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Archol123

Archol123

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Archol123
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  • @Caiman said:

    I would like to see these ideas implemented into Trapper's basekit:

    • All Bear Traps spawn on the map already armed.
    • Survivors cannot escape Bear Traps on their first attempt.
    • Survivors are inflicted with Hindered for a short time after being freed from a Bear Trap.

    The problem with them spawning already armed is that newer players won't necessarily remember which traps are in good spots and which ones are not... And it does not benefit more experienced players either since traps usually spawn in the open and therefore no one will run into those...

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562922#Comment_3562922

    Thats... 4 perks.

    So the killer breaks the chase to go after the gen with the most progress, because of Tinkerer. You can usually see the killer, even without Terror Radius. So you start running and the killer chases you, while your gen starts regressing until another Tinkerer triggers and the killer needs to break the chase to go for another gen... Back to square 1.

    Some killers yes, some not, but most maps offer some good line of sight blockers to get quite close...

  • @egg_ said:

    She's in an almost good spot.

    I don't know why they removed light burn and the stun ideas removing her blink charges (or forcing fatigue along with the stun like it used to) are probably the only changes she needs

    By the way, it's unreal how people just refuse to learn how to play against her and then say she has no counterplay. *Hears terror radius approaching and decides to stick on gen instead of leaving -> gets two blinked -> there was nothing I could do!!! *

    Something I would like to see changed would be to not be able to see auras while charging and releasing blinks. At least all those players who can't hit a single blink without relying on nowhere to hide or flood of rage would have to actually learn how to play her

    They removed light urn because they didn't want to have an interaction with the flashlight with only 4-5 killers specifically... Hag, Nurse, Wraith, Artist that is, don't know if there Were some others as well but I think not.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562824#Comment_3562824

    You clearly didn't play at that point.

    The meta before circle was to stay injured with resilience and 99% your heal because hemorrhage didn't drain healing progress. So survivors would stay injured literally as long as possible, then finish their heal mid chase when it was clear they'd get hit.

    It wasn't using medkits to heal to full super fast. In fact, a lot of survivors would use self care to top off their heal and bring a toolbox with bnp. Self healing anywhere, any time was the value at that point, and even with a medkit the focus wasn't speed, it was charges. Just like it is now, except you get, at most maybe 2 heals out of it instead of 3 guaranteed (partly thanks to new hemmhorage).

    The 'stay healthy' meta came about with circle, since you couldn't carry that with you and weren't guaranteed to be able to top off that heal mid chase. The trade off was the travel and setup time.

    I played since 2019, so don't give me that... The meta was using medkits since healing took so little time,yeah some people did that but it was nowhere near meta...

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562823#Comment_3562823

    2 Perks. The combo completely removed kicking gens, as you said. Which gave also more room for killer perk variety.

    3 perks: ruin undying and TInkerer mostly with corrupt, that was what ever single player ran...

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560678#Comment_3560678

    Yeah it's cause I got tired of saying 'more than 21 seconds' a long time ago and hadn't done the math in a while. I thought it was 21.666 instead until I redid the math, my bad.

    The problem is that, with circle in the game, matches lasted longer. Boon time, travel time, healing time all added up, and especially since almost all boons were set up early, it meant that survivors spent the first seconds of the match (when they are the strongest and the killer has zero pressure) doing something other than gens.

    And a lot of those boons got snuffed before they could even be used, which is purely wasted time. It's exactly the kind of 'secondary objective' killers have always asked for: slow down the game, keep survivors off gens, give us more time to kill.

    So before, where matches lasted, say 12-15 minutes, killers screamed for nerfs and now matches are 6-9 minutes in a lot of cases.

    Deleting healing only reverted the game back to pre-circle era: stay injured with perks that synergize with that (resilience and adrenaline) and bang out gens faster than the killer can snowball. The only difference is using MfT instead of dead hard in most cases.

    On top of that, the gen kick meta completely ruined most killers chase ability, since kicking gens was vastly more important than chase in every game for about a year. Chase was completely optional during the 3 gen CoBruption meta. So now, with eruption inflation in MMR, killers are generally going against better survivors, and are severely lacking in the chase skill to keep up. And instead of examining their own gameplay and getting better at chase, they are here on the forums screaming for nerfs every single patch.

