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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368666#Comment_3368666

    I think old Legion was on a whole other level than SM.

    Even if you DIDN'T play like that, Old Legion was still really #########

    While this is true, Skull Merchant is the only Killer since old Legion which really let me feel that I dont want to play the game. Not that other things in the game have not been unfun either, but most of them involve the game being over pretty fast or at least in a reasonable time. (Being slugged for 4 minutes is still better than being stuck in a game for 40+ minutes...)

  • Clearly less than before. I noticed it with Archive-Challenges, Challenges where I have to escape or have to do things in Endgame are much harder, because I dont reach Endgame as often anymore.

    But it is not as bad that I would say that I "never" escape.

  • @Madjura said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368112#Comment_3368112

    The Devs really need to clarify the rules on 3-Gens. Because Survivors refusing to do Gens is clearly taking the game hostage, but a Killer refusing to chase Survivors at some point and just protecting 3 Gens without much intention to kill anyone is the same.

    The problem is this:

    a Killer refusing to chase Survivors at some point

    What is "at some point"? Is it a Killer refusing to go after the only injured Survivor when three others are hiding nearby, waiting for them to leave? I'd say it's fair once all four are injured and the Killer refuses to go after any of them then, but what if one of the four Survivors heals before there are four injured and thus "permitting" the Killer to stay near the 3-gen? Is the Survivor that healed then holding the game hostage for the other three Survivors? What if a Trapper wants to only leave the 3-gen once all the traps are set up and not before then, is that allowed? What if a Survivor keeps disarming them, giving them an excuse to stay near the gens?

    Instead of making up a new rule / policy to deal with the many edge cases this will cause it's better to fix this in the code. Add a way to the game that allows Survivors to break a 3-gen stalemate if the Killer refuses to leave. For example, if two Survivors are trying to open the exit gates at the same time they open after Remaining Generators * X minutes but their aura is revealed to the Killer (which would also work if there are four generators very close together). Something that only works if the Killer is refusing to leave a 3-gen but is useless in any other situation to avoid the "DEVS ARE SURVIVOR BIASED UNINSTALL" shitstorm.

    The thing is, there are two versions of 3-Gens:

    One is the problematic one which is done with Skull Merchant - just defending 3 Gens, sometimes even with a Map Offering (The Game or RPD for example) and not chasing any Survivors even at 5 Gens to go.

    The other one is not problematic - the Survivors messed up and created a 3-Gen. (All Gens done on one side of the Map, Survivers not paying attention and just doing the first Gen they find)... While this can result in the same outcome (a match taking long), this is something which is the Survivors fault and the Killer should still get a benefit from it without the Survivors being able to fix their mistake.

    And your suggestion might mean that the Survivors only have to repair 4 Gens and can just idle around a bit and leave afterwards.

    So if there is a rule implemented, it could mention 3-Gens which are done very early in the game (in the end, you have to provide a video anyway when reporting a player, so the Devs would see if the Killer was actually doing it from the start or just saw the opportunity midgame and went for it).

    Otherwise, if it is possible to create an ingame-solution (because a Report does not help that one game which is currently played), I am all for it. But it should only really work if the Killer is holding a 3-Gen from the start and not when the Survivors messed up.

  • @HamsterEnjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368487#Comment_3368487

    Yeah cause screw everyone who likes her lol. You don't like her so now no one should be allowed to play her? I'll make sure before I do anything in DBD I'll come and ask you for permission first to make sure you enjoy it mkay <3

    This is a Live game, everything is expected to have changes. Quite a bunch of Killers were already changed, some more drastically than others (e.g. Freddy, Doctor also received a bunch of changes). And you cannot really say that Skull Merchant is currently healthy with her ability to 3-Gen. And without it, she is quite weak overall (not terribly weak, but far from strong either).

    And while 3-genning does not take a lot of skill in the first place, her Drones make it even easier.

    I ignore the snarkiness of your comment, but I can say - the Devs did not really test her when planning her.

  • Yeah and IMO the Survivors really cannot be blamed for that. It is just miserable to go against a Skull Merchant who decides to 3-Gen. I played one game today against a Skull Merchant who in fact did use the Drones on Gens, but was not super-hard on the 3-Gen and it was ok.

