Avatar

Aven_Fallen

Aven_Fallen

About

Username
Aven_Fallen
Joined
Visits
18,449
Last Active

Comments

  • I think the concept of the Perk is great. Because it actually rewards the Killer for going after multiple Survivors and unlike BBQ back then, it is even beneficial for the Killer to have this done earlier than later.

    But the Perk is super-weak. As already mentioned, it falls off when compared to Dead Mans Switch. Or Pain Resonance. Or Eruption. I run Grim Embrace on Nemesis and it feels really rewarding and was one time a gamechanger. But the effect is underwhelming.

    But the thing is, you cannot really buff it. 40 seconds of blocked Gens is a good number, you cannot really increase it, especially considering that the Killer already has some pressure at this point. If the time blocked would be much longer, it will probably be quite oppressive in the mid/lategame.

  • @Wampirita said:

    I'd like equality with Boons and Hexes. Hexes are high risk high (well not really anymore) reward, while boons are no risk, high reward.

    Make boons one time use, just like hexes, and snuffing it will turn off the perk completely and destroy the totem. It'll still remain better than hexes, because you'll have a control of where you want it placed, but you'll have to actually use your brain onto when and where to place it

    To make it equal, the Killer should also have to spend time to hex their Totem. Which can also be interrupted, obviously.

    And, to make it even more equal, the Killer should need to spend 14 seconds to remove the Boon.


    Saying you want equality and then not going through with it is a bit weak.

  • " Should these add-ons be changed to only work on deep wounds applied by the killer’s power?"

    Ideally yes.

    But in general, I think that they should give Legion a different status effect and not Deep Wounds. Something which works exactly the same, but is not Deep Wounds (or: Endurance given by BT, OTR or other things is changed so it is not the same as Deep Wounds applied by Legion).

    Because then you can tinker with one thing without affecting the other.

  • I think you dont understand the purpose of the incentive.

    The purpose is that you, the person who wants to play Killer, has a shorter queue time, because not many players want to play Survivor. So they get an incentive to play the role which is more needed so that the other role has a shorter queue.

    If you would just set the incentive to Killer, even for a short while, while it is not needed there, you will just increase queue times for Killers during that time. Probably that much that the incentive would not matter anyway, since you would get less games during that period of time.

  • @pseudechis said:

    Yeah I mean bbq stacks were a good incentive to go for the full four hooks.

    Now the main incentive is to get those DH stacks for the Insta down and mori but totems often get cleansed so quickly that it doesn’t pay off as consistently as BBQ used to.

    They really were not. You could still get double BPs after tunneling out one person, which was a really bad design.


    @Topic:

    I hope they dont bring the extra BPs back. There is not really a reason to, the grind was reduced a lot. Arguing that you can now prestige until Level 100 is not really a good reason, nobody needs to do it, it is completely optional.

    Bringing back double BPs to BBQ or WGLF would just make people run those Perks even if they dont really want to or need them, just because of the fear of missing out.

  • I would rather remove this status effect completely. I am quite happy that it is only applied by very few things, because not being able to do anything when you get hit by Eruption is just super-annoying. And there is also not really anything you can do about it, because you dont get any warning if a Survivor is about to go down, unless you see them or are in an SWF.

    It is fine that it is implemented in Killer Abilities, in the end, you will have something to do anyway when you have Victor on your back and it makes sense that you are forced to be useless when you take him hostage.

    But I really dont need more Perks which inflict incapacitated.

  • Underwhelming, but better than the Plague-Skin for me, at least I can use those BPs. However, I would have wished for a bigger amount like 1 Million or maybe even 2 Million.

    Like, last week we had a 300k BP-Code...without Prime or anything.

  • The Killer knows where CoH is immediatly and, more important, it takes ages to bless Hexes.

  • @Nirgendwohin said:

    As someone who likes to bless hex totems with COH, I think they should bring back the old ruin.

    If you bless Hex-Totems, you should maybe not really give an opinion...


    @Topic:

    The first "Nerf" was more of a Rework. Ruin was still very strong and definitely more annoying to play against. But it was not free Slowdown anymore, because the Killer actually had to do something to get value, unlike before. Even tho, this "do something" go less with the Tinkerer-Buff, but eh.

