Aven_Fallen
Aven_Fallen
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684280#Comment_3684280
The thing is who say that it's a struggling killer that only got the down because of noed? The gens getting done should be the normal and not only something that happens if the killer sucks
I think your opinion that it should be normal that all 5 Gens are completed is not really the most popular one.
That aside, my main point was that Killers get rewarded regardless how bad they did. Going down to NOED against a good Killer is not really that frustrating. But going down against that Killer which is just outright bad, IS frustrating. (And this happens because of the 4% Movement Speed, which people like to downplay... But when MfT gave 3% it was the worst thing ever)
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@JustWhimsical said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684263#Comment_3684263
Bruh, you guys are still doing this even after 2024? This forum never ceases to fail to be a toxic circlejerk lol. The way NOED is currently is miles better than the old NOED because you can see it through walls. Reasonably the only case that the killer will be able to protect it is if you are seriously unlucky.
Which more often than not isn't the case and if you allow the killer to get 4 slugs while also protecting their totem then that's a missplay. Now get out of here it isn't 2020 anymore you don't need to do 5 dulls because you get wall hacks on the totem lol. The only way it would be impossible if they played hag, which most people don't.
If you want to PREVENT NOED, you need to do 5 Dull Totems. And if they are defending their Totem, you might as well not have the Aura Read at all and the result is the same - one poor guy gets hit by NOED and the rest leaves.
The main problems with NOED are still the same:
- Preventing it is dumb due to relying to cleanse 5 Dull Totems. It is most likely even worse than before, because you cannot afford to do Dull Totems anymore.
- The Killer gets a Reward regardless how bad they played.
While NOED is better, the core issues are still the same. And that there is an Aura Read does not really make it less frustrating when you go down against this struggling Killer who only got you because they got 4% more Movement Speed and an Instadown.
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100% agreed. The Survivor-Bloodweb is just loaded with stuff, they have 3 times as many Bloodpoint-Items as Killers and most of them are not really needed anymore.
Like, you dont need 4 different Medkits which all do roughly the same. You dont need green Maps and certainly not Add Ons which let the green Map track anything but Gens. Keys are mostly pointless.
IMO they can easily combine a few things or outright remove them.
Ideally, I think they should just make it that Survivors can use Items as their Power. So basically, you can decide what your Power would be for that match (a Toolbox, a Medkit, a Flashlight, a Map, a Key) and then you can add the Add Ons to it. And those Add Ons should also be combined or sometimes just removed. With that it would probably be possible to bring the total of Add Ons down to the same number of Killer-Items in the Bloodweb.
Obviously, Tweeks would be needed, but it would make way more sense than having 3 different Keys where you only use one, two maps where you only use one, 4 Medkits which are all the same, etc.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684142#Comment_3684142
Is that why it's so unpopular? Singularity has some massive issues. It's way too hard to play and too easy to play against. You put more effort into learning Singularity than Nurse and the results are mediocre. The best play style for this killer, which is hardcore slugging, isn't healthy either and playing without Soma Family Photo means that the power is pretty much useless.
Survivors can outrun the overclock mode even with 4 survivors slipstreamed without issues. This also means, that they do not need to drop any pallets or vault. So the killer puts in a lot of time and effort and gets nothing out of it because the survivor kept holding Shift + W.
Singularity is not easy to play against, lol.
I dont know why people think that EMPs being easily available makes the whole Killer easy to play against. Singularity is a really strong Killer, the only issue is that the effort you put into playing him does not come close to the outcome. If you dont REALLY REALLY like him and play him because he is the most fun Killer for you, there is 0 point in playing him because every Killer who is better than SIngularity requires less effort.
Sure, there are some tweaks which can be done (IMO the biggest issue is that you dont have a power if 5% of the Survivor are hidden by an object), but I would be really careful to change EMPs. Because if there is no EMP available or nobody next to you has one, Singularity is really oppressive in chase while constantly teleporting on you.
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I feel the need to put the "Doing Dull Totems is a horrible form of counterplay" in here.