    But I also played against 3 Skull Merchants who were just 3-genning and not really chasing anyone. One of them burned The Game as well. And nobody really wants to play a game of trying to break a 3-Gen for 40+ minutes while not even getting the chance to go into a decent chase. Sure, you get a good amount of BPs because the game is so long, but you would have gotten more BPs in the 3 games you can play instead of that one 40+ minute game...

    Skull Merchant is the one Killer since original Legion where I feel constantly miserable to play against and dont want to play at all. She is also not really fun to play in my opinion since she is not really strong (outside of her 3-Gen) but more because she is really dull to play AND kind of distracting...

    And well - aside from being the first Killer since Legion which really makes me want to not play against it, I also think that this is the first Killer where I have to say - just killswitch her. Killswitch her, rework her and bring her back in a few months. And when bringing her back, include a Refund-option (for money, ACs or Shards, whatever the people paid for it) in case they dont like the reworked version of Skull Merchant. Because the current design really should not be in the game and BHVR should really pull her back for now and start from scratch.

  • "Any more survivors than that can have one loop/distract her. If she comes back to proxy gens, she technically isnt making progress by downing survivors."

    This part makes 0 sense.

    First of all, Survivors distracting her only works when the Killer actually wants to get distracted. Most of the time a 3-Gen camping Killer drops the chase quickly to go back to the 3-Gen. And while this does not mean that they can down Survivors, they will at least get rid of ressources which eventually will help to down Survivors. You can be the best Survivor player, but you wont be able to do anything without ressources.

    And well, a 3-Gen camping Skull Merchant just means that you will have a game of 40+ minutes without much fun, because you dont really get into a chase with her, since she is just protecting her 3-Gen. And while you will probably get a lot of BPs, you will get even more if you just go to the next games - you can probably get 3 games done instead of trying to break her 3-Gen.

    I cannot really blame Survivors who dont want to spend their evening in a 3-Gen game. And I dont even know why Killers are so upset about it, I thought their 4K is sooo important that they even play in one of the most unfun and boring ways (not chasing and just protecting a 3-Gen), so a Survivor giving up will just help with that.

    The Devs really need to clarify the rules on 3-Gens. Because Survivors refusing to do Gens is clearly taking the game hostage, but a Killer refusing to chase Survivors at some point and just protecting 3 Gens without much intention to kill anyone is the same.

  • @Tsulan said:

    What makes you think that only killer mains do this?

    Tsulan once again on his way to villainize Survivors even if the situation mentioned by OP can only be done by Killers.

    Classic.

  • The Devs are super-afraid to bring somewhat decent Perks for Survivors.

    Teamwork-Perks are no exception. Even if you would remove the Cooldown they would not be used, because their use is very niche. IMO if they want something like Teamwork-Perks to be useable, they should be way stronger - because in the end, it makes Survivors stick together, which is good for the Killer.

    Because in the end, to have some use of Teamwork, the Survivors need to be very close to each other. And this means, if the Killer is chasing one Survivor, he would chase two Survivors at once if they want to keep their Teamwork-Perk active. And basically increasing the efficiency of the Killer should grant those Perks a stronger effect. (even tho it is dodgy for the Haste-Perk of those two, since you cannot mess around with Movement Speed too much)

  • Man, and I thought everyone plays like a tournament squad now since the Icons appeared. At least this is what I am reading on the Forums.

    And guess what, you cant fix stupid with those... It is a classic for years that Survivors bring the Killer to Gens being worked on. This includes Gens where said Survivor was sitting a few seconds ago... Worst thing is, I believe that it is not intentional 99% of the time.

  • @ChuckLit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366586#Comment_3366586

    Well ummm... Maybe make a mode that's actually, you know, fun? I don't really understand your argument.

    If they rush it and just throw something together then of course it's not gonna be good. That's common sense.

    I did not even say that they would rush it.

    I think they would spend a lot of time on a new gamemode. But the thing is, I dont think that a new gamemode would actually be played much by the community. Sure, at first it will be packed with players. But afterwards, only a small fraction of the playerbase will play it. And then all this time which was spent for developing the new gamemode (which also includes balancing and all other things) could have been better brought to the already existing game.

    It is not like current DBD is in a bad state or anything. Some people say it is dying every Chapter or Midchapter, but the game is doing well for a game which is already a few years old. So why should they risk this for a gamemode which might not even attract many players to begin with?

  • It wouldnt.