    And IMO the Nerf to disable it when a Survivor is dead would have been enough together with the Tinkerer-Nerf. Because when the Ruin-Totem is still up when a Survivor is dead (this rarely happened), then the Killer probably has enough pressure anyway. What killed the Perk was the reduction to 100% Regression and this was only done to rmove the Perk from the Meta.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188375#Comment_3188375

    with idk.... 8 god-pallets and some strong windows around?

    Which is also the result of the Maps which are too small now. You have it all cramped.

    The RPD-Rework was a failure, they listened to whiny players and the result is even worse than the original. IMO it would have been enough to block off the upper part of the library and widen the hallways a bit to remove the God Pallets in the Hallways.

    But current RPD-Matches just boil down to "Can the Survivors do the two Gens in the Main Hall?".

  • @LapisInfernalis said:

    Something needs to be in favour of the killer on these maps with all the strong pallets and sometimes awful hook placements.

    "in favor" is an understatement. You need to be beyond stupid to lose on RPD as Killer if you have 2 Gens in the Main Hall. You have at least a 3-Gen, which is easy to defend.

  • So we cut down the Killer Objective by half? Just like that? Tunnel two Survivors out and you win?

    Lol.

  • @Akumakaji said:

    I am pretty sure that you can hit the same survivor twice, but 15s is a really short time frame, so maybe you were just off by a second?

    If you are sure that hitting the same Survivor twice counts, then I must be off by a second or so. Guess next time I will just record it and look at the time afterwards.

  • I mean, why should the Dwight Unhook you? The game is lost.

  • I think since they changed the costs of the Bloodweb-Items, it is fine. Before I would have said it is too low, but with this change, it is alright. Currently it feels good to do Bloodwebs, it does not feel like I am getting not enough value out of the matches I play.

  • @Kirahie said:

    BBQ giving the blood points also actively discourages tunneling as you are trying to get max bbq stacks

    Not at all. Since you were able to just tunnel the first person out and still got the Stacks for the other 3 Survivors.

  • It is good that it is gone. I enjoy not running it on every Killer just because of the fear of missing out.

  • Even if you are at high MMR (I doubt it) you will not go against the strongest Survivors all the time.

    So yeah, Skill Issue.

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184223#Comment_3184223

    It's holding the game hostage if you cannot progress the game. Dying is progression. A killer trying to find the hiders is attempting to progress the game. Playing hide and seek and never touching a gen is not progression, or even an attempt at progression.

    As a surv, I'd much rather die than than spend half an hour in a pig headed delay of an unwinnable situation.

    If the three gen is so strong you literally can't progress at all if the killer doesn't leave, what is the point of having a standoff? I'll lose, but it has to be on my terms? In a chase? That's entitled toddler logic. Also, it's nothing so honorable as "come chase me and I'll stop hiding". That almost never happens. They hide, and hide and hide some more, until they screw up and get seen.

    And again, in virtually all of these scenarios, including the OPs, the killer has gone out in search of the survs at some point, so they're holding up their end of your "both sides have to commit" bargain. But in almost all of these scenarios, the survs do nothing but hide. One is left with no conclusion other than the hiders are just spiting the killer because they can't win, or to trying to see if the other is found first.

    Why should the Survivors have to die when the Killer is holding the game hostage? With that logic you can also say that the Killer should go afk when they cannot find the Survivors because they are hiding.

    You are not forced at any point to give up the game. Neither as Killer nor as Survivor. However, if the Survivors are hiding and not attempting to do Gens, they are holding the game hostage. If the Killer is just defending his 3 Gens without any intention of killing the remaining Survivors, they are holding the game hostage.

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184019#Comment_3184019

    That's a false equivalency.

    Defending a strong 3 gen is not remotely holding the game hostage in the same way locker hopping or hiding for 30 minutes is. Painting yourself into a corner does not compel the killer to escort one of your teammates on a tour of the map so you can get a possible out from your screw-up. The game can progress, it will just progress via your death. That's how it goes sometimes.

    If you and your team allowed yourselves to be three genned so badly that you can't even progress one, that is your fault. There was the whole match up to this point to avoid the three gen. You lost, face the music.

    The notion that the killer is somehow at fault for not allowing themselves to be baited from defending a trap of the surv's own making is total entitlement. That's like getting caught one move from an unavoidable checkmate in chess, then leaving the board and accusing your opponent of delay.