    The meta before was not staying injured but using a busted medkit to heal in like 8-10 seconds without perks... People could have done gens injured all the time but decided to not do it... Also the sniffing cost the killer almost always more time than the survivors because he had to find the damn thing and walk there and snuff it and so on...

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562783#Comment_3562783

    MfT, DH, WoO, perk that speeds repair by 50%. Kinda looks like you can have both at the same time, while not leaving the meta we currently have.

    So no, the MfT complaints wouldn´t diminish. Would you see also complaints about the repair perk? Sure! But you would see complaints about both perks.

    You are also missing the point, that the Undying Ruin combo created more variety on survivor builds. Not the copy of a copy of the copy of a streamers build. I´m all for more variety in perk builds. Seeing the same 6 perks every match is kinda boring. At least for me. The Undying Ruin combo gave the chance for more varied builds, without getting weird looks from the teammates. "dude, why are you using this?!"

    I´ll die on that hill defending Undying Ruin. Because i really didn´t like the Eruption meta and i sure as hell don´t like the current stacking 3-4 slowdown perks meta.

    But you had the same 3-4 perks on every single killer... Maybe survivor variety increased, but killer variety was 0,because it was a combo wort running on every single killer...

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561457#Comment_3561457

    I´m not pretending anything. But complaints about camping went down during the months of Undying Ruin. Instead we had tons of threads complaining about how impossible it is for a single survivor to cleanse 5 totems...

    Did we have complaints about camping? Sure, but they were more like what we have now with people complaining about the anti-facecamp mechanic.

    During that time i was very active with a totem hunter build and even remember some matches where i cleansed all 5 totems alone.

    I still think that the amount of regression was a small price to pay for less camping/tunneling in the matches. And it was way healthier than what we got afterwards: the gen kick meta.

    Everything was healthier than the Gen kick meta, but the problem stays that it made games last way too long, the game delay was just too much... And hardcore tunneling is basically never the most efficient strategy, it is always juggling between two survivors because that way you don't have the downtime of waiting for the unhook.

  • @Tsukihi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562229#Comment_3562229

    Can you imagine hanging a survivor on a hook near a generator that is about to be repaired and then having to leave?

    Ah, it's no wonder he's so skilled that he can't escape without support from the management.

    You should learn more by watching the streamer's videos instead of watching movies!

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    Can you imagine hanging a survivor on a hook near a generator that is about to be repaired and then having to leave?

    Ah, it's no wonder he's so skilled that he can't escape without support from the management.

    You should learn more by watching the streamer's videos instead of watching movies!

    There is still no need to stand right in front of the hook... Leaving = being 16+m away from the hooked survivor...

  • @EynoxVII said:

    Guess it's just me and I'll have to keep skipping those maps. O well

    I don't have the issue, but the map has other issues, like way too many safe pallets, I don't think it is fun to play on as killer... And besides that the collision is terrible for chainsaw killers...

  • It would be really cool if you could safe perk builds over all killers/survivors, so let's say you have your medic build and you want to use it on a different survivor so you can just select that... Or on killer a full aura read build...

    It would be so nice to just be able to safe them and not need to write out build ideas outside of the game or remember the...

  • @Caiman said:

    Do these perks really need to be completely mapwide? Any Means Necessary functions as a mini Windows of Opportunity with unlimited range on top of the pallet resetting function, which can make tracking the killer's movements easy just by watching for pallets being dropped elsewhere. Meanwhile, Alert can give away the killer and their position at the start of the match just by them kicking a wall clear on the other side of the map. I'd be fine with extending Alert's aura-read duration in exchange for giving it a range limit, even a generous one like 48m, and Any Means Necessary should be limited to something like 24m.

    The aura reading on any means is fine, it does not even help in the same way windows does, because strong pallets that could be used to loop while dropped get kicked anyway and getting the aura of a pallet that is so weak the killer does not even kick it seems rather useless... Also nobody runs Alert anyway, so why would you want to Nerf it?

  • @lukeneves said:

    If 2 console survivors or more are in the lobby = 1 console killer.

    Why though? Like what is your reasoning for it? Are you saying Co sole survivors are that much worse than pc survivors that they cannot keep up with pc killers or what exactly is the intention here?