    It would be lots of development time which would go into the new gamemode instead of the existing gamemode. And for what? For people playing it for two weeks before they dont like it anymore.

  • @AMOGUS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363043#Comment_3363043

    People who say this seem to not know that this is a 4v1, which is why the 1 can get stuff like Incapitated but the 4 can't do the same to the Killer. Literally, these two roles aren't comparable just because of the number difference, to start.

    Not to mention that one person on a one person team being unable to do anything isn't the same as two people being unable to do anything on a four person team.

    And people who cry actually do go "bad game design", along with using "balance" and "counterplay" as their favorite buzzwords... so this does indeed to have to do with "Survivors crying".

    I even changed the numbers. :) Instead of 25 seconds 7 seconds. You can also say 6, does not make it better. It would be a really bad design if the Killer cannot do anything for 6 seconds. And this is indeed compareable to Eruption.

    But this is honestly not worth a discussion. Killers will keep crying because they got carried by Eruption but suck at this game, yet the Perk will not come back. Because the Devs are obviously smarter than Killers who think that 25 seconds incapacitated is a good thing.

  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316835#Comment_3316835

    Honestly that was the change i was hoping for as well: 100% quiet at the cost of being permanently exhausted

    After the nerf I actually reconsidered how strong it actually was considering the absence of downside (except being injured), however this double nerf made it basically useless

    Yeah. This would also bring in more variety. I dont think that the pickrate of Iron Will would increase by much when it would reduce grunts of pain by 100% at the cost of being perma-exhausted, because I guess more people will use an Exhaustion-Perk over Iron Will. But some wont and so there would be a bit more variety.

    I also consider this a fair trade for the Killer. If a Survivor is silent once injured, you know that they dont have any Exhaustion-Perk, so no fear of DH or anything. And if they are not silent, you can track them and know that they will most likely have an Exhaustion-Perk.

    And when it comes to the Double-Nerf, IMO the 75% reduction is the bigger nerf. Because while it still is quite a lot of noise-reduction, it is not a complete noise-reduction, which means that if the Killer is using a Headset (which most, at least on PC, will do), it is pointless to use.


    In the end, it is up to BHVR if they want the Perk to be played or not. If it would make perma-exhausted for no grunts of pain, it would at least be worth consider running it with the downside to be locked out of the strongest Survivor-Perks.

  • Didnt notice any change. Was on Survivor the whole day and at around 9 PM it went to Killer. Like basically every evening since a few months.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342056#Comment_3342056

    I agree with your other perks but spinechill is better now at detecting stealth killers, denying it is literally lying, but the other perks, yeah they got clapped.

    Really bad argument, because the current strength of Spine Chill against Stealth Killers is only a temporary solution until the Devs implement their visual TR-Indicator for people who have trouble hearing.

  • @Marik1987 said:

    Rest in piece Eruption. Your lawyers will receive what they asked for: more Tunneling by killer-players (well, it already happens every 2nd game at least).

    Ah, that again.

    "Guess there will be more tunneling guys". I mean, you can hop into your Blight and start tunneling if you like...


    @Topic:

    The Perk will probably mostly missed by Killer players who really got carried by it. I guess there will be some tough games coming up before their MMR is lowered a bit again.

  • @stonedcandle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363043#Comment_3363043

    Then how do you think the developers should give killers a way to slow down survivors working on generators? Because that's the only objective survivors have and stopping them from doing it is one of five objectives the killer has. So killers have to have a way to slow it down and since everyone cries about gen slow down perks too what other options are there?

    There has to be a way for the killer to stop survivors from doing gens outside of hooks and chases because you've got 3 other people working on gens while you're doing that.

    If anything they need more incapacitating effects along the lines of pre-buffed Eruption. There need to be more ways to keep survivors off generators to move away from the killer meta we have.

    What a post...

    Well, first of all, the best Slowdown has always been - force Survivors into altruistic actions. If you hook one Survivor, you suddenly reduce the speed of Generators by a lot, even without any Perks. Because at this point, you dont have 4 Survivors doing Gens, you have 2 Survivors doing Gens (one on the Hook, one going for the rescue). And ideally you are in another chase (you know, information perks also exist..) so that only one person is doing Gens.

    This is called Map Pressure. Something which many Killer players dont really know anymore how to achieve.