    I've been in this position numerous times as a surv. Try to complete the gens in futility, get sacrificed (or maybe get hatch), move on to the next. The killer is not holding you hostage be refusing to give you a mulligan. Life will go on, I assure you.

    Does not change the fact that if the Survivors try to do Gens and you are only scaring them away without any intention to actually chasing them, that YOU as the Killer, are holding the game hostage at this point.

    At some point both parties have to commit to try to get their Objective done. For Survivors it is to try to repair Gens even if the Killer is in a strong 3-Gen. And for the Killer it is to commit to a chase, risking that the other person might get the Gen done in 90 seconds.

  • Unless said otherwise, it is still planned.

  • @xaplox144 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3183984#Comment_3183984

    Are you serious, i can get banned because survivors do something dumb and complete all of the gens on 1 side of the map?

    You can get banned if you are holding the game hostage. 3-genning is one thing. 3-genning and then never intending to actually chase the Survivor is another.

  • @whampyri said:

    https://forum.deadbydaylight.com/en/discussion/comment/3183628#Comment_3183628

    Yeah but the difference is probably I have high blood pressure and if it didn't turn out good it wouldn't be good for my heart

    Then you should not be playing DBD in the first place. If the game is not good for you, dont play it.

    Personally, I would also not have given up with 2 Gens done. The early Gens dont matter, what matters is that they dont get 5 Gens done. Usually the speed of Generators slows down a lot after the first 1,2 or even 3 Gens, unless the Killer is not able to pressure the Survivors at all.

  • @ThiccBudhha said:

    I would NOT take SuzuKR's advice if you were holding a 3 gen. That has gotten killers banned before. If that is the reason they were holding the game hostage, you would magically be at fault for playing your objective as they refused to do theirs. I wouldn't risk it.

    Only report them if they arbitrarily decided to do it as the 2v1 started.

    "at fault for playing your objective"

    If you are only defending your 3-gen without any intention to actually chase a Survivor, it is not the Objective anymore. If the Survivors try to do Gens and you just chase them away from them for a prolonged time, you are also holding the game hostage at this point.

    But from OPs situation, there were 2 Gens left, so there would be no reason to only chase them away and protect a 3 Gen, because you will most likely get any Survivor in the span of at least 3 minutes (which would be the time it takes to do both Gens solo for the one not in chase).

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3183630#Comment_3183630

    Did you play him before the buff? You would literally go right through survivors. The fat hitboxes exist to prevent these situations where there's a visual connection but nothing happens - when it looks stupidly generous from the survivor end, that's usually latency in play.

    He's much fairer than his PTB iteration. I've got no issues with the hitbox size at present.

    I havent tbh. But I have seen Streamers missing Hits which looked like they should have hit. I only played Wesker on the PTB (two games) and after the Buff.

    And yeah, something needed to be done. But it does not feel good currently. Could also be the fact that you go against 500 Weskers in a row.

  • Since they buffed his Hit Detection he is very annoying to go against. Killers really got used to truck-sized Hitboxes with Killers like Demo or Twins, now Trickster is the same after enough complaining.

    You can see him run past you and you get grabbed.

  • Yep, that is Nurse with 4 Slowdown-Perks for you. Totally balanced Killer, deserves to be in the game like that.

  • @get_barted said:

    I dont see how it can be throwing. It counts towards the objective and helps prevent NOED.

    It does not count towards the Objective. The Objective is: Repair 5 Generators and open the Exit Gates. Dull Totems do nothing for that.


    @Topic:

    Cleansing Dull Totems is throwing the game. For a few BPs, which you will most likely get anyway, since Boldness is easy to get, you are wasting time on something which is not your Objective.

    And while you are not on a Gen you have to rely on another Teammate to do more of the Objective. And you dont do anything when you cleanse a Dull Totem. Because when you cleanse 1 Totem, you dont prevent NOED or anything. You might even give the Killer a Pentimento-Stack. Doing one Totem is wasted time, doing 5 even more if the Killer does not have NOED.

    And in the end, if you are doing it for NOED, you are wasting time for a Perk the Killer might not even have.

    So, yeah, unless you have a challenge, cleansing Dull Totems is basically always a No.

  • Not enough Survivors playing = Incentive on Survivor for most of the time.

  • You people who think that voicechat would bridge the Gap between SWF and Solos or those who think that Voicechat would turn every team into a SWF are just so funny.

