Aven_Fallen
Aven_Fallen
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@[Deleted User] said:
You can pick your teammates in a SWF. That's the strongest thing you can do on survivor. If you leave it up to the matchmaker, you're going to get someone with 1/10th of your hours who doesn't have their monitor turned on but still managed to queue up and load in.
I had two people in my game recently who had 210 and 183 hours. Against a 3k hour Wesker. It was not a bad game, but mainly because the Killer did not tunnel and those two actually did Gens. But it was clear that this was a lost game, and it is not even the fault of those two players, they were just inexperienced and ended up against a Killer they simply should not face.
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@Coz said:
Friends with chat is understandable. But if you’re not chatting then I guesss it’s similar to solo a
Not even close. The main strength of SWF is not communication, it is removing teammate-RNG. A good player means there is less room for a bad player in the team.
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I want at least one person I can rely on.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636927#Comment_3636927
A kick is 2.5% instant regression, the bare minimum to account for the animation it takes to inflict it. With fewer kicks that's fewer 2.5% instant regression events. If you're only kicking gens half as much to ensure continuous passive regression, that's also half as much instant regression. For the same passive regression value, you're getting half as much instant regression.
For example, a survivor gen tapping currently results in 2 kicks for 5% total regression. Without the tap halting the passive regression, it would only be possible to inflict 1 kick for 2.5% instant regression.
Let's not pretend an extra 2.5% is even that significant either. Survivors inflict more damage just by letting go at the wrong time.
Ok, so I got it right. Because Killers got a Buff they need to be compensated with a Buff. Makes sense.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636595#Comment_3636595
Because you're kicking gens less often. Fewer gens kicks = less regression.
Might be me struggling with English, but are you just saying that because Killers dont need to kick Gens that often anymore because Survivors cannot gentap anymore (which is a good thing), they should get buffed Gen Kicks?
So, because Gentapping is no more (again, a good change for Killer), they should get a Buff as well?
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636582#Comment_3636582
Because knowing that gens only have 8 regression events would encourage survivors to gen tap even more than normal in order to burn through them. Currently 8 events is unusual, without this change it wouldn't be.
You would not be able to Gen-tap if you would need to repair 2,5% to stop the regression. Yet they buffed the Kicks to 5% and the required repair to 5% as well.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636533#Comment_3636533
Given that there’s now a limit on how many times a gen can be kicked, making a dry kick more impactful seems perfectly reasonable to me.
All the same, we’ve seen this time and time again. The PTB playerbase is very small compared the the entire playerbase. It is, quite simply, impossible to tell how this will play out in the grand scheme of things. Before that, everything is ultimately just speculation.
Yeah, but the Devs said themselves that 8 Gen Regression-events is a high number and only really happens in 3-Gen situations. So why then buff the general regression for a Kick?
@Adaez said:
No offense but this looks like survivor mains bias that never play killer and don't care about killer experience, imagine complaining gen tapping is not a thing anymore, I had survivors that tapped a gen in the middle of the chase and I couldn't stop kicking it again else would of lost a lot of distance.
Gentapping could also have been solved by letting the survivor 2,5% of the Generator. There was no need to buff it to 5% for Kicks.
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Thats the neat thing - you cannot do anything.
If the game turns into a 3v1 before 4 Gens are completed, this is usually a loss for the Survivors. And once it turns into a 3v1, the Killer will just farm points and go for Hooks, because they won and just maximize their BP-gain.
You can only hope that the person being chased is decent enough to waste time of the Killer and the 3 Survivors who are noing being chased know that they need to do Gens. But this is usually not the case. There is nothing more frustrating than either seeing a player being tunneled or being the one tunneled and you see other teammates doing Chests or Totems.
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@Mooks said:
Didn’t they say they aim to not have it affect normal matches?
Gen-tapping was also being complained about forever and was really just no risk for too much reward for survivors. And having gen kicks be more effectful was also something asked for outside of 3 gens..
imo, these are good mechanics that needed to happen years ago
OP is not talking about the 3-Gen solution itself affecting matches, but the 5% Regression for a Gen-Kick which comes with it.
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@GentlemanFridge said:
Maybe wait and actually observe it in action on a large scale?
You dont have to observe it. The increase from 2,5% to 5% is a Buff. And not really a needed one, because they could have removed Gentapping with the old value of 2,5% as well.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636134#Comment_3636134
You held your breath, waiting for this, right?