    And you basically win the game if you turn the game into a 3v1 with 2 or more Gens remaining. At this point, the odds of Survival are really lowered for the Survivors.

    Second, there is a huge difference between Gen-Slowdown and forcing the Survivor to be idle for almost half a minute. You can have Gen-Slowdown without problems, getting hit by Pain Resonance also removes a good chunk of progress, but it does not feel that bad. Even getting hit by Pain Resonance AND Dead Mans Switch blocks the Gen and removes progress, but at the very least the Survivor can do other things.

    Incapacitated is different from this - you cannot do anything (except for Unhooks). And this should just not be a thing. You should not be hindered to play the game multiple times in a Trial without any real counterplay (and I dont call "playing in an SWF" counterplay).

  • Some gameplay would be nice. Because if the Gens really were so fast, you probably did not really apply any pressure at all. So seeing how you played and what you might have done wrong would help a lot.

  • @HugTechLover said:

    Can we ban DH threads for this week? What is this, the 9th or 10th one in a matter of days?

    I am honestly for a Forum Rule which would allow Threads about the same topic to be closed. Every Snowflake thinks that their DH-Thread is unique and worth posting, while in reality, it is not the case.

    But for some reason people think that it gives any value if they post the same ######### which others have already posted again and again.

  • @RavenBirb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363043#Comment_3363043

    none of these are practical uses for it, they aren't worth mentioning if you don't actively have avenues to be helpful. Naming a useless point doesn't make it good

    Yeah, Incapacitated simply should not be a thing in every match. Simple as that.

  • Incapacitated should not exist outside of Killer Powers (like Victor or Pinheads Chains). So I am happy if they remove it from any Perks.

    And this has nothing to do with "Survivors crying", it is just really bad gamedesign to be forced to do nothing for some amount of time.

    I mean, how bad would it be if the Killer can be incapacitated? Maybe not for 25 seconds, but for like 7 seconds? This would really suck and should not be a thing.

    A status-effect which simply blocks almost all ways of playing the game should really be quite rare and only related to some Killer-Powers.

  • @TigerSnake said:

    I mean, both mechanics were kind of a failure, so that’s my guess as to why they haven’t released any more.

    I would agree that Boons are a failed concept.

    But I think Scourge Hooks are pretty good and so far well excecuted. Every Scourge Hook-Perk is at least decent (maybe except for Monstrous Shrine, but that one was awful since the start of the game and at least got a bit better).

  • Killer:

    I like her appearance. She looks cool. I dont like her Power, I think she is really dull to play, so I will probably struggle to bring her to P9.

    Survivors:

    I hate the fact that there are two of them. Just bloating up the Chapter with a second Skin and another 3 Perks I wont use. Dont find any of the Survivors appealing, will prestige them to P9 and then probably never touch them again.

    Perks:

    I dont like any of the new Perks. They will not be relevant at all, so they dont interest me.

    Eruption-Nerf is godlike.

    Maps:

    I really like the visual Update. There were no changes in size, but I dont really care about that. As I said, I like the visuals, Red Forest is also one of my favorite Realms, so happy with that.

    However, unhappy about more stuff added to the Maps which makes Billy even more annoying to play. I like to play Billy but new and reworked Maps tend to put bushes and other small stuff everywhere which results into more bumping into Objects with Billy (or, with some Maps, making Curving really a pain when there is a little twig which stops the curve..)

    Overall:

    A very underwhelming Chapter and honestly, if they dont bring it, the majority would probably not care.

  • Oh, I rarely complain. Because unlike you, I can accept that I am not really good at DBD and dont really need to bring the game down to a Level where I win most of my games.

    And well... Eruption was objectively unhealthy. One single proc on a Survivor was basically adding half a Gen (again, to make it clear - ONE proc on ONE Survivor equals HALF a Gen...). Let alone that being able to do NOTHING for quite a big amount of time is just not good.

  • I mean, in general, AFK-players should not gain any XPs during that match. If you are not moving or giving any inputs, then you should not receive anything. This would not prevent people from botting or moving around invisible as Wraith to gain XPs, but at least it would not be possible to farm XPs while being AFK.

    Furthermore, Depipping should just be removed. When Grades show how much you play, there is not really a point in losing Pips.

  • @Hannacia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362488#Comment_3362488

    Havent seen one in weeks. Who are playing her exactly? In europe she isnt that popular.