  • @ProudRinMain said:

    Hello!

    Can you revert the change that was made to duration add-ons? Let the power cooldown cap at 15 seconds no matter what but punish short-bursting ( it’s boring and unskillful anyway. )

    That way duration add-ons become viable instead of what they are now. people who rely on short bursting will have to think if it’s worth doing or end up waiting longer than usual if they do it all the time.

    In short, punish short bursting and reward long phases.

    But using short bursts of your power is what most good players do? They don't need the full duration when they are already at a tile, why exactly are we punishing this? The changes that got introduced for spirit are alright, you can still just run duration together with cool down and have probably around the similar duration and cd as you had before, you just need two addons now, spirit is a strong enough killer anyway and is in an Allright spot, I would say you don't even need duration, speed and recharge are better in my opinion.

  • @Tsukihi said:

    With the implementation of the Anti-Face Camp system, the killer's actions are restricted and the gameplay experience is greatly reduced. Could you please add more measures to help killers play the game comfortably?

    The gameplay experience of standing in front of a hook doing absolutely nothing? Dude watch a movie if you wanna do that

  • @dreary said:

    Good lord behaviour, you just keep catering to killers dont you? The new update reduces the size of maps by what looks like 33%. Your new anticamping tool is broken AF and doesn't work either. This game was good in the past and instead of adding new features like new game modes they continue to shrink maps and cater killers to the point that you don't have to have any skill anymore to play killer.

    The only thing bug maps do is make the killer waste more time going to places and give killers with map mobility a huge advantage, why exactly is it something bad to remove that? Because you cannot pre run as much? Isn't it a good thing to increase the time you get chases instead of just wandering around going somewhere?

  • @GensByDaylight said:

    Yeah, survivors 100% got no buffs...

    No anti facecamp at all.

    Killers got 2 maps made more killer sided.

    The patch is pretty fair, maybe even slightly survivor sided this time.

    Considering how busted Borgo was, similar to old cowshed, I don't think there is much of an issue with making the map less terrible, would have preferred to get rid of the red lighting on this map as well but whatever... What is the second map you are talking about?

  • @ProHillbillyMain said:

    Blight is the strongest killer in the game.

    1. He can go from point A to point B much faster than Nurse
    2. When his ability is in cooldown you don't make much distance because he is 4.6 m/s-115% compared to nurse when she is in cooldown 3.85 m/s-96.25%.
    3. Busted addons Double speed, ring, c33, vial, tag. Nurses best addons are Mangled and Lunge addon lol.
    4. Blight literally has everything anti loop, best map pressure, you can play him as m1, low fatigue cooldown.

    This is not even a contest. Yes you can't loop her, instead you need to have unique pathing, going edge map, die as far away from gens as possible.

    When we look at the Blight VS Nurse showmatch Hens did some while ago the result was basically that without addons Nurse is stronger but Blight gets amplified by his addons so much, especially insta pallet breaking, that there is not much you can do against him, which basically makes him the strongest killer in the game, addons don't give Nurse that much more power...

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561432#Comment_3561432

    Yep, you´re right. We are better off without it. Back to camping and tunneling killers to avoid losing gen progress...

    Sometimes i really wonder what the community wants.

    Are you pretending like camping and tunneling wasn't a thing back then? Yeah sure, you would get less value with this, but then again you did not have a hud to tell you if someone is already going for unhook, so you probably have 2 people leaving their gens for the unhook only to see the killer staying there? Meanwhile you loose progress on gen, and obviously if you just face camp for no reason you don't get much out of the combo, but if you proxy camp you, which is still the more effective thing to do...

    And even if they just chased normally, it was still way too much regression, think about it, pain rez is super strong and removes 100% of a gen at max, without the stays regressing, so thats 90 seconds, with ruin undying, you either had around 2 minutes bonus, because people needed to do so many dulls and run between them, if they found them right away, or just power through ruin and get at least the same amount in regression there... It is not that a perk that gives value if you take chases is a bad thing, it is the amount of regression it could give you that was completely insane..