Yep. 5 years in DBD, over 9k hours, over 14k posts and finally someone wants to settle this with a Thread.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636152#Comment_3636152
Devs will release new kill rates soon, so you will see it's not different on high levels as well. Because it was not so different the last time they shared. And survivor meta was stronger than current meta.
Killer is dominate role atm, i don't know what you guys need. 80 - 90% win-rate? That's not gonna happen btw because nobody would play survivor.
Dont worry, people will find other reasons why the stats the Devs will provide will not be valid. This has been the case all the time.
Because for some Killer Mains it is hard to believe that Killer overall is not in such a bad spot as they think.
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Finally someone opens a Thread about this!
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Yep, thats MMR-Hell. And the best thing is, you will die. Even if you are better than the Killer, you will die, because if the other 3 Survivors are just not good enough, the Killer will get you eventually. And then you lose MMR, which will result in even worse Teammates.
I really understand why they went for such a simple system (an accurate MMR-system would need to take too many factors into account), but it is not really good if the game is basically a 1v1, because you can have strong chases against a Killer, but if the rest of the team dies quickly or just does not do Gens, the time in a chase is basically wasted.
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Considering that you see the same 3-4 Slowdown-Perks and the same 2 Add Ons (Mangled and increased Lunge-Range) on almost all Nurses, I cannot really blame people who give up against her.
It is bonkers that she is still in the game like this, she is a design failure. And yet she has access to all this Slowdown like any other Killer. (And she still has access to Mangled, because someone thought it was smart to give her an Mangled-Add On after removing her synergy with Sloppy Butcher...)
Considering that the Nurses who run Shadowborn will also have a Perk-Slot freed in a few days it will not really become better.
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I will buy him. Just to have something to do in the game. I will bring him to P9. Do his Adept. And then never play him or his Perks again.
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Most likely because it does not fit their schedule. They said that a few days after the PTB dropped they push the Chapter to live, because it takes that long to prepare the Patch for all Platforms. So they can only take into account the first wave of Feedback and even then it is questionable if they can do changes before Release.
Most of the time the feedback they gain from the PTB is used in Hotfixes after a Patch dropped.
I guess it is just not possible to do a second PTB.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635089#Comment_3635089
"Hey, you know how we nerfed Eruption because the Incapacitated was a problem? We'd better keep an eye on the perk combo that essentially reintroduces this thing we had to nerf."
Basically this.
It is at least A BIT better, because the Survivor can do something else. But not by much, it is really basically Incapacitated all over again.
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Same as others - I expected a Cyborg-Killer and was disappointed. Then even more disappointed to see how her gameplay was.
In general, there were two things I wanted as Killer for years:
- A Knight
- A Cyborg
Got both back to back and both were disappointing and boring to play for me.
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@katoptris said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635089#Comment_3635089
The combo will get nerfed especially when getting too popular like this.
Of course it will be nerfed. It SHOULD be nerfed. But it should also not leave the PTB. That it is on the "Watch List" instead of being changed before going to live is just wrong.
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It baffles me that it is on their "Watch List". You dont need to observe something like this, the Combo is too strong and too annoying.
Grim Embrace on its own is also questionable, but adding Dead Mans Switch to it is just bonkers.
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Usually the latest Rift- and Tome-Charm (the Iri ones) and the Pride-Bird.
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No. Chasing around uncompleted Generators just creates Deadzones around those Generators. Which makes them harder to repair. The Speedboost does not change that.
It is a terrible designed Perk.
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I dont understand the Onryo-Change.
While the Stacks are not logged in (except for two), they are still present unless you bring a Tape to a TV. So if an Onryo wants to tunnel, they will still be able to do so.
It is worse for Onryos who are not tunneling.
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First of all, I agree that tunneling and camping is really high at the moment. And this is most likely also the reason you see more stealth nowadays, because Survivors dont want to be the first person found.
However, if you ran him for 4 Gens, he is in need of a Kill. At this point it would not really make sense to leave you, because he needs a person dead. Sure, the Freddy-player could also try to play better, but it is not the case that they were really tunneling from the start. Tunnelvisioning, yes, but not tunneling off hook.
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@Nazzzak said:
I think it just sucks that its been bugged for awhile with no indication of getting fixed. Hopefully with the next update. I'm seeing it so much now in my games.
It was clear that it will take some time to be fixed, simply because the Devs were on Holiday as well. (Basically the same like Knight and Nowhere to Hide)
The December-Chapter is usually the one with the most Bugs, just this time it did not affect the new content, but old content.