    I get at least 3 per day. Also in Europe.

  • Probably because she is not broken enough. But yeah, it is really annoying, so many people are currently playing her because she is bugged.

  • You will block the window, but you wont get a speed increase.

  • And this, Kids, is one more reason why blinding at Pallets for a few BPs instead of just getting distance is a bad idea.

    So yeah, as others have said, you cancel Feral Frenzy when you blind a Legion. If you look again, you see that they probably wanted to break the Pallet, but once you started blinding, they decided otherwise to get the Down.

  • Because realism does not always mean that it would be a good thing in the game.

    This falls under the same category like fan favourites such as "Why dont Survivors run slower when injured?" or "Why dont Chainsaws Instakill?".

    If we want to go for realism, there is a lot on both sides which needs to be changed. Like Survivors and Killers breaking their legs when they jump down from high story buildings. Or Killers being somewhat hindered by a Palletstun, the smaller ones more than the big ones. Stamina-Systems. And why exactly can this one guy turn invisible and the other girl can go through walls?!

    Let alone that Sloppy Butcher is probably the most convenient Slowdown-Perk since the only investment you have is to equip a Perk Slot for some solid Slowdown.

  • @dragondemon75 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361144#Comment_3361144

    I’m sorry but you sound so corny, if we weren’t meant to wiggle out why is there a bar? I highly doubt you have a degree in math. The killer can practically carry you forever, b e c a u s e you can’t wiggle out. There is barely any progression no matter what and iron grasp? Forget about it. Boil over was a great perk to counter that. Maybe fix it so the wiggle progression was a little slower. But they completely took it out, took out great skill checks to help with wiggle progression, and iron grasp remains the same. It’s impossible. I’ve been carried around the map like princess ######### Fiona by toxic mfs on a daily. Not being able to get out.

    First of all, as already said, wiggling and the bar exist so that the Killer has to pick a somewhat nearby Hook to hook the Survivor. They cannot carry the Survivor across the Map to a Scourge Hook or to the Basement, because wiggling exists.

    Second, wiggling out is supposed to be a rare occurance, because hooking is one of the most basic mechanics of the game.

    Third, regarding Boil Over - even when it had the effect to grant 25% of Wiggle Progress when the Killer drops from a great height, the Perk still was not good. If you want to have good build which increases your chance of escaping the Trial, you would still not run Boil Over back then. The only use for Boil Over was to burn a Map Offering with at least one Two Story-Building to make it impossible for the Killer to hook a Survivor. People who did that also did not do that to win the game, just to be annoying.

    I am all for Boil Over becoming a good Perk. But not when it is a Perk to annoy other players.

    Regarding Iron Grasp - it is fine. Agitation is better anyway. If anything, they should remove the Hooks upstairs in two story-Buildings which they added when Boil Over was at its strongest, since some of them are stronger than Basement-Hooks.

  • @TeabaggingGhostface said:

    Lord forbid a c tier killer can have something good for once

    Look at blight's addons and tell me lifeguards whistle is problematic again

    While I would agree that every Add On-Nerf is kinda dumb as long as Blight keeps his strongest Add Ons, Lifeguards Whistle is really obnoxious. I love Demo, but this Add On can lead to some really stale, boring and drawn out matches. Not even in combination with Devour Hope, but you can quite easily defend a 3-Gen across the whole Map with this Add On.

    And Devour Hope just makes it worse. Not saying that Lifeguards Whistle is the most unhealthy Add On in the game and should be a top priority for the Devs, but I am very sure that at some point they should change it to a strong and more healthy Add On.

  • I always liked the Perk, but it is way too bad. And also not really in a state that it can ever be buffed, because otherwise healing would go too fast.

    But it is just stupid that you dont get Skill Checks the whole game and then when you heal someone, Killer coming closer, THEN you will get your first Skill Check on the almost fully healed Survivor so that they are still injured when the Killer arrives...

  • @NewPlayer100102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359857#Comment_3359857

    You need to use Bond, not Empathy. This is important because you would be deciding IF you want to waste time countering Eruption based on the quality of your rando teammates. Bond is nice because it shows you the players you'd have been better off DCing immediately upon being matched with. But of course you don't do that, you just put up with them. You also don't try to counter difficult perks with this quality of team mate. Did they sandbag you? did they loop a killer around a generator? did they go down in 10 seconds because bad pathing? Don't waste your time trying to over come the communication hurdle you have with this type of player when dealing with Eruption.