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561411#Comment_3561411

    Ok lets break this down. We assume that the rescuing survivor is working on the gen alone. Maybe 50% progress. Distance isn´t on the other end of the map, but a medium distance. So rescue takes roughly 30 seconds. Unhooked survivor can come back with you to the gen or go somewhere else. If you go straight back to the gen, with the rescued survivor, you spend like 1 Minute away from the gen and lost 30 seconds of progress. But now you repair at almost double speed. Which makes up for it and you repair the gen in less time than you spend rescuing or what it would have taken you, if you continued alone without going for the rescue.

    Back then gens were 80 seconds, so 50% means 40 seconds left, with going there, unhooking, coming back with the other guy, maybe even healing, because there is not really that much progress left on the gen anyway, you will need to add an aditional 45-50 for actually repairing the gen from 0, and then only if the killer does not come back and interrupt it... Ruin just regressed a gen for 50%, that's massive... That's half of what pain rez can do nowadays and you're telling me this was not a strong perk? Like what? Also during all that time the killer probably has found another person to chase, most likely, and his gen is now regressing as well... Back then the icons were not in the hud, so you didn't even know that there was some gen regressing, so if the killer finished his chase and hooked the next guy his gen was probably at 0 until others even noticed the gen has been worked on... You could fully regress several gens and did not really have to go out of your way to stop and kick something, the perk was ridiculously good... Especially with Undying to just get rid of its downside of being easy to cleanse.

  • @Lobos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561343#Comment_3561343

    That was actually my introduction to playing the killer role. I started playing DbD in custom games with a pair of streamers and their Red/Purple ranked friends and Stealthing was still kind of meta back then.. We were all in a Discord call together too so we could also hear all the taunts and insults to boot.

    Did it annoy me sometimes? Absolutely! But it also taught me a lot about map awareness, killer macro, and certain popular hiding spots that good survivors liked to use. Those experiences only made me a better Survivor and Killer in the end.

    Still does not change the point that if there are like 20 bushes they could hide in you just don't have the time to spend there looking in all of them, which means you either have an information perk to still find them, or slowdown to take the time, maybe, but usually you just look for someone easier to find, which is the most annoying thing, because you are doing nothing but wondering around...

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561385#Comment_3561385

    So you are telling me you only play as 2 survivors in a match or what?

    Ok so what exactly do the other two do? Usually 1 in chase 1 on hook two on gens... So you still loose progression on the gen you did until you went for the unhook? That was the most obvious problem with it, you just lost so much progress on the gen, but you could usually not finish it in time to still get the unhook safely.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561371#Comment_3561371

    The point is, that you could cleanse Ruin. But you didn´t had to cleanse it. Ruin was only affecting gens no one worked on. It only worked when the killer pushed survivors away from gens. Which in return required the killer to play in a way. Which most survivors would consider healthy: no camping, no tunneling.

    What is bad about that? You could repair the gen, like nothing would affect it and didn´t had to worry about a camping or tunneling killer.

    So you're telling me you don't need to unhook people and therefore leave the gen you are currently working on or what?

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561340#Comment_3561340

    I agree. Survivors could just ignore Ruin. Which speaks a lot about how "powerful" it was/is.

    And yes, Hex perks should be stronger than normal perks. But they aren´t which is kinda the problem isn´t it? After all, they are supposed to be high risk, high reward perks. But literally every normal perk is stronger than Hex perks.

    That's the point, it was powerfull but cleansing that many totems was even more time consuming, so what exactly is your point here?

    Yes some of the hex perks definitely are... Think of NOED or Devour for example... I agree that not all of them are that good, but Devour for sure, if this would not be cleansable it would be broken af.

  • @Lobos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559659#Comment_3559659

    This is so well said and on point! Finally someone speaks some truth! Only two things I can think of to add to your comment.

    Killers also complained so hard about looping that many killers now have (anti loop powers/add ons) and maps are being reworked with unsafe, completely useless pallets/tiles with large dead zones as well.

    They also complained hard about (Stealthing/hiding) too, so now there are a bunch of (aura reading/screaming perks) so that killers can always know where survivors are without having to actually search the map to find them.

    Killers on these forums complain about EVERYTHING survivors do! Especially when they happen to finally lose one or two trials out of however many they just won in a row.. It's beyond ridiculous now.

