivors to get any advantage from this system now. I suggest you change the system to let survivors to have 2 buffs after getting off from hook. One is getting endure for 120s and another one is 100% to get off from hook by themselves if the same survivor was put on hook again in between 120s and work for 120s. Just think about what is your purpose to make anti face camping system. You have to make the advantage for survivors that big enough to let killer giving up camping if you really want to change the camping environment.
It prevents face camping though? Which was it's goal... Sooooo?
-
@siro said:
The nurse its an excellent killer and I like to have something really strong and something that changes the gameplay of looping around pallets but in my opinion this killer should not be able to extend its m1 after blinkings.
The reason is obvious and simple, it already has a positioning blink power (first blink), and an additional one to correct that positioning (second blink).
Why give him, in addition to this incredible power, a small boost so that he can correct himself again or achieve what he could not with his brutal power?
The nurse should hit like a tier 1 miers or like when an assassin has a survi on his shoulders, she should not boost more than she should having done 2 or more blinks.
Also thanks to what they allow her to do, she often hits hits that are too incorrect, she has hits that she shouldn't hit.
Small addition, if anyone plans to respond to this feedback/suggestion I ask that they do so constructively. My previous one is full of incompetent and arrogant people who, based on an opinion, try to make others look bad or make fun of them, best regards. 😉
I'm not entirely sure but I think I read in the wiki that her blink lunge is shorter than a normal m1 lunge, however if you reduce it to t1 Myers range I don't think you can be so precise to get something out of it... Myers Lunge in t1 even with addons is so tiny it would only need to frustration... I don't think she would be a decent or strong killer with that change... Because when you look at really good nurse players even they are barely able to get a hit without somewhat of a longer lunge attack after the blink.
-
@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606044#Comment_3606044
I can dodge her pretty well, but my teammates can‘t, so I end up with 3 gens and only one hiding in nowhere. Yesterday as I played against one, I always ran away and then into her, which made her miss and she left me and in the end we won. One other game my teammates died instantly and she always knew where you were, so there wasn‘t much I could do even when I tried to go the weirdest ways. Against a good nurse, when she knows what to do, you can‘t do much, even when you are good.
Yeah sure, but you can delay her long enough to get the gens done, that's good enough isn't it?
-
@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606040#Comment_3606040
you said first version and it lasted 10.5 months with the notification
The first version meaning 15 % regression on every scourge hook... I only ever talked about the regression aspect of the perk and it being stronger possibly... They constantly change the screaming part to it so I have no clue how many versions it would be if we take that into account.
-
@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606064#Comment_3606064
I'd say you are spot on in that assessment. It would require reconsidering a lot on balance. The big problem is that the game is killer sided at low mmr, decently balanced at mid mmr, and survivor sided at high mmr.
I know no one would want to watch competitions, but that is the point. Sometimes you gotta put fire under the designers' to realize there's a problem. What's the solution? Well it would help if the designers would stop constantly making weaker killers weaker while leaving stronger killers untouched (ie MFT even being THOUGHT was remotely acceptable. It demolishes weak m1 killers and does nothing vs blight or nurse, for example).
Perhaps we should consider a survivor handicap at low mmr that gets removed once you reach mid mmr. This protects new players, but once you have experience under your belt, the training wheels go away. Could be faster gen repairs - I'm not certain. The point is, let's give newer survivor players a boost to make up for their lack of experience, and since they have some "get stomped" protection, we can start balancing the game somewhere between mid to high mmr. That way, at the highest levels, killers are actually viable and stand a chance as-is. Since low mmr survivors would get a boost, it would help them deal with weaker killers getting stronger.
Now that I think about it, that's EXACTLY what competitions do...at high level, they give killers a boost to make them playable (lots of survivor rules that hurt survivors). If we did the same for low mmr survivors, then that whole section is covered in balance. This would leave just mid to high balance. With weaker killer buffs and stronger killer nerfs, this would generally balance the game better where high competition would no longer need the "get stomped" protection. I mean, we'd start seeing more than just nurse and blight every match in competitions, too. That would make watching competitions a lot more interesting in itself.
TLDR; put a separate balancing factor for low mmr. Balance the rest of the game halfway between mid and high mmr. At extreme mmr, killers would at least be competitive even if they are underpowered a bit. With weaker killers being buffed, we'd see them more often even in competitions...and since lower mmr would get survivor buffs, they can still manage against the weaker killers that got buffed in the process.
There is no way they will ever do that...