    Things you have to accept.

    Countering Eruption will result in lesser generator efficiency.

    You have to change your playstyle to increase your success chances.

    First thing of course is don't make a three gen. When Eruption was at its peak in use I'd see it in 1/4 of my games(down to about 1/8 now) so, it made sense to carry a load out to counter it, perks in addition to Bond(which always comes with you primarily to evaluate the solo ques you are matched with), use hyperfocus and steakout(fog wise if you can fit it), and if you're lucky enough to have a SWF2 the one without bond should bring PTS. These are the easiest perks to reduce generator time. It also helps to HOLD a BNP or two, until you are down to a critical gen which is the time where Eruption really swung matches. Simply, don't rush on the first gen, it doesn't matter, only the last one does, unless you are breaking up a tight generator formation. Note that we never really needed fogwise to do this stuff, it worked or didn't based on the quality of the random team mates(but this is most of how DbD works).

    And from there its usually as easy and annoying as the community implies, you watch and guesstimate based on bond based observations when the person running the killer will go down. OFC, you will have developed an idea of which team mate runs the killer best so commit to your gen of choice(or need usually) when the runner looks good.

    The other thing you can do, and I was surprised at how often a player I could not communicate with could be used to accomplish this is to have them or you hover over the generator in question. You are going to have one of you get hit with Eruption because you are fully committed to getting this specific generator done right now. The other will step in and take over the gen, and the Erupted player will move into the killers FoV on his approach. Use common sense with this one and adjust it based on what the killer tends to do, you may need to linger and hide, or split and circle back. The key thing is to manipulate who the killer is chasing, it needs to be the person with incapacitation so they aren't useless, in this task(they could always unhook, but you're going to let that person sit, for now).

    So, there are a couple of things you can/could have done.

    Anyways, I didn't @ you in the first place on this one because I can read what you wrote across most of your posts, and it frankly seems like a waste of time to type up the above wall of text for you, you do not seem interested in this type of approach. I already said it all in the earlier Eruption vs the world threads anyway. If you honestly wanted to know, and were wondering if you could manipulate random players to do the above, I'm sorry for making the assumption, and I hope we're all able to consider altering our builds to counter the new challenges that arise in the future before calling for nerfs, because I don't think Eruption was altered due to absent counter play. I think it was changed due to public outcry, and justified via the difficulty level of countering it.

    TLDR:

    Run bond.

    Don't be a potato.

    Pay attention.

    Try Bond, Fogwise, Hyperfocus, Steakout.

    Use common sense.

    Ok, lots of text which is basically "Yeah, dont do anything to avoid being forced to do anything". Thx I guess.

  • @Wewantjason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359857#Comment_3359857

    They literally added a hud. I’ve been hit with eruption like once in the past six weeks. I stopped running as killer in preparation for the nerf but it’s not that strong if people even half way pay attention

    same for dead hard

    I do not care about either of these stupid perks. I outplay them both literally everyday and don’t understand how people can’t counter ######### that’s on almost every match now

    The thing is, you see when a Survivor is being chased. But you dont know if they go down. It is just not viable to stop repairing a Gen because a Survivor is injured and in chase, because at this point, you are not progressing anything to avoid getting hit with incapacitated which would prevent you from progressing.

    And it is also bad for the chased Survivor - they can have the chase of their life, which does not help if other Survivors dont repair Gens because they wait for them to go down.

  • @NewPlayer100102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359836#Comment_3359836

    I don't care if they buff killers.

    I was just saying it could be countered, and it didn't require voice coms.

    You could work around it.

    Anyways, that doesn't really belong here, as the argument is over and the developers made their decisions.

    My point in mentioning it was to point out that you're not going to build trust with people who feel opposed to you by lying.

    That will just deepen the divide.

    Enlighten me, how do you counter Eruption?

    And please dont say "Run Empathy".

  • At this point, it is just crying. Like, how can Killer Mains not see that Eruption totally deserved this change? And instead they cry "Pain Res will be next!!!1111"...

    No, why should Pain Resonance be the next Perk?

    Does it remove the ability for Survivors to do anything? NO - it can remove the ability to work on that one Gen if paired with Dead Mans Switch, which is two Perks AND does still enable to do the Survivor to do other stuff (unlike Eruption).