:)
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683937#Comment_3683937
Also eitherway like you said they needed overheat or overdrive to make more addon ideas. Im all for balancing overdrive more. But i do think its a better mechanic than overheat with the faster paced gamestate. That seems like a pretty regular opinion i see around.
I dont have an issue with Billy currently. Maybe I will think that he needs more adjustments in the future, but my main gripe after the latest Rework/Buff was just that the Cooldown-Add Ons were too good. IMO they are still a tad too good and should probably not exist, but it is not that much of an issue IMO.
Other than that, I think the current version of Billy is great. And as someone who played him for years, I just love how smooth he feels nowadays. Since they messed up his animations, he was awkward to play (not even factoring Overheat or anything), plus having to use Shadowborn was a bummer.
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You got your timeline wrong, mate.
Healing was nerfed FIRST. And then they nerfed Mangled afterwards, which was first untouched while healing got nerfed. The Mangled-Nerf is a reaction to the Healing-Nerf, not vice-versa.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683877#Comment_3683877
You know the overheat change is what started this whole thing in the first place? If he woulda never been nerfed and they only fixed his addons. Who knows what hed be like now.
And?
It is not like Overheat was unreasonable back then. You had the Killer with the best mobility and an easy to use Instadown (not talking about Curving, talking about Backrevs, which were super easy, especially with (Double) Chargetime).
It was quite obvious that the Killer which the Community called "most balanced" was not "most balanced" anymore at this point in th game, because the game got significant easier for Killer. So it is just logical that the "most balanced" moves towards a weaker Killer than Billy.
In retrospect, removing Chargetime- and Cooldown-Add Ons would have been enough. But I can get behind the idea of nerfing more back then. The Devs also realized that they went too harsh with it, with basically making Overheat nonexistent to the point that you had to actively try to overheat your Chainsaw.
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@ratcoffee said:
I've been told many times on this forum that in ideal balance, killers will never get less than 2 kills a game. I'd love to see other people's feedback on that.
I mean, this just shows that this Forum is biased towards Killer Mains. NEVER getting less than a 2K means that the average Killrate would obviously be way above 50%.
NEVER would mean that 0K and 1K should not exist. Which is simply wrong.
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Well, this happens when BHVR makes a Killer strong.
When Overheat was a thing, Billy was one of the most difficult Killers. And only some Gigachads played him who did not care that much about winning.
Now Billy is way stronger, most likely Top 5-Killer. And then you get a lot of not so nice people playing him who play him for his strength and not because he is fun. And this results in some of them playing like total scumbags.
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2 Kills.
But I would rather balance around Hooks. Because Hooks are a better indicator how well someone is playing.
Like, two games can be 2Ks. One is a 2K with 2 Hooks and the other is a 2K with 10 Hooks. Big difference, yet they would be the same if we just look at the Kills.
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@anarchy753 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683365#Comment_3683365
You're a goddamn genius.
I tried Breakout but they just stopped swinging.
Had one game where I got 2, and then my teammates left me to die on first hook while accomplishing nothing of value and I nearly cried.
Breakout is counter-productive for something like this. Because once they realized that you have Breakout (which is not that hard to see), they want to get to a Hook ASAP.
I think I will try this without Breakout, just avoiding basic attacks if the Killer is carrying someone. Not sure if it will be enough for 3 in one game tho...
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683543#Comment_3683543
Killer mains do more to convince me in threads like this that there is a massive balance problem in this game than survivors.
Look at the standard: 20 4ks in a row - the fact that this is even an expectation by certain players shows the problems. Like if you took the challenge and only got 15 4ks that would somehow prove killers were actually balanced?
It was originally 10 4Ks, they raised it.
But I dont prove stuff like this. During Ranks someone said that I am probably a low Rank-Killer with my opinions. They did not believe me that I was at Red Ranks. Then I showed a Screenshot of me being at Rank 1. Then they said there is no proof that this was really me (despite the name being the same).
I just know, even if I would have recorded myself getting a Winstreak of 20 4Ks in a row (let alone that this would be ridiculous anyway, why 20 4Ks to prove something), they would have just said that I am low MMR and there it is easier to go against Survivors.