    First of all, it will never happen.

    Second, the strength of SWF is not Voicechat or Communication, it is that you are able to filter out Potatoes. Like, I sit on a Gen, going against Legion with Sloppy Butcher. Next to me is a Nea using Self Care (current state). She wants to be healed against Legion and she wants to use Self Care despite being mangled. So it takes an ultra-long time and it is not useful at all.

    If there would be Voicechat, I could tell her more or less friendly (probably less friendly after a while) to stop that and help me with the Gen. She will just keep on self-caring. If I am in an actual SWF with her, she would not do it in the first place.

    And well, this is only one part. The other aspects like:

    • time investment despite having an alternative already (Discord)
    • SWFs would not need to participate in it, so probably screwing up Solos
    • Language Barriers
    • Streamers being unable to use it at all

    are also a thing...

  • @Takeda_Nobutada said:

    https://forum.deadbydaylight.com/en/discussion/345825/the-game-really-wants-you-to-be-playing-survivor

    Agreed They're indirectly demanding you to be survivor or let's say your mental health forces you to play survivor because we all know even the people who disagree. we all know that there's no balance in this game There's no Fun It's only a Delusional Self Made Competition that wants to ruin your game as a killer main Specially with the recent Updates that Gave the survivors free borrowed time and saving them a perk slot

    The game wants you to play Survivor so that Killers dont have queue times which are just too long.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3178645#Comment_3178645

    You mean one dude complaints while everyone else points their finger at them and laugh? Yeah, true, we killers are a toxic bunch.

    There were more than one complaint about this Challenge.

  • Survivor Challenges have always been something which forces you to do anything except your Objective, while Killer Challenges are mostly "play the game".

    So nothing new. In the end, all are doable.

  • And this, Kids, happens when Killers get an actual challenge which is not only "Play the game".

  • Pentimento was always shown. Not in the bottom right tho, but it turned up when doing an action which had a speed reduction due to Pentimento. E.g. if you have two Stacks and the Survivor heals someone, they get shown that Pentimento is active and also have the Curse Symbol.

    So nothing new. And even less of a problem at all, if we now start to complain about stuff like that, DBD has not many problems.

  • This is not what incentives are for. Incentives are in the game to give something to players when one role needs more players. And it should help the role with the longer queue times to have shorter queue times. And currently this applies to Killer, they need the incentive on survivor to have better queue times.

    If you would give incentives to certain Killers, you will just increase the queue times for every Killer player.

  • In the longterm everyone.

    As Survivor, Nea since I main her.

    As Killer, I have multiple Killers I play on quite a regular basis, so probably Billy, Nurse, Pig and Nemesis are the candidates who will most likely be P100 first.

  • It should be removed from Chests, this is for sure.

    Other than that, the green Key is actually better than the purple Key. There is 0 point in bringing a Key to open the Hatch, it will not happen. So being 10 seconds over 5 seconds of use is the advantage of the green Key.

    That being said, Key need a complete Rework. There should only be one Key (SKeleton Key) and the Add Ons should be reworked/buffed. Personally, I always thought that it would have been nice to have Keys for everything player-related when it comes to Auras and Maps for everything environment-related.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3168357#Comment_3168357

    Should have seen him a year or two ago, any post about survivor queues being long and it was all "Well it's clear that killers are leaving the game because it's so unbearable to play". Now that killers have long queues it could be "bugged" due to the incentives etc, lmao.

    Yeah, noticed that too.

    And in fact, the incentive is the only reason why Killer Queues are not that bad anymore. Because Survivors actually play when they get double BPs (very rarely I get below 100% Bonus-BPs).

  • For some reason Meg is the character who is picked the most by new players. This resulsts in Meg having a pretty bad reputation.

  • In my opinion, the Build only really works with Stakeout since only a very few people will be able to hit Great Skill Checks on a constant basis to avoid losing Hyperfocus-Stacks. And currently, we have two things way more often than usual - a new Killer with a 40m-Terror Radius and small Maps appearing more often in the Rotation (both RPD-Maps are pretty small). This means that you get Stake Out-Stacks pretty easily, which helps to avoid losing Hyperfocus-Stacks.

    I would guess, once either Wesker becomes less popular (he will probably be one of the more popular Killers, same like Nemesis) and once RPD becomes less common that the Hyperfocus-Build will become less.