-
@caligraph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605953#Comment_3605953
Deadlock targets the highest progress generator. If a generator is on 99%, it will always hit that gen. Therefore gens being worked on actively dont get slowed down. Then after completing 4 other gens you can go back and finish the remaining 1% progress, bypassing deadlock entirely.
You don't really bypass the perk if you put 90 seconds into a generator just so it eats Deadlock all the time... Besides the point where you need to constantly check on it so the killer does not pop it...
-
@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606040#Comment_3606040
You are correct, as I recall using surveillance to "get back" the information as to what gen got hit by PR.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606038#Comment_3606038
And that's what I'm saying about tournaments...allow everything. Make it painfully apparent just how one sided this game is. Maybe we will finally start getting some real balance changes. If we allow everything (like how all public matches are) and admit that doing so would make the game extremely one sided...THAT IS A PROBLEM. The base game is extremely one sided. That should be addressed. Nurse and blight need to be dropped down a few notches, and the weaker killers need some love. Survivors are the true power role in this game right now.
It is already completely obvious that this is how it is, but nobody wants to watch comp with all these busted things... Besides it already having a rather small audience...
This however does not solve any of the problems that revolve around different skill levels of players and how to properly solve them... Like how a killer like trapper can demolish weak players but struggles against better ones, how do you make him better against better players without making him even stronger against weaker ones?
It is not like people don't already know that, it is just that basically nobody knows how to solve this... the problem is that survivors probably only become the power role from a certain point of skill onwards, which barely anyone reaches soooooo...
I mean the most obvious and easy to do thing is remove busted addons and such but other than that...
-
@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606023#Comment_3606023
There should just be a bit more of an punishment for missing nothing too big.
You can’t do much against Good nurses, even if you dodge her or outrun her multiple times.
If she misses her blink she is somewhere completely different and maybe does not know where you currently are, I think that is mostly good enough.
If you go against a god nurse and you yourself are not a god survivor player that is a matchmaking issue and not a killer issue... If a god nurse plays in comp, where those players tend to be... Then the gens will be done in time often enough for her to still be able to loose the match. There are just certain killers in this game where it is about delaying and not about "winning" the chase... Basically the entire strongest 1/3 of killers works that way.
-
@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605899#Comment_3605899
well if you don't consider the fact that old pain res also gave info which made it really easy to line up another chase or deliver a pop which at the time gave 25% of total for an easy 40% regression every hook its not stronger than its first version overall just in its effective slowdown
Didn't that part get removed soon before even going into the current version we have? They basically tried several things out with that weird screaming interaction and DMS and what not...
-
@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606025#Comment_3606025
I told you the rules are there. If you want an explanation of why, look it up yourself, yeesh. If you asked me why killers don't simply block survivors into a corner for the entire match, and I say it's against the rules, I'm not going to put together an essay for you nor go looking up the rules about it. If you seriously want to know why, look it up yourself.
And no, they need to buff up weaker killers and nerf the stronger killers like nurse or blight. I mean heck, they balance the game around a 60% kill rate. That means on average killers aren't winning, lol. A 50% rate would be a 2k. A 75% rate would be a win with a 3k. It would require a 62.5% to generally have a 50% at a win as a killer, and a lot of killers are below even that 60% rate that's already 2.5% too low.
I say let competitions play with all content allowed. Then we'll see that at higher play, killer just isn't feasible. That's a problem we should not ignore.
I didn't ask for the explanation why, I asked for the source of "the rules are there"... That's not what you are stating however... When you say the rules state this and I ask where... Then I am obviously not asking for the explanation of why they are stating a specific thing but just the source of where in the ruleset it says that specific thing.
I mean the reason why they are aiming for 60% is that getting 1 k is rather easy and a 4k can often be snatched because of the hatch mechanic... Which is why overall you won't be aiming for 50%.
If you nerf Nurse or Blight tournaments would become really onesided when you allow everything... I don't think it would even be close.
-
@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606002#Comment_3606002
Regarding your competition rules, I'm not going to do your own research. I simply said I don't know why it's not allowed. Can only guess. Same reason I don't know why only one player can run deliverance.
Regarding your last paragraph, I entirely agree...and I think that SHOULD happen. Maybe we will start seeing some proper balance once BHVR and others realize just how broken the game is against killers. They see at the highest levels that killers staying strong, then we ended up getting perks added like MFT to the game for over half a year when BHVR doesn't realize killers are only stable because those competitions have survivors playing with one hand tied behind their back.
A statement made without proof can be disregarded without proof, it is as easy as that... You are the one presenting something beneficial for your point, you need to display your evidence... I'm not putting work in to make your argumentative point working.