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@GolbezGarlandGabrant said:
It's funny that perks survivors like using get labeled "crutch" perks as if that's a reasonable excuse to nerf.
Just shows that there are sometimes no real arguments. OP probably just had a Survivor escape who had Adrenaline, so they went to the Forums to complain.
Because Adrenaline is the opposite of a Crutch when it is a one-time use after the Survivors have completed the Main Objective.
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@ThanksForDaily said:
All gens need the be done for adrenaline. "Crutch"
Killers mains know that Adrenaline is about to get changed and pushing towards nerfs with silly threads.
The perk is absolutely fine.
The funny thing is that it might backfire to them. Obviously it depends on how hard Adrenaline is nerfed, but if it is really not worth taking anymore (and given their track record, I would assume that), people will drop it and play something else.
And then Killers realize that the Survivors suddenly have 4 Perks during the majority of the game instead of 3 Perks. So the matches for struggling Killers might even be worse when slugged Survivors suddenly run Unbreakable instead of Adrenaline or hooked Survivors are using Deliverance instead of Adrenaline, removing a lot of pressure Killers have DURING a game. For the trade of a Perk which might not even come into play.
Because the complaints about Adrenaline base on experiences where they see it activate in a chase or when a Survivor becomes healthy. What they dont see are all those Adrenalines which activate while a Survivor is NOT in chase and NOT injured. Let alone those which dont even come into play at all because the Survivor is dead before.
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@squbax said:
Idk about skull merchant but I cannot take tofu seriously, my man seriously tought old slinger was S tier, absolute Lmao take, like sorry even if hes right I just remember that awfull explanation.
I am very sure he did not say S-Tier, but lack of counterplay. Which is 100% true for Release-Slinger.
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@elitehacker1231 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683549#Comment_3683549
you can get downs fast, the gens will still fly unless the killer is running slowdown. sounds to me you're a low mmr gamer.
And there is the low MMR-talk I mentioned in the other thread. 🤣
You cannot make it up with people like you.
As I said, Slowdown is needed. Just not 4 Slowdown-Perks. But it is whatever, you are probably using a second account, so I think it is pointless to talk to you if you just argue with "You must be low MMR then" when someone brings an argument.
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@elitehacker1231 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683540#Comment_3683540
it's not hard to do 5 gens my dude, it's free do I need to tell you how many bad survivors have gotten all 5 gens done and then died instantly to the killer in question because they don't know how to loop only slam gens?
Nice fantasy situation.
So the Killer did nothing for 5 Gens and then got the Downs? If Survivors really go down that easily against a Killer, they will not complete 5 Gens.
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@graveyard_7777 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683537#Comment_3683537
It's been regression perks because a semi decent survivor squad will just blow through gens
Not if you are a semi-decent Killer player and can apply map pressure. I would agree that some Regression/game delay is needed, but seeing that it is mostly just 4 Regression-Perks... You dont need this in public games.
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@elitehacker1231 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683534#Comment_3683534
hop on trapper then i want 20 4ks in a row. right now do it. post the screenshots here.
And then you would claim I go against low-MMR-Survivors.
I already know how struggling Killer Mains argue, I dont need to hop on a 4K-Streak with a weak Killer to not advance in this argument in the slightest.
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@elitehacker1231 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683535#Comment_3683535
exactly, hence why they shouldn't get strong perks that give free health states in the endgame.
"free".
Just have to complete 5 Genererators for that "free" Health State.
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@elitehacker1231 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683531#Comment_3683531
my reasoning is simply we've had these perks for 7 years now it's time for some new meta perks. I don't care if it's "one of the worst." just change the meta.
Would be nice if we change the Killer Meta as well. It has been Regression-Perks for years. That they changed them so that other Regression-Perks are used (and then changed some of them back so that they are in the Meta again) did not really change anything.
But I am very sure you are fine with keeping the Killer-Meta, correct?
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@elitehacker1231 said:
the game isn't "easy" for killers, leave low mmr and step into high mmr and you'll easily out any killer not named nurse or blight. the sad truth is that survivors are just bad, most the playerbase is bad the game is very balanced atm in a messed up way.