    If you ever played against someone hiding in the bushes in Dead Dawg or just sitting randomly in a corner you know that it is not easy to find hiding survivors when you have no clue where they could be, which is why you patrol objectives because they are usually nearby or not being usefull to the team. However if you have a survivor that just wants to play Blendette and hide in a corner all game long you will never find them, unless you throw the entire game to do nothing else, and even then you might not find them...

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559750#Comment_3559750

    What was unhealthy about Undying? It was only used in combo with Ruin, because the stacks reset on every cleanse. So what was problematic about that?

    The need to effectively cleanse so many totems that it was more time efficient to just ignore the perk? Which was a big mistake considering hex perks are designed to be stronger than others because they can be destroyed? Effectively removing that negativ of it?

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560988#Comment_3560988

    So finding a teammate that heals you without running around the map aimlessly does not cost any time?

    Generally speaking, no. In most cases where you are injured, either you are in chase and thus cannot heal anyway, or you are being pulled off the hook by another survivor so you're right with someone.

    And even then, you can hop onto a gen and hope another survivor will come for the gen you're working on, meaning the time spent finding another teammate isn't being wasted.

    And 20 seconds is probably the most you will have, that's 80 m so it would have to be on the complete opposite of the map...

    In order for the self-heal to be inefficient, you'd need to lose 11 seconds, not 20, because that will bring the self-heal timer to 32 seconds, which is equal to the amount of time lost on a normal altruistic heal.

    11 seconds of survivor movement would be 44 meters, but that's split over the 'to' and the 'from'. If you're injured next to a gen and you need to move 20 meters to the totem to heal and then 20 meters to get back to the gen, CoH has saved you only 1 effective second, and you'd need to get SIXTEEN self-heals out of it in order to break even.

    So we are just ignoring hit and run strats, splitting pressure, letting survivors go when they either are too strong in chase or reach a setup you can't reasonably chase in?

    And then again how is it in that scenario when it is about not having CoH in play you will instantly get healed and never even need to heal yourself but when the scenario involves CoH this described scenario does not occur and you cannot get healed by teammate? Mate you are contradicting yourself...

  • @GensByDaylight said:

    This new Borgo has like 3-6 pallets...

    Its like Garden of Joy for killers.

    I ran it a few times on a few different killers and won at 4-5 gens each time.

    Can you guys stop with the nuclear option? Balance is a thing ya know.

    I felt like the McMillan variants all had around 8-12 pallets and just felt a lot more empty than the normal ones, didn't play much on Borgo but I am quite sure it has more than 3 pallets... Also around 10 - 12...

  • OK, great reasoning, with the same amount of effort I can tell you that your idea is horrible and should never be implemented.

  • @grandpa_general said:

    7≈ years was enough. I understand the devs want to develop something else rather than having to focus on this game all the time. I would be bored too to listen to the community and meeting deadlines. Bugs after bugs with no end to sight, releasing patches but to no avail. Losing creativity and ingenuity to perks and chapters. I guess this is it then.

    It was a fun ride.

    They tried several other games, and none of them were successfull... So this is basically the one project they have that is successfull? Why on earth would they throw away their golden goose? Yeah sure nobody likes deadlines, but also nobody likes being without a job so...

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561156#Comment_3561156

    So one guy of the survivor team who basically didn't do anything wrong, but in the end was just guy getting hit by Noed (or unhooked against, which as a base kit mechanic would just not happen, because why would he risk going down) has to die and somewhat loose so the killer who lost the game doesn't feel so bad about getting trashed? Come on man that cannot be the goal here... So now this guy feels bad because he didn't do anything wrong in particular but still died to this... That does not really improve the overall happiness of people...

    Also this is a game for adults, this is not some game for little children who need pity awards for not quitting right away... If you cannot deal with loosing in a video game as a grown up then so be it, but I don't think it is a good reason to ruin another players win just to feel better about yourself, which honestly you shouldn't even as killer in that example, because you didn't earn the victory, you just got lucky...

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561123#Comment_3561123

    When I say weaker players, I typically mean in relation to their opposition. The problem with 'top-MMR' is how if you are at the bottom of that list, you only fight better opponents. So when I recommend this weaker basekit NOED, it is intended to help the outmatched weaker player. Essentially people matched against the 'correct MMR', but simply don't have the hours to match.