    Furthermore, Eruption was uncounterable, Pain Resonance/Dead Mans Switch can be countered by letting go of the Gen once the Survivor is picked up or in the split second you see them getting hooked. This does not apply to Eruption, since it is not reasonable to let go of a Gen once an injured Survivor is getting chased.

    EDIT: Also, while Pain Resonance is 15% of Progress lost, Eruption was even more. One prog of Eruption basically added half a Gen due to the incapacitated. It was way stronger than Pain Res.

    So MAYBE just accept that Eruption was a dumb concept and was unhealthy, instead of thinking that it was only nerfed because of some "outcry"? The Devs really messed up with Eruption, nobody can tell me they actually playtested it. And now they are correcting their mistake.

  • If a single DH really extends a chase for you by 1-2 minutes AND you still take this chase - just another sign that you really, really struggle with the game and might want to search the reason by yourself and not the game.

    Furthermore, DH might cover up a mistake, however, the good players use DH because they know that they can get away with it - not because they made a mistake. It is a really stupid misconception from Killer players that they think DH = mistake. If you can squeeze out that extra Loop or make it to a Window instead of using a Pallet with DH, this is not a mistake.

  • Honestly, ditch Lightborn for Corrupt Intervention. My Perk-Build with Trapper is the same like yours (except for the change I have written) and I am doing fine to the point that I am satisfied with how the matches go, even tho I dont get many 4Ks, because Trapper is just a really weak Killer and it would be easier to play with more Slowdowns than just Corrupt Intervention.

    You really need Corrupt Intervention as Trapper, because it forces the Survivors to move around a bit before they can work on Gens, which gives you some time to set-up without losing so much Gen-Progress. You can even use the whole time of Corrupt Intervention to set-up, since they wont be able to work on 3 Gens for up to two minutes.

    And on some Maps, Corrupt Intervention can block a good 3-Gen, which would allow you to trap the area to make it really hard for Survivors to chase there. And in the end, it does not really matter if you lose 0 Gens or 4 Gens, as long as not all 5 are done.

    Lightborn on the other hand... I can somewhat understand why people are running it because they dont have to deal with Flashlights at all. But it is a wasted Perk-Slot... Flashlights at Pallets can feel annoying, but they are actually good for the Killer, since the Survivor is not getting distance during this time (and especially when they are injured, you can hear them while blinded). And Flashlight-Saves are easily avoidable.

    Furthermore, once the Survivors realize that you have Lightborn, they wont waste any time to get their Flashlights to use, which means that they will be more on Gens... Overall, it is not really a good Perk and a Slowdown-Perk (like Corrupt Intervention) would be the better choice.

  • @dollidahlia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358390#Comment_3358390

    This is a 4v1 game. Why are you bringing up 1v1? It’s like you’re grasping to justify the nerf to deathslinger

    While this game is indeed a 4v1, ignoring the 1v1 because it is a 4v1 is just dumb. Sorry to be direct here, but I read this "argument" the whole time (probably because popular streamer with really strange views about this game has brought it up to justify broken Killers..).

    Ideally, a Killer can manage to do the 4v1 AND the 1v1 somewhat decent without being oppressive in either of them. Wesker would be a great example IMO, strong Killer in the 1v1, but not oppressive and also passive Slowdown to help with the 4v1.

    But a Killer should never be oppressive in the 1v1 to a point where it is such a pain to go against them. And this was the case with Deathslinger. And to balance this out, he is really bad in the 4v1-aspect. And he is also not a really well-designed Killer, so it makes sense that if they change the 1v1-aspect that he will be weaker than before. And IMO, it was completely correct to change something about Deathslingers 1v1, because his Creation of lose/lose-scenarios was just too strong.

  • The only thing where this is relevant is if you unhook a Survivor with BT, heal them (or they are healed due to Adrenaline) and then the Killer has NOED AND is nearby.

    Other than that, this is such a niche-scenario. But yes, it would be possibly to tank two hits if you unhook someone with BT and heal them with We Will Make it, but it would only be a window of 12 seconds (20 for BT, 8 for We Will Make it = 12 seconds where the Survivor is healthy and has Endurance).