It is the easiest it has ever been. And not really hard at this point anymore.
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@xltechno said:
In any case, survivors who cannot deal with SM are invariably lacking in knowledge, and even if it is an SM match, it will not be a long match lasting more than 20 minutes unless something goes wrong. A sane survivor just does what he has to do before making excuses like, ``It's boring to meet my girlfriend.''
A sane Survivor probably just leaves and keeps their sanity.
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@elitehacker1231 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683521#Comment_3683521
corrupt only works on setup killers that need it, noed is a low mmr perk. don't try and be an "what about these perks" andy.
Was just a nice way of saying that your reasoning is pretty bad.
But looking that you even want to have Balanced Landing nerfed (one of the worst Exhaustion-Perks), you are probably struggling a lot with the game anyway.
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@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683320#Comment_3683320
By your logic, a Killer running endgame perk build doesn't deserve any kills too in the endgame?
Aside that nobody is doing that - no, I would not say that. But it was years ago since I saw an Endgame-Build.
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@Withered8 said:
Ok but why Is it only problematic now? Adrenaline has literally been in the game since release and no one's ever complained about it.
There are not many Perks left which make Killers lose the game. Before now it was Made for This, but Killers who were losing games while Made for This was Meta (and before...) are now still losing games. There HAS to be another Perk which causes it.
And this time it is Adrenaline. (And I am pretty sure Threads like this are opened if it happens that a Survivor heals during Chase with the Killer... Which does not happen THAT often to be honest. Most of my Adrenalines are used up while I am healthy and not in a Chase, just giving the the Speedboost)
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@elitehacker1231 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683510#Comment_3683510
i love this argument, my dude the game is DESGINED for the survivors to have an advantage early game it's designed for killers to have an advantage end game and for them to get two kills and two escapes so stop saying "Oh if u haven't killed any1 survivors should get health states for doing nothing." no, it's the opposite actually. This argument is dumb and ppl need to stop.
you either get an early game advantage or you get an endgame advantage you can't have both.
"you either get an early game advantage or you get an endgame advantage you can't have both."
Well, I guess Killers should not run Corrupt Intervention and NOED then. Because you either get an early game advantage or you get an endgame advantage, you cant have both.
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Have you considered winning the game before all Gens are done? Then you wont have to deal with Adrenaline.
(Seriously, the Perk is a one-time use which only works once all Gens are done. Before that, the Survivor has only 3 Perks. So if you kill them before, they wont have Adrenaline. But dont worry, it is on the list for changes and from experience, this will most likely mean you wont encounter it after the Nerf...)
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@Seraphor said:
People asked to make it more chase oriented, they did.
In theory, not in practice.
Every SM still plonks their drones right next to a gen, and then immediately returns to that gen the moment their drone is deactivated.
^ this.
Every Skull Merchant-game I see starts with her placing Drones on Gens. She is still doing the same, she might be worse at it than before, but as long as she is patrolling those Gens the Survivor is in danger, even if they avoided the Drone before. And if they disable it, she comes back to that Gen.
And well, she also got a buff in her Chase with all the status effects she got loaded into her Kit.
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683432#Comment_3683432
For me personally, I'd just rather not waste my time.
It's one thing when someone hates a Killer for some dumb reason. Like, I kinda really hate Trapper but I'm not gonna give up against him.
It's another thing when the ENTIRE community (besides the avid SM fan club) despises the Killer.
Where theres smoke, there's usually fire.
This as well.
She does not have a 70% Killrate because she is strong, she has 70% Killrate because she is still obnoxious. Yes, there are people who DC/suicide against her because they did it since she was released. But others are still doing it because she is still horrible to play against.
And I hope this is on BHVRs radar, if a Killer has such a high Killrate because it is disliked so much by the Community, it should be changed.
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As others have said, most likely due to the Nerfs which lets him get most hits by Scamper. However, the Nerf was necessary, it was just stupid what Chucky could do befeore.