You would basically need to buff every killer to Blight/Nurse/Spirit/Chucky level of strenght... That would demolish the vast majority of players... I don't think that is a good idea for this game... Usually balance kind of tickles down through the ranks of players, but for this game it just does not work this way...
-
@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606004#Comment_3606004
It‘s the same thing with xeno, people complained about him spamming his tail and with nurse it‘s the same (she has no turrets/counter).
I get your point, but the main problem is she is just spamming her tp, which you can‘t dodge infinitely and I‘m not talking about bad players. So maybe in chase it recharges slower.
I like playing against her, but it doesn‘t give you much dodging a hit except of gaining 2s.
You can break line of sight and take unique pathing? Sure some maps are better for it than others but she does have counterplay, if you look at a good player looping nurse and a bad one then you will notice a difference... Her power is her mobility + lethality.
-
@jonifire said:
She should get the same cooldown like Wesker and she would be fine
You could basically just hold w to outrun her if her blink charges had double the cooldown... You do realise that she would have the worst mobility in the entire game if you increase her cooldown by that much? I once did the math for an entire blink circle on how much distance you gain, if you just blink in a straight line, no objects in the way you are a bit faster than Myers in t1(Only 1 blink used for distance), if you make her cd longer she would be even slower than that...
-
@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605953#Comment_3605953
Not sure if you're being sarcastic or not, but by some bizarre reason you aren't or perhaps you're new...
The generators further out, typically far separated from the others on most maps, are generally risk free generators. Killers won't really patrol them often. By 99ing that, all the priority gens towards the center or the 3 gen area are completely safe from PR. Your team doesn't care if a risk free guaranteed generator gets hit or not. You can easily and quickly repair it. In fact, competitive teams generally refrain from even working on them because you want that extremely far away generator from the rest to be one of the last 3 gens. You essentially want that gen to act as a magnet for PR.
As for competition teams, keep in mind competitions aren't a reflection of the actual game. There are a load of rules that allow or do not allow certain things, so they have to abide by a ruleset that the game as a whole does not actually respect (for example, only one person can run deliverance). There's a reason they don't allow decoy generators. I don't know the reason why, but I assume because it dismantles PR as even being a useful perk (one of the very few surviving regression perks left in the game), or maybe they declared leaving gens topped off but not finishing them is unfair towards the killer info to prevent 4 gens from being done at once (killer playing one way since he thinks hes winning just to find out it goes from multiple gens to 1 gen left in a moment). I don't make the competition rules, ask them, not me.
Personally, I think competitions should allow literally everything to give a more accurate representation to game balance. The last thing we need is for the devs to balance the game around competition rules when those rules don't apply in actual gameplay. If competition rules declare that even 2 deliverances is broken, maybe BHVR should start questioning why. The fact is, there are a load of rules survivors have to abide by in competitions to make killer even playable. Otherwise, there'd be no competition.
I'm neither sarcastic nor new, but you still waste time on that generator that eats all the pain rez, so sure it would be more beneficial if it worked on a generator you want to protect for your 3 gen strat if you are aiming for that, but overall it still slows the game down. So I don't really see much of a counter there... The overall time the survivors take to finish all gens gets increased and it also occupies a survivor to tab it again, especially if the generator is somewhat further away this is still better than it just hitting nothing. It is not ideal, but it does its job.
I have never heard of such a rule, but sure if you show me where the rules for a dbd tournament state that then ok I guess.
Allowing everything would just make comp really boring... Give survivors 4 Syringes and the most busted perks and you will really struggle to find a killer being able to get anything done that game, especially if you also enable them to play on the most bs maps out there, they need restriction because the game is simply not balanced for that level of play and for some reason BHVR still wants the RNG to sometimes dominate over skill...
-
@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605899#Comment_3605899
Any competent team can make PR useless. Just 99 a gen that's farthest away from the other gens. Killers typically avoid those very far away gens since up too much time to get there. That gen eats up all the PR tokens and protects the priority gens more centered in the map from it. Once all the tokens are eaten up, you just finish that gen.
On top of that, PR can literally do 0% per token. If the killer scourge hooks a survivor just after a gen is completed, there a pretty solid chance the next gen is below 25% meaning the value is reduced between 0-24% depending what the next gen is at. Due to this, the killer is actually discouraged from scourge hooking if a gen was completed recently...and if a scourge hook is the only nearby hook, then he has to risk permanently losing a token or slug the survivor and lose out on a hook state. That's right, this perk literally can discourage killers from hooking.