@Topic:
While Plaything is bugged and gives an advantage (at least on its own, with Pentimento I would not really say it gives an advantage since you want people to cleanse the Plaything-Totem), the advantage is not too big to justify a Killswitch. However, I have to say, it is really annoying to see it that often, because you just know that many people play it right now because it is bugged.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633770#Comment_3633770
Yeah, pretty much. He is also particularly boring to go against.
I find Xeno more frustrating to go against than boring. Because there is not much to do against Xeno, they either M1 you or hit the Tail eventually, it is one of those "Leave Loop get hit, stay at loop get hit"-Killers.
But the turrets add more frustration, because I rarely see Xeno forced out of its power with them. Mainly because almost all Xenos use the helmet.
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I would not see a pickrate above the average as bad. You have to remember, we have so many Killers in the game, at some point you will see any Killer not as often, because there are so many.
But that he is very similar to Nemesis is probably a reason as well.
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@anarchy753 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632582#Comment_3632582
Part of the reason bots were added was specifically to prevent survivor DCs being of a tactical advantage. The amount of times killers would lose potential BBQ reads because the survivor on their shoulder was salty, or someone would get hatch because the 2nd to last decided to quit to give it to them was gross.
There's less reason to quit when it also no longer has a benefit to your team.
Meh.
Usually you did more for the Killer when just DCing. Removing a BBQ-Read or Pain-Res or PGTW was usually less than the benefit they get from an DC.
But at least you can confirm that the Bots help the Killer more than they help the Survivors.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632130#Comment_3632130
And if someone do that to me, i would simply play stealth and selfish. And wait everyone die for hatch.
Imagine punishing people for used intended mechanic.
You are already playing selfish if you try to go for the 4% while someone else is going for the Unhook.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633182#Comment_3633182
Honestly people need to stop with the whole "delete Skull Merchant and refund everyone". It is annoying and it doesn't contribute to the discussion.
Not sure on that one. Skull Merchant is the first Killer where I actually think that they should have killswitched her, reworked her completely and bring her back with the option to refund if someone does not like her anymore.
IMO she even trumps old Legion when it comes to the worst addition to the game.
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And another example of the "usefulness" of Bots and the time which was wasted on bringing them to Public Servers.
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@Hensen2100 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633285#Comment_3633285
PGTW is low effort regression? That's about as high effort as it gets. I'm sick of having borderline perfect chases on lower tier killers and losing almost 3 gens for it because all survivors have to do is predrop some god pallets to waste tons of time
And meanwhile meta survivor perks are literally 0 effort. Come off the hook full HP for 80 seconds, get up off the ground for free and faster, just do gens faster with no downsides, etc etc
PGTW + Pain Res are literally the only reason you can do some target swapping on lower tier killers at higher MMRs. Otherwise it would legit be hard tunnel out the first person you see at 5 gens and there's no other strategy. Gen defense is now dead with the latest update and PGTW alone isn't enough to slow down 3x survivors all sitting on gens while you swap targets
The sad thing is, it is still most of the time hard tunnel. Dont act like the existence of PGTW and Pain Res let Killers play nice.
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@Murgleïs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632130#Comment_3632130
Lmao you are literally throwing because some poor girl tried to unhook herself for BP.
Now I understand why kill rates are boosted.
If you would actually read, you would see I only do that if they bring themselves into second stage for being greedy. So if you remove a Hook Stage for the chance of 1500 BPs... Well, lets say, play dumb games and win dumb prizes.
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Yeah, I am tired of seeing PGTW/Pain Res on every Killer. And then Killers have the audacity to complain about Deja-vu while they run two way stronger Regression-Perks.
And it is even more annoying when you face strong Killers using that Combination. Alchemist Ring-Blight with PGTW and Pain Res, yay. Or Nurse with Mangled Add On and PGTW/Pain Res.
I really dislike this low-effort Slowdown-Meta. Hitting someone should not grant you an instant Slowdown via Healing. Hooking someone should not cause that much Regression.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633105#Comment_3633105
You say that this Perk is bad, but you do not explain why it is considered bad, and here I mean perk No one left behind
It does a lot of stuff, but nothing really good. Lets look at it:
- It is an Endgame Perk
- It provides 50% Unhook and Heal Speed
- It shows the Aura of other Survivors
- Grants 7% Haste while the Basekit Endurance is active
- 100% Bonus BP in the Altruism category
There are several Perks which do the same or better than No One Left Behind.
- If you want an Endgame-Perk, Hope is way better than it.
- If you want Heal Speed, you can use Botany Knowledge for 50%. Or We Will Make It for 100% after Unhooks.