IMO they should nerf Scamper A LOT. And then compensate this by lowering the Cooldown of his ability so that Chucky is allowed to use it more often so that it is not that punishing, but also make the Scamper-plays not resulting in free Hits most of the time. Would make the character way more interesting to play.
But also - we have 35 Killers. We are at the point were every Killer is "rare", simply because statistically you will encounter every Killer around 2-3 times in 100 games. (And IMO this is a good point to slow down the releases. We dont need 4 Chapters each year, 3 Chapters is more than enough...)
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@Yharwick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683007#Comment_3683007
Borrowed Time is unironically a clutch endgame perk just nobody uses it.
I use it. Simply because of Endgame and because Killers dont expect it. They realize the Survivor has no OTR, they count to 10 and then hit and BT does its work.
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None.
Because god forbid people who put a lot of time into a game would get anything.
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@Feneroe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683016#Comment_3683016
Yes, anti-tunneling perks disable when you can't tunnel any longer. We've seen in the past what happens when anti-tunneling is allowed in endgame: Survivors are able to get a 4 man out without any danger to themselves and makes it pointless for the killer to do anything other than afk. The game isn't supposed to be over until the survivors walk out the exit and not a second before.
I mean, the Killer failed to kill a single Survivor during the whole game. If 4 Survivors are alive in Endgame, it is on the Killer (and since almost all Killers tunnel nowadays it is not because the Killer played nice...).
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@KazRen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683036#Comment_3683036
In it's current state I agree. I do wish they reworked it though cause you potentially could just have this perk active for 20 seconds and that's it. I would absolutely trade 40 seconds for a secondary effect.
Meh. Depends on the Killer, honestly. I would not run Corrupt Intervention on Nurse or Billy for example, because I usually get my first down very quickly with those two. But on Nemesis for example I run it, because I want to reach Tier 3 as fast as possible, which means I am switching targets after injuring. And when it comes to Killers like Trapper, I obviously want it as well.
I just think that with deactivating on Down the Perk is not for every Killer anymore, but sitll good on many of them.
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@KazRen said:
It still is really good. It does suck that they didn't give it the lethal pursuer treatment and give it a second effect after they changed it.
It would not need this treatment. The difference is that Lethal Pursuer is active only for a few seconds, while Corrupt Intervention is potentially active for 2 minutes, but at the very least most likely 30 seconds, which is a lot longer than Lethal Pursuer.
Also, Lethal Pursuer "only" shows the Aura, while Corrupt Intervention makes Survivors move and lets them not spend time on a Gen for at least a few seconds, maybe even more depending on their Spawn and their routing.
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I think it will be and I hope it will be licensed.
I dont mind original Content, in fact I prefer it over licensed Content (for the most part), because I feel they can use their creativity better with original content (even tho it might not always turn out to ba a good or at least healthy Killer...).
But I think for the Anniversary it is always better if it is a licensed Killer, because the Anniversary is special and so the chapter should be special as well. I think they did good with Dredge and Singularity, both are creative Killers and both are at least decent. But I dont think that they can really compare to Silent Hill or Resident Evil joining the game.
(And well, in theory we could have also gotten Skull Merchant as Anniversary Chapter...)
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@xltechno said:
The doctor is definitely the one who needs to undergo surgery ASAP. Whether or not the M2 directly causes injury is an important aspect of the M1 killer. He's missing out big time here.
Did you just say that Doctor should be able to injure Survivors with his Shock?
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@xltechno said:
Do not use the vaccine immediately after unhooked yourself, it is a big mistake. Survivors should be the first to leave from hook unless there is a good reason to do so, and use the vaccine after completing treatment. Unless you're in a situation where the killer is never coming back, leave from hook right away. Survivors should remember that staying on the hook and letting the killer know about it is one of the worst things you can do.
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/408966/wesker
I mean maybe don't just use the vaccine directly under hook? But go away from the hook heal and then use the vaccine? No offense but if you give him information about an injured target that can tunneled that easily you really cannot complain if he does.
I dont think the killer instinct is that much of an issue.