The perk as a whole is just bad unless survivors are oblivious to the killer using PR or otherwise don't know how to completely nullify its effectiveness. It's sort of like blood warden, simply wait until someone gets hooked before opening a gate or hopping into a locker before you go down so surge doesn't activate. It has a hard counter that's super easy to do as long as you don't have some solo queue player running straight to the gen finish it...but that's a survivor lack of experience issue, not a perk issue.
How does 99% a gen make this perk useless?? Survivors had to 99% that gen first, therefore spending like 90 seconds of time for, sure it does not really help you defend a 3 gen, however it still eats up a lot of time like that. Also you would need to spend time going back every time after pain rez hit to prevent it from regressing to 0 and pushing it up to 99% again so it can guarantee to eat the next pain rez again? That whole argument makes no sense....
Yeah sure you can get 0% regression out of it if you are either unlucky or don't use it strategically, and I don't necessarily think this is a bad thing, I think it is quite good if you need to think at least a little bit strategically and don't just basically kick every gen you see and what not, same with this perk.
If it does not work against good players, why do people in comp use it then? Make your point with different arguments if you want to undermine that statement, but I don't think that's easily doable...
-
@Kjøttkaker said:
How can we close the gap between SoloQ and SWF?
Many have said that SoloQ need multiple improvements in form of basekits. They ask for Bond, Kindred, Aftercare and Better Together implemented to enhance the experience of SoloQ. It's also been said that SoloQ survivors need to know the exact location of someone opening a Exit Gate and progression bar of someone opening the exit, which should also be applied to cleansing/blessing totems, opening chests, interacting with killer items, et cetera.
Tunneling has been a big problem that many has faced. It's said that the killer who tunnels the survivor is doing the most efficient strategy this game has to offer. Do you agree with this?
If so, how would tunneling be averted? Would basekit, and buffed, Decisive Strike solve this? Basekit Breakdown? A second chance to unhook themselves when they get on the hook too fast or they could be transported to the other side of the map as far away as possible from the killer?
With these statements in place, would you agree with some or all of them? Do you, perhaps, have ideas to make SoloQ a better experience overall?
The thing to look at first is what is the difference between Soloq and Swf, that is fairly easy, not only do swf get to chose the players they play with, which gives the somewhat control over the skill level of their teammates, they also have easy access to communication. Of course even in Soloq you could instantly post a discord link or mention a room on the DBD Discord or what not to get the same result, but it takes more time and effort, which is probably why people don't do it... Other than that there is also the language barrier, some people you get matched with in public matches may not speak the same language as you. So to sum it up:
- Choice of who to play with
- Easy access to voice chat and therefore ingame communication
- probably no language barrier
However it is not really a given that any swf only consists of good players or that they will always make comp callouts, they just have an easier way to do so, the same basically goes for the language barrier, you might still play with people who are not that that fluent in for example english, so text is possible but voice not really or they just don't want to talk, and won't use text chat or whatever... So just because you have the ooption does not mean it will get used.
As for those differences, the language barrier could be avoided by selecting a preffered language and the matchmaking trying to take that into account. The choice who to play with cannot really be solved I think, you could say figure out a better way to work for the matchmaking but I don't really have a concrete idea here.
The access to communication could be solved by voice chat / text chat implementation into the game, then there would really not be much of a difference in the capapbilities anymore... You would have the same tools, it is just your choice whether you want to use them or not.
And before someone comes and says everyone would always only be toxic in voice chat and what not... Every reasonable game with these things has a block and report option for it... You are not forced to listen to that stuff...
I think everything else than that will just be a bandaid fix because the gap would still exist, it would just get smaller... You could add a ping system, a highlight system so you can show your teammates a totem or a chest with aura, or the killer with killer instinct so it does turn in wallhacks to inform people in your swf if you are getting mindgamed or something... Just so you get a direction of where the killer currently is, compared to a callout via voice.
I think stuff like that would be the second best option, a chat wheel and some form of callout to highlight stuff, I would however prefer it with text chat, for more information if needed.
I think those basekit perk solutions would maybe help but still be less effective than the two ways I described before... The question is do you want to close the gap or just make it smaller... depending on that I think it is pretty clear what to do.
-
@Xyex said:
Pain Res already sucks with 4 uses on specific hooks. It needs buffed, not nerfed.
Pain Rez is probably (one of) the strongest killer perks in the game, it regresses 100% progress max. if you compare it to its first version with 15% each hook you will need 7 hooks to make somewhat even, with how scourges are spread this was already not a given and in addition the time to make it to scourge was often not worth it... So you could argue that the perk is somewhat stronger now compared to its first version. I don't think it needs to be buffed at all...