- The Aura Read is nice, but you can also use Aftercare for this or just Bond, because even if the Range is limited, it is usually more than enough for Information.
- 7% Haste makes the Survivor faster, but Borrowed time grants them 10 seconds of extra Endurance and 10 seconds of extra Haste of 10%. So while the Survivor is faster for 10 seconds with No One Left Behind, with BT they are faster for 10 more seconds and are protected for 10 more seconds
- Granted, there is nothing which replaces the Bonus BPs.
It is kinda a jack of all trades-Perk when it comes to Altruism, but IMO having better alternatives available which work all game AND having better Endgame-Perks does not really justify using No One Left Behind. I mean, it is not terrible, but I just think other Perks are better.
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@GroßusSchmiedus said:
30th this month, its on the roadmap.
Most likely 31st, Tomes usually release one day after the Midchapter dropped.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633230#Comment_3633230
I'm not expecting the buffed kick and regression mechanic to be unchanged from PTB. Something there is going to be tweaked. I thought the numbers were overtuned for both mechanics so I'm hoping it'll get toned down. Removing gen-tapping is nice but I think it should only take about 2 seconds of repairing to stop regression. And while 5% kick regression sounds fun, I'm not sure if that's a healthy number.
Grim Embrace might get its nerf shrunk. But we'll find out when the update hits.
I hope that they change it back to 2,5% and the Survivor has to repair 2,5% to stop the gen from regressing. This is already enough to stop gen-tapping.
Regarding Grim Embrace - I dont know what they will do with this. I am also not really sure if I would call it too strong at this point, but I only played a few games against it. But it has the potential of being annoying when you face it every game (which might happen).
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@KazRen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633241#Comment_3633241
Ok so I didn't know that the survivors could fail skill checks DURING the dream transition. I figured that they wouldn't be able to do anything during the transition besides movement stuff (walking, running, vaulting, etc.).
Like I said to another person, The slowdown part definitely was a lot.
Isn't endgame builds fine though? I get why noed is a pain but no other endgame perk is that strong, especially cause no way out or terminus didnt exist.
That's what I didn't understand. It didn't seem that hard to make him better and the fact that they changed him to just have slowdown and a teleport seems kinda... boring.
Endgame Builds are fine. I just think they are very boring. And I am sure that the Devs agree on that, since they also changed other things in Endgame (e.g. Pigs Headtraps used to be active after the last Gen was done, so someone who get a Headtrap while gates were powered, had it active and needed to remove it before escaping... The Devs changed this because you are supposed to use the Headtraps during the game and not just save them until Endgame... Aligns with the thought process to make Freddy weaker during Endgame and stronger during the rest of the game).
And for why they changed him that drastically - I can only speculate, but Freddy being the worst Killer (F-Tier back then, or even Freddy-Tier) was going on for as long as I can remember. So they probably wanted to do a lot to make him different so that he would be as far away as possible from the pre-Rework state.
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Several things.
He was pretty weak, because you could not hit Survivors unless you pull them in the Dream first. And this took some time (a few seconds). And Skill Checks would wake Survivors up, so a Survivor could fail a Skill Check on a Gen while being pulled in the dream and you would need to do it again. Or they could fail a Skill Check with Self-Care (which was very, very popular back then because it was not nerfed into Oblivion) mid-chase so that Freddy had to pull them into the Dream again.
He also provided a lot of Slowdown, making it really unfun to go against, because you had to wake up 100%, since otherwise you had a Slowdown of 50% on everything. Nowadays it is still better to be awake against Freddy, even tho being awake also feels kinda pointless because you can be set back to sleep pretty quickly.
And another thing was that many Freddy-players just used Endgame-Builds. Because in Endgame it was way harder to wake up (no Gens anymore to fail Skill Checks on and if everyone was asleep, they could also not wake you up). And IMO this was pretty lame back then, because most players would play Freddy perkless until Endgame and then just try to stomp during Endgame with NOED and other Endgame-Perks.
The Rework moved Freddy to a better state strengthwise, but made him too easy to play and too rewarding. Which resulted into Nerfs to the current Kit. And nowadays, he is not really strong, still easy to play, but also very, very dull.
And in retrospect, I am pretty sure that they could have kept the original Kit and add a few things to it (e.g. Clocks and Teleport), remove other things (big Slowdown) and work from that point.
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The same as before. Just that you have a buffed Gen-Kick, Survivors cannot tap Gens anymore and you get a new Meta-Perk with Grim Embrace.