    Even if we were to assume this absolute madlad response of Plot Twisting against basekit NOED, they need to be injured, they likely already used this in midgame making it known they have the perk going into endgame, and the team still needs to cleanse the totem while pressuring the gates. I think that's enough hoops to consider that fine counterplay.

    Basekit NOED should be enough to soften a loss, but not enough to win games for free. That's the delicate balance, so I don't believe it to be contradictory to want it to do something, and also do little. It just needs to hit a Goldilocks styled 'just-right'.

    As far as endgame altuism, that largely changes nothing. Survivors who screw up end up with a hook trade, Survivors who colossally screw up give a free 4k, and Survivors who play very well get a 4 escape. Each of those have degrees of success in between ranging X kills and Y escapes. The 'correct play' for Survivor is to cleanse the basekit NOED, and hook trade if you need the extra minute for searching/cleansing. Then as normal, Survivors coordinate the heals and unhooks until they get the amount of escapes that match their collective competence in relation to the Killer's. In the case of Bloodwarden, either the Killer telegraphs BW by opening the gates, or the Survivors misplay horribly by giving a hook AFTER they opened the gates themselves. That isn't really different Live from proposed.

    With tunneling, it isn't always the optimal strategy, but people tend to mistake it to be. Just like pumping the gens, it isn't always the optimal strategy, but people tend to mistake it to be. That seems comparable to me. As far as a 4 man out, I feel like we must play in vastly different cultural regions. People near always try for the last minute rescues going for the hero moment, no matter how hopeless, at least on my server.

    The max 1k that basekit NOED would grant you is meant to be a pity reward, not a full free swing back around in the Killer's favor. It is meant to soften a loss, not entirely remove a deserved one. The Survivor team can then choose do they like Mission Complete or MISSION ACCOMPLISHED, and can play accordingly.

    So one guy of the survivor team who basically didn't do anything wrong, but in the end was just guy getting hit by Noed (or unhooked against, which as a base kit mechanic would just not happen, because why would he risk going down) has to die and somewhat loose so the killer who lost the game doesn't feel so bad about getting trashed? Come on man that cannot be the goal here... So now this guy feels bad because he didn't do anything wrong in particular but still died to this... That does not really improve the overall happiness of people...

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560311#Comment_3560311

    I mean a lot of the 'experts' with thousands of hours in DBD have been completely wrong in the past, and SM just got a massive redesign, so no, you can't really tell how good she is until people have had a chance to master her new kit.

    What is there to master? You put drown down and it does something, it is not like this killer is mechanically challenging so you would need to put in some work to figure out what she is capable of...

  • @RaSavage42 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560989#Comment_3560989

    I do appreciate this

    But I do want to add that even if they add more to the MMR then that would make it even harder for players to play without a unranked gamemode

    Cause being graded for every game that is played gets tiring after a while...

    First of all, even unranked games have a hidden rating players so matchmaking can work, second there is no reason to worry more about some hidden mmr number then than now and third, I don't see why it would get tiring at all, because in all games with unranked mode people don't care about how the game goes and try out stuff, but effectively our current system is unranked mode, both have hidden mmr to make matchmaking possible and people don't play all to serious, doing archives, daily and so on... I don't really see that changing...

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560678#Comment_3560678

    That 21.3 seconds does not account for time spent finding the totem and booning it, nor does it account for time spent travelling to and from the totem's radius in order to actually get the benefit of it.

    That's something people still don't get: Putting CoH out of the way is not actually beneficial to the survivors since you lose out on travel time what you gain on heal time. Overall, I doubt CoH was very efficient, it's just that the cost of CoH was not in-your-face while the benefit is.

    It should've had its heal speed bonus ONLY affect altruistic healing and it would've honestly fixed the entire perk, but it instead just got deleted outright.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560689#Comment_3560689

    Now this is the simplified version, if you start including the fact that while you're healing, your teammate is free to pump 21 charges into the generator, it skyrockets from a +55 effeciency gain to ~ +200 effeciency just thanks to not needing a teammate to heal.

    It wouldn't be 21 seconds saved, it would still be 11, you're double dipping.