    Like, I tested this build and on RPD against Wesker I was able to get a lot of Stake Out-Stacks, but when playing on Haddonfield against an Artist, it was less common to have Stacks.

    Overall, I hope the Devs give it some time before they think about a Nerf. Because when you want Perk Diversity, you have to allow some builds to exist for a while, otherwise you will not achieve this.

  • Complaining about Ormond in 2022? Ok.

  • This is not the intention of incentives. The intention of incentives is to reduce Queue Times for the role which gets picked more. Which is Killer.

    If you would add incentives to certain Killers just to have them appear more often in the games, you will most likely increase the queue times for all Killer players.

  • Yes, Matchmaking incentives should be locked once the player is in the queue and only be removed when the Match is over or the player left the queue/dodged the Lobby.

  • IMO this is the more interesting aspect of her power - sniping people across the map. Way more interesting than shutting down Loops.

    The only issue I have is the Killer Instinct of the Crows, this is too much IMO. In general, I dislike that every Killer seems to get some form of Killer Instinct...

  • They are super outdated and from a time where so much broken stuff was in the game. They should have been removed long ago.

    Like, the last time I got killed by a Tombstone Piece, the Myers downed another person normally instead of killing them, found me afterwards, chased me and killed me instantly. I got 2200 BPs total since I only did one Gen solo and had a bit of Chase. Otherwise, I never saw Myers, I did not feed a single ounce of Evil to him. And still I was dead without being hooked.

    So, yeah, Myers clearly needs some Buffs, but he also needs the Tombstone Add Ons and Infinite Tier 3 removed.

  • @egg_ said:

    Tfw people have been asking to see also the killer's ping in the lobby since dedicated servers day 1 release and bhvrs response is to remove ping indicators entirely 🤡

    Hey, you can now see the Killers ping!

    ....when you are in the game already and it is way too late...

  • DS should obviously go back to 5 seconds. And probably receive further Buffs, as long as it is deactivated by progressing the game by any means and deactivated in Endgame.

    All current Anti-Tunneling resolves around Endurance. And it does not matter if it is just the base Endurance, or if you have OTR on top or if the Survivor who unhooked you had BT. They are all gone after one hit and the Killer will 100% be safe to pick you up, because even if you have DS (most people dont run it anymore since it is pointless with only 1,7 seconds of distance), it is laughable.

    OR we do something more crazy and go for a stuntime which is higher at the beginning of the game but becomes lower during the end. E.g. something like Number of Gens remainingx2.

    So a DS-Stun at the begin of the match would be 10 seconds, at the end with 1 Gen remaining, it would be 2 seconds. (And deactivated when all Gens are done, since 0x2 is 0) Personally, I would prefer the 5 seconds...

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/344803/empathy-is-amazing

    It used to not have any range restrictions, but its current ones are extremely generous like you mentioned. It covers the vast majority of most maps, and usually only loses range in "end-to-end" situations where the distance is as far as it can be: if you're working on a gen somewhere on the map, it might as well not have a max range basically. I'm also glad you see the value in the secondary information it gives, I honestly think thats the best part about the perk. Being able to track an injured survivors movements across the map that clearly show them in a chase lets you basically follow along from a distance without needing to even actually see the killer. The stuff like finding people to heal is nice little bonuses compared to the other information it gives.

    I think people undervalue it because they literally use it just to find people to heal, while ignoring all of its strongest applications in the process. Just like the other two similar perks Kindred and Windows. I usually run one or the other, but kindred and empathy are extremely strong solo perks when used correctly, and i consider running at least 1 of the 2 more important than even OTR.

    Empathy is still unlimited Range. Because no Map is big enough at any point to not see the other Survivor with Empathy. They just made the Range consistent at some point with other Perks, because they all display the exact meters.


    @Topic:

    Personally, I think that Empathy is not that good. It is way better than many other Perks in the game, but I dont really see the reason to use it when Bond exists. Yes, Bond is a lower Range, but do you really need map-wide Range?

  • @My_Aespa said:

    https://forum.deadbydaylight.com/en/discussion/comment/3168253#Comment_3168253

    Just answer the question politely without the snark. Some people just don't read them and they ask questions on the forums like what it's meant for?

    Not reading them aka basically doing no effort at all and expecting that others put effort in answering questions is funny.

1 … 111 112 113 114 115 … 341