To be fair, many Weskers like to tunnel, simply because the Infection makes it easy to do so. Once fully infected it is very easy to down the Survivor and Wesker-players know this, so coming back to the Hook means they dont have to chase that much, even if the chase goes bad for them, it will be rather quick.
Personally, I prefer to get rid of the Infection before actually being healed, because I can loop while injured and non-infected, but I can loop less good if I am healthy but fully infected.
@Topic:
I would agree. For some reason the Devs think that every Killer released for quite some time needs some form of Killer Instinct, either basic or available via an Add On. Stealth is already not that viable and releasing more and more Killers with Killer Instinct which cannot be countered by any means makes it even less worth to run Stealth-Builds.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683011#Comment_3683011
... I mean OK... I guess I missed some nuance somewhere. My apologies.
I don't think anyone genuinely thinks that killers deserve a free kill, and I suppose the confusion is I don't see how disabling the AFC in end game constitutes giving a killer a free kill.
It seems like a perfectly reasonable and sensible gameplay decision to me.
I meant that everything disables in Endgame (aside from Basekit Endurance and BT). Like OTR or DS as well.
(And before you repeat it again - I know why this is the case.)
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683007#Comment_3683007
I'm not saying you should compare comp to public, as I say I actually support the AFC... but... the comp players aren't wrong... the killer IS sacrificing gen pressure for camping a player out.
I don't think any of us want that in the public game... but it is still true... the killer is sacrificing a LOT of gen pressure for that kill when played against properly.
What I'm highlighting is, the point of the AFC to is prevent face camping and encourage gen patrol, by virtue of the fact that survivors are given a large window to play around a hook camper. You can proxy, but it is far less profitable than the near guaranteed kill face camping gave.
During EGC, the killer can't afford to go anywhere else... there are no gens to patrol, they can't catch survivors at gate, the ONLY pressure they have left is that player on hook. It's then up the survivors if they want yo take a 3 man out, or try for the 4... but trying for the 4 needs an associated level of risk to matter.
"During EGC, the killer can't afford to go anywhere else... there are no gens to patrol, they can't catch survivors at gate, the ONLY pressure they have left is that player on hook. It's then up the survivors if they want yo take a 3 man out, or try for the 4... but trying for the 4 needs an associated level of risk to matter."
Thank you that you explain it to me after I said two times that I know why this is the case.
My sole issue is that Killer players always want everything to deactivate in Endgame, just because they think they deserve that one Kill. Nothing more. Explanining me things a few times I already know will not change my opinion. (Not that I have actually an issue with Killers camping in Endgame, since, I repeat, I know why they are doing that. But I think that Killer players should not think that they deserve a Kill after they failed all game like this Billy)
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682821#Comment_3682821
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682858#Comment_3682858
New entry in the Survivor Rulebook:
- The Killer is not allowed to kill Survivors without first meeting the Survivors' arbitrary standard of "skill" by earning an arbitrary number of hooks.
Nah, it is just that everything gets turned off in Endgame. Just so the Killer can feel somewhat good about a pity Kill.
Yes, I understand that there is nothing else to do at this point, but it is funny that Killers think it is fine that they suck all game and then think they deserve that one Kill.
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682821#Comment_3682821
Isn't it a bit rich to be given a mechanic that prevents a killer from face camping you through the rest of the game... a mechanic you were absolutely not entitled to because the point of the killer game is to kill survivors and camping achieves that perfectly well... only to the turn around and say not having that mechanic end game is giving the killer a pity kill?
You do realise one could easily turn around and say the AFC is a pity unhook don't you?
I don't agree with that position myself, but you do know the AFC is banned in comp because its competitive players deem it unfair on the killer, who is exchanging gen pressure for securing a kill?
It's actually quite fascinating getting a competitive DBD players perspective. Sppokyloopz has a great video on it if youre interested:
"You do realise one could easily turn around and say the AFC is a pity unhook don't you?"
Not really?
And well, comparing Comp to Public Matches is already wrong.
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The initial idea was that the Killer can prepare in the Lobby. But honestly, there is not really a reason to give that many information anymore. Mainly because Killers dont prepare, they just straight up dodge.