    It's either 2 x 16 or 1 x 21.3. That's 32 vs 21.3, so that's a difference of roughly 11 seconds. Though again, this is not counting travel time, nor is it counting boon time.

    I also feel like there should be a bit of a disclaimer when it comes to discussing the value survivor perks give: It is a perk. It is meant to give a benefit, not break even.

    So finding a teammate that heals you without running around the map aimlessly does not cost any time? The point about CoH was that not only it allowed you to relatively efficienty heal yourself, it also was a guaranteed place where you could heal, not like finding a teammate where you don't necessarily know where to go to and might even spend more time than those up to 20 seconds or whatever it is ... And 20 seconds is probably the most you will have, that's 80 m so it would have to be on the complete opposite of the map...

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560752#Comment_3560752

    Majority of his changes (if not all) from PTB straight to live were bug fixes. In a later hotfix he got the ability to break pallets and walls with his power, and 6 months later his FOV was fixed

    The point stays though, if you have to evaluate what you have at some given standpoint you cannot take into account what might be fixed in some way... Therefore Blight got basically a lot stronger with all the fixes...

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560595#Comment_3560595

    Spirit and Blight were also killers who received minimal changes from PTB to Live, and look at where they stand nowadays.

    Now am I saying Merchant's on their level? No. But from what I can see she's definitely in a better spot than she was previously and is probably around Hag's level in terms of viability.

    Blight received ridiculous amounts of changes from ptb to live??? In PTB he got basically stuck on everything, also his fov was way too low for some stupid reason...

  • The same problem with their weird spaghetti code... They should just re-write the whole thing to get rid of it all... It is completely unacceptable in 2023 to require people to make recordings of gameplay to prove cheating instead of having it build in already, this was not even a problem back in 2016... Just another example of them for some reason having completely normal stuff not build in... The same with how long it took them to give us the option to disable anti-aliasing...

  • I mean... I understand saw fans wanting a more thematic experience when playing the killer, but currently for all other people pig just needs buffs because she is so weak and can basically only rely on her bear traps, because it is the only part of her kit that is not entirely weak or highly situational... But hey, if they have ressources for both fine by me... About chase musics though I find most of the new ones kind of terrible, so I don't mind keeping the general chase music on many killers, because at least that one does not suck...

  • @lukeneves said:

    So that we can submit hacker, toxic behaviour and chats to you directly - much easier than recording and creating a video which is deterring MANY ppl from submitting anything at all.

    Would make it so much easier... And basically every multiplayer game has replays, but dbd for some reason not...

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560614#Comment_3560614

    Holy cow, we still don't understand circle of healing even after it's death.

    Circle of healing used to allow the 'self care' action, which comes with an inherent reduced heal speed of 50% that's applied after every other bonus. Circle had a +50% increased heal speed before the nerf, which was when it still had self care.

    So 50% * (100% + 50%) gives a 75% total heal speed while self caring in the circle boon. That's also why the healing bar was still red despite circle having 'a bonus' to heals: you weren't healing yourself faster than 1c/s.

    Since healing takes 16 charges, with circle at .75 charges per second, it's 16/(.75) = 21.333 seconds for a survivor to fully self care in a circle boon.

    That makes it even more efficient than I thought... Great rounding btw. 21.333 ~ 22... I would get to 21 seconds there but whatever ^^

    The point stays though, circle of healing allowed for overall more efficiency with healing and doing gens, and like I said before, you already had the choice to just stay injured and heal if you wanted it ...

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560562#Comment_3560562

    You are fundamentally misunderstanding.

    The self heal of 22s with an already established boon was not replaced with a 16 second altruistic heal that takes 2 survivors (your 32s of survivor time). That's what killers misunderstood before the nerf and apparently some people still wrongfully think that's what should be happening.

    The 22s of healing was replaced by NOT HEALING AT ALL. Those 22 seconds (and all of the associated blessing and travel times) are now spent injured on gens instead of wasted on a health states that would be too inefficient to focus on.

    Killers were drooling at the thought of making 'healing less efficient', thinking that survivors would be forced to group up and waste even more time healing without the boon. But that's absolutely not what happened in a large majority of the cases. Survivors said, 'oh healing is a waste of time now' and largely don't do it at all. That's 100% clear from the meta.

