Aven_Fallen
Aven_Fallen
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Because they want the BP and think it is risk-free, because they will be unhooked anyway.
If they unhook in front of me, I will not heal them and I will also not go for an Unhook on their second stage. And if they bring themselves into second stage with this, I will not unhook them at all, because they were that stupid. (Being so greedy that you lose a Hook Stage for those 1500 points is just...eh.)
Sometimes I also think they should just be left on the hook for trying, but the problem is, you shoot yourself in the foot with doing that.
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Yeah, the Tombstones need to be removed. Dont understand how they can last that long. Jumping into the locker is an option, but a) there needs to be a locker and b) it might not even help, because he might not have the Tombstone (e.g. Unlimited Evil also takes longer to achieve, but you dont know if it was Tombstone or Unlimited Evil what he had when he takes longer).
Furthermore, you dont know how long he actually stalked. I had a game months ago where a Myers was at Tier 3 very quickly. He then downed a Bill, found me and I was tombstoned. Never expected it because he downed the Bill instead of killing him and he was on Tier 3 so fast... I basically saw the Myers 5 seconds and was dead. While not feeding him any Stalk at all.
In general, Myers needs some changes. He is the prime example of an outdated design with his Kit created for DBD 7 years ago but with broken stuff which also was around back then. When I started playing, Myers was considered an A-Tier Killer, nowadays he can be seen as one of the weakest Killers on Tier Lists.
But I think, removing the Tombstones should be done