-
@iey120813 said:
Anti-camp system is good but not so much. It can be updated like , maybe it can fill more faster , it can be work when all 5 generators completed and its distance can be increased. Can you add one of these? I'll be happy so much.
It is only supposed to prevent face camping, which it does, it working during the endgame would be a quite bad idea, because what else is the killer supposed to do at that point of the game? Survivors are possibly already at the gates opening them, why should he not stand right next to the hook? There is nothing else to do at this point.
-
@WinterDraft7 said:
Base Movement Speed Increase
- The Nurse's base movement is now increased to 4.4m/s. (was 3.8m/s)
Blink Recharge Time
- After blinking, the time required to recharge the first token is now increased to 6 seconds, after the blink fatigue animation has finished. (The second token remains the same normal recharge speed)
Blinking Through Objects
- The Nurse is now restricted from blinking through any walls and objects from normal blinking; such as: dropped pallets, windows, car wrecks, high/low fenced walls,, barrels; etc.
- The Nurse can no longer blink through floors.
Special Ability: (Unsure of name)
- After 2 successful blink attacks, you gain 1 special token to phase through any wall at a range of 24 meters. Press and hold the Special Ability Button to charge the blink at any distance from 24 meters. While charging any blink, Press the Attack Button to Cancel.
Without the special ability she is basically a worse Blight with these changes, and even with it I would consider Blight the better pick... She already has only a few useful addons, I think she is already in an OK spot, not being able to blink through anything just turns her more boring while also turning going against her more boring. No line of sight breaking counterplay, because you are 4.4 m/s now... Instead similar to Blight but less charges.
-
As many said before, the map is a bit too big, the main building is easily accessable from basically everywhere around the map and it is also a really strong structure, safe pallets really good windows and so on.
-
@Trust_me_Im_a_Doctor said:
Survivors were strong at chases, self healing, and chasing again so killers used perks and strategies to counter healing, pallets and flashlights. Then they nerfed self healing.
That, combined with new, strong killers and killer perks tipped the scales. Because chases are shorter for survivors and getting injured is riskier and, let's face it, more likely, they're new goal is to not be put in those situations in the first place.
I'll agree the meta has changed but I disagree that it's an issue. If you can't find survivors, track them by other means. Change your meta. Blood tracking perks and add-ons, spies in the shadows, thrilling tremors, surveillance, wraith's scratchmark perk name I forgot, give them difficult skill checks, use killers like trapper or knight who can damage without seeing survivors, any perks that can create loud noise events or highlight generators should be your new playstyle if you are having trouble against Stealth.
I've been playing since year 2. I started playing as killer right after spirit first came out. Then the games got so stressful that, because of my anxiety disorder, it was literally bad for my health. I switched to survivor and my playstyle has been Stealth until teammates need me. I have been running distortion, calm spirit and ironwill almost this entire time because I was never ood at chases and never will be. But as a solo player 90% of the time, let me tell you that them not helping teammates is on them not the meta.
As a solo survivor, use kindred, aftercare, boon healing or yoichi's perk to let other survivors see your aura. You can use bond to see others. You can use the key add-ons to see survivors. You can use maps to create a giant pillar that acts like the screaming sun from Rick and Marty. There are ways to play, adapt, overcome. Sorry about the rant. I've been a Stealth main for years and just was able to pick killer back up lol
Predator (Wraiths scratch mark perk) is probably the worst thing you can run, it makes tracking harder not easier and should get changed in some way. It makes it so scratch marks don't spawn up structures anymore and can trick you into wrong pathing, this perk leggit gives you negative value meaning you are better off not running anything. Bloodhound is also really useless in that sense because if you know what you are doing you can see blood regardless, it only helps you if you are new to the game and have nothing better. Besides that you can usually track people people when they are injured by sound.
If survivors are running stealth builds, including calm spirit, then spies in the shadows won't work at all right? Because crows cannot get disturbed while running calm spirit? So this is kind of weird advice my man.
If the survivors immediatly go into hiding as soon as they hear your heartbeat, none of those perks are gonna help you... So you know with surveillance that they started progressing the gen again and you return, and they are gone already, so how does it help you? Same for thrilling, in the time it takes you to hook and go to that gen they can be on the other side of the map... Trapper is probably one of the worst killers in the game and Knight is one of the most unfun killers in the game, so I don't think recommending them really helps.
The issue is all those things you advice to use don't help you at all... They don't reveal stealthy survivors, all it does it make you go back to a gen and kick it again and waste a lot of time. Knowing they are on a gen does not help you, because you know that already, you just don't know where they are hiding...