    You do realise that staying injured on 4 people gives the killer quite a good opportunity to snowball? Not only is this good for stealth killers that often get the first hit rather easily but also for killers that want to snowball, like Nurse, Oni, Blight, Spirit, you could even argue for Huntress.

    The change did not really make it possible to stay on gens, you always had the option to stay on generators and do them injured... So there is two options now, either coh was a perk that effectively helped killers and the entirety of dbd had a meta that harmed them more or and this is more likely, you are wrong and the perk was actually helping them with unlimited resets and taking pressure off of the team so they could keep doing generators while they solo heal with coh...

    Also how do we get to 22 seconds? With 100% would be a 16 second heal, 50% would be 32 seconds would it not? So how exactly did we get 22 seconds?

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560430#Comment_3560430

    I agree with that opinion. So what percentage is the possibility of it?

    I see it below 10 %.

    Most likely... But then again instead of giving us band aid fixes for tunneling and facecamping we got new base mechanics, so that's something I guess.. Guess maybe in 5 years haddonfield and garden of pain won't have those nightmare windows... But ofc it would be more appropriate to have changes faster than that...

  • Making a perk to cover up bad map design would be the typical band aid fix behavior usually does... So how about they just fix windows that are too strong instead of slapping a perk on it and calling it a day...

  • @Amaroq64 said:

    Xenomorph would be perfect for this. Its movement modes already make it like a feral animal.

    Maybe you could even do a Werewolf: The Apocalypse thing where runner mode transforms it into a quadrupedal wolf and cancelling runner mode turns it back into two-legged werewolf. No flashy lights or particles needed. Just make its body contort unnaturally when it changes modes.

    Maybe the turrets could have crosses on them or shoot silver bullets. Or shoot silver flames.

    EDIT: Although I guess the tail attack wouldn't make sense.

    I think it would be a missed opportunity to not make a werewolf killer with its own power and just make it a skin for alien... Also licensed chapters usually don't have that much creative freedom to change the model into something completely different...

  • @Infinitesimal_Worm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559847#Comment_3559847

    Same. Had 2 skull merchants in a row and they got 0 kills. Both had solid builds and strategies but no matter what, they couldn't do anything to us.

    Pretty sad how bhvr rework killers this way :/

    As long as the 3 Gen start is dead it is a success... If she is too weak now they can still figure out buffs, but it was either that or killswitch her...

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559759#Comment_3559759

    That's not what I said. I said circle slowed down the game, and slowing down the game is good for killers.

    Both of those statements are 100% correct.

    You might make an argument that being healthy is bad for killers, but I haven't said anything about healing states in this entire conversation.

    That conclusion is the logical result of both of your statements, you do realise that...

  • @coco_shotz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559758#Comment_3559758

    8 seconds that are over and done and now all 3 of you can start a gen? Or do you wanna wait for that guy healing himself in the corner before you stack gens on a high pressure blight or wesker? You realize that everything in this game is situational right?

    Sure, but you do also know about the lower efficiency when stacking on gens anyway? So most likely it will still get you further to let that guy heal with his medkit and do the gen with only two people, you can do the math yourself after what duration of gen progress this becomes better or worse depending on the inefficiency modifier.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559688#Comment_3559688

    The proof is in the pudding here. Killers asked to 'make healing suck' and now no one heals at all. Medkits got replaced by toolboxes, and circle got replaced by resilience.

    Meta before circle was almost what we have now: adrenaline and resilience. Medkits were used for 99% heals and that's about it.

    I don't even necessarily care about the medkit nerf, as it should've been obvious from my post. But circle nerf was dumb.

    Survivors spent literal minutes of the game setting up boons, traveling, and healing, and the net result of that nerf is now literal minutes of survivor time that is now spent, with resilience, banging out gens.

    I said before the nerf this was going to be the result, and here we are. Circle slowed down the game, which is good for killers. Those same killers cried, got circle nerfed, and now have to play in the bed they literally ######### in.

    I disagree that circle was good for killers but you do i guess...

  • @coco_shotz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559744#Comment_3559744

    Less if you have 2 survivors healing you. You know teamwork?

    Sure then you have 8 seconds, but now you have 3 survivors involved in healing, which now makes it as efficient as using a medkit for 24 seconds, you realize that right?

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