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358769#Comment_3358769

    I mean, there is a soft cap, where all the streamers are playing. Otz explained it some time ago pretty nicely. How depending on availability, players of higher mmr brackets got matched against players of lower mmr brackets. Simply to give both sides faster queues.

    Having a jump in the skill set of the players you face usually means that you are getting matched with a different mmr bracket.

    Yeah, but even players like Otz dont go against Survivors who are at "high MMR" all the time. Often enough they go against Survivors which are far below their Skill Level, which leads to other people from other fanbases thinking that they derank their MMR off-screen (which they dont, you can easily see that with their Devotion Level and that it is not really logical that someone who would stream several hours a day would spend several hours to derank off-stream).

    I mean, it is logical that there is the Soft Cap and that it is not strict, otherwise people would not find matches anymore or only against the same people (see Dowsey during one of the MMR-Tests who did not find a match for hours and had to get streamsniped by a Tournament-SWF). But the current system also really removes the purpose of MMR when it is so lenient.

    Basically, Matchmaking is random at this point.

  • @Tsulan said:

    Welcome to high mmr. Enjoy your stay.

    There is no such thing like high MMR. Sure, it is nice that some people can write it in their Stream Title, but high MMR does not exist.


    @Topic:

    The thing with MMR is that it prioritizes Queue Times over Matchmaking. So in order to speed up the matchmaking, MMR is pretty vague (let alone that Kills/Escape is no good indication of Skill to begin with).

    So you can have back to back matches with literal Baby Survivors/Killers followed by matches were you think you joined some tournament.

    Like, today I went against a Huntress with around 300 hours (I have over 8000 hours) who was not really good with Huntress. Was P0 as well. However, yesterday I went against the Top Blight-Player when it comes to Lethal Rush-Downs... And nobody can tell me that I dropped from "high MMR" to a very low MMR in one day.

  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358656#Comment_3358656

    Nah, he is correct.

    Trapper is an M1 killer and highly subject to the lose/lose @ pallets against DH.

    This is not really a DH-Problem, this is a Trapper-Problem.

    The thing is, everything in this game what is good against Killers is even better against a Trapper.

  • Yeah, but first time in a while that I will buy a Chapter with Shards. Mainly because I dont want to pay 4 Euros extra for a second Survivor-Skin I will never play and 3 more Perks I will never use.

    Otherweise I would have paid money, even if she is not a really strong Killer.

  • Yeah, in general Killer Challenges are easier. They are more like "Play the game" and you get them. Survivor-Challenges however require you to do things which are not the Objective, like cleansing Totems or stuff like that.

    I guess this is fine tho. I dont mind it too much.

    However, the shared challenges are stupid sometimes. There is a difference between dropping 18 Pallets in a Chase and kicking 18 Pallets. The latter one will happen because Killers have to kick Pallets. The first one will take some time if you dont want to waste any ressource in the first game.

    Same with Hooks/Unhooks. Hooking 20 Survivors is two or three games. Unhooking 20 Survivors is probably more like 10 games.

    Those are the ones which should be changed, but other than that, it is fine IMO.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3356901#Comment_3356901

    That was what I was thinking, maybe with several stacks of STBFL as well?

    STBFL only affects successful Hits.

  • The problem with Freddy lies with his major rework. Original Freddy was not strong, but he was unique and honestly kind of fun to play. Not so much playing against, because many Freddies relied on Endgame Builds when it is really hard to wake up.

    However, the Rework basically killed Freddy. He was stronger, but also really boring to play and way too easy for his strength. Like, I dont mind if Killers are simple, not every Killer has to be Blight-Level when it comes to being hard or easy to play. But if a Killer is simple to play, it is fine if they are not one of the strongest and because of his Slowdown-Potential back then AND because he was super-easy to play, he was one of the best Killers.

    And to counter that, they nerfed almost every good Add On he had.

    IMO, Freddy can only be saved if they rework him again, bringing him closer to his original state (and in retrospect, I think that adding the teleport back then and some other things would have been enough to buff him to a decent level). But I think that current Freddy can and never will be able to have strong Add Ons anymore.

  • You know, Killer can be the easiest it has ever been AND you personally can be struggling while playing Killer. This just means that "the easiest it has ever been" is not easy enough for you.

    Both things can exist at the same time.

    Granted, it will probably be a bit more difficult with the Eruption-Nerf, since some Killers really got boosted by it.

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