Does not sound too bad.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633073#Comment_3633073
You didn't explain to me why both perks are bad. I mean, I care more about having fun than winning a match alone.
I explained it. If you want to run them and wont change your mind, its fine.
But as I said, at least Overzealous does nothing for you. You spend too much time cleansing a Totem for too less of a benefit.
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I mean, it looks like a random Build. Because there is not really much Synergy.
The best tip for Overzealous would be to not use it. It is a Noob-Trap, because you would need to repair way too many Gens to get a Benefit, since you spend 16 seconds cleansing a Totem before to activate the Perk.
And No One Left Behind is just a really bad Endgame-Perk. I think you would be better off with Borrowed Time or We Will Make It. Those Perks only do part of what No One Left Behind can do, but they are better at doing it.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632584#Comment_3632584
I reach 8 surges/kicks on gens on a regular basis in live. Usually it's when survivors push hard on center gens and disregard gens further away so its the only gens to defend...or its a map like the game where the center of the map hits oretty much every gen. I have a few videos of these matches and posted one a few days ago.
Of course you do.
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8 Regression Events is a lot. You will most likely not reach this in normal gameplay.
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@[Deleted User] said:
I'd just rather 3v1 than have a bot (despite being one myself!)
Basically this.
For Survivors, Bots were the worst introduction. You can rather play a 3v1 than a 3v1 plus a Bot. The only thing they do is to provide the Killer with opportunities to get PGTW or Pain Res.
I mean, they are alright for testing out how a Killer Power is working (because you can start a Custom game alone with Bots), but this is about it. They are not helpful, they are just point pinatas for Killers and you cannot really practice against them in Custom games.
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@allana said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632291#Comment_3632291
It's not to be selfish, and it's not for fun.
There's an achievement to unhook yourself so many times, and if that 4% works, you get progress on the achievement and you can heal. If not, you're saved anyway.
If people aren't doing the achievement, well then so be it. Why be mad a teammate got a 4% or they didn't?
I mean, people can do it with Deliverance. It is a strong Perk and you can get constant Achievement-progress.
I dont really see it as a valid argument to try to unhook yourself in front of Survivors who interrupted their Gen-Repair and took their time to get to you.
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@jayoshi said:
Nothing will be done and they shouldn't be "punished". It's part of the game. Just like nothing will be done to a killer who brings an all blinding build to slug everyone out. It's just part of the game, and it doesn't happen very often. Just slug them out and move on to your next game. Luckily it's not every game.
The thing is, some Perks are in the game just for griefing/trolling. IMO Boil Over is one of them, because it is too weak on its own, but too annoying when used with a specific Build and possibly a Map Offering. Sure, you see Boil Over used sometimes in regular Builds and then it is not a big problem.
But I would rather prefer they rework it to something useful without the possibility of becoming a trolling Perk.
Same goes for Knockout btw, since you mention an "all blinding build". I very rarely see Knockout just being used, when it is used, I often see it in a Build which focusses on slugging all 4 Survivors to bleedout. This should also not be the case, because, again, the Perk is not strong, but can be used for griefing/trolling.
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@AmpersandUnderscore said:
5 seconds is all this perk needs.
It seems incredibly unlikely that BHVR will do that at this point. Even if they do, it's somewhat sad if the upcoming road map means it took almost 2 years to change this one number back.
I agree with the second part, but want to add that nerfing it to 3 seconds was already nonsense. The only complaint about DS was that it works in Endgame (which it still should do, but I get behind the change), nerfing the duration just killed it.
But 5 seconds is not "all this perk needs". Killers have realized that removing 1 Survivor early is the best thing to do. With this knowledge, I can guarantee you, Killers will not respect DS, even if it is back at 5 seconds. Because the benefit of just pushing through DS is way too big.
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At the very least, back to 5 seconds. But there needs to be more to make it somewhat effective. Buffing it back to 5 seconds will do nothing, because Killers know that tunneling is highly efficient and they wont fear DS anymore, since the reward for just eating a stun will be way too big for them.
I always thought that 5 seconds + at least 10 seconds of no Scratchmarks, grunts of pain, pools of blood would be need, because this would mean that you can at least try to get away.
I have seen other ideas that the Killers power should be disabled for 10 seconds as well. Which also is not bad, because it will most likely hurt the strong Killers more than the weak Killers. Because this was always the problem with DS, the weaker Killers are more impacted than the strong Killers. But if a Nurse cannot blink to you immediatly, it will hurt her to get stunned.
In the end, I hope they just dont buff it to 4 seconds. Because just buffing the duration will not help at all.