Furthermore, the main things which can help are:
- Mangled against Medkits
- Franklins Demise against Items
- Lightborn against Flashlights
And all of them are not really valid anymore (aside from Franklins maybe). Mangled is good in every game, not only when the Survivors bring Medkits. Franklins rarely sees any use, from my experience it is mainly used during Anniversary Events. And Lightborn should rather be brought every game anyway if someone does not want to get blinded. Because Residual Manifest exists, as well as Flashbangs. So even without a Flashlight in Lobby Killers can easily face those, so equipping Lightborn if you really dont want to get blinded should happen anyway.
So yeah, it would make sense to reduce the information a Killer can get. Or at least make dodging harder by penalizing it.
OR, we can just let Survivors know who the Killer is for 2 weeks and then we can see what Killers think about dodging. :>
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I almost fell for the bait. But Weaving Spiders gave it away.
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Yeah, the Killer is allowed to have a pity Kill. This Billy played well, you are his 3rd Hook while he lost 5 Gens. Of course he deserves a Kill with every somewhat meaningful Survivor Defense disabled at this point.
(I understand why they are disabled, but yet a Killer who failed all game is always allowed to have a pity Kill at Endgame...)
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According to Nightlight and BHVRs official stats the Perk is on Number 5 when it comes to usage. (BHVR 12%, NIghtlight 14,31%)
I also see it very regular in my games and use it myself on some Killers. It might not be a staple which is in every Build anymore, but it is certainly a popular Perk. And still good as well.
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@GoodBoyKaru said:
The entire reason why we say to not waste shack pallet is so that when people need it to stop them being tunneled they've got a guaranteed strong tile into a god pallet...
While this is a good intention, in reality it does not work like that. At least anymore.
I often dont use Shack Pallet, especially when I was not hooked before. Only to see some default Meg to use it instantly after getting hit or camping it.
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It would not have needed to be nerfed that hard to begin with. Because people who claimed they lose games due to MfT were losing them before it was around anyway. And are still losing games. So MfT was not the culprit why they lost.
They should have just removed the Endurance and thats it.
When it comes to the idea to use it as an Anti-Tunnel Perk... It is too weak for that. Simple as that. You can only use it as such if you put a whole build around Anti-Tunneling, e.g. OTR, DS, DH und MfT. But even that is questionable and will not really prevent anything. At the very least you would sacrifice two Perk Slots (OTR and MfT), because the Basekit Endurance can just be waited out. And then the 3% would only matter if you are in an area with a lot of Pallets, but then DS would probably be better and this is already a sad excuse of an Anti-Tunnel Perk.
There is no way where MfT is worth taking. Even if someone runs it, they most likely do it because they like it and not because it is good.
If it should be an Anti-Tunnel Perk it should a) work on its own without equipping at least 1 other Perk (in this case most likely OTR) and b) be way more impactful. For Anti-Tunnel Perks to be decent they have to be a big middlefinger for the Killer. Not a slight inconvenience.
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@Xxjwaynexx said:
Wth is this third floor you speak of? I swear everyday I come to the forums to learn an old but cool AF piece of the game was removed. Why did they remove it if you didn't mind me asking?
Because back then Boil Over was pretty much broken. It was not a strong Perk by any means, but the library on RPD was open and some Survivors thought it was funny to run there with Boil Over. It was stronger back then (https://deadbydaylight.fandom.com/wiki/Boil_Over#5.5.0), filling your wiggle meter by 25% of overall progress. And since there was no Hook upstairs the Library, they could just run there and there was no possibility to hook them from there. Paired with Perks like Boon-Expontential it resulted in pretty annoying gameplay.
IMO they can open this part of the library again, but only if a Hook always spawns on the ground floor of the Library AND they remove any Totem Spot in the upper part.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682108#Comment_3682108
Probably to eliminate the RNG of hatch. Can do exceedingly well and still lose out on the adept because hatch spawned at the last survivor's feet.
I mean, Killers usually dont have a problem to slug for a 4K in regular gameplay. But it is suddenly an issue for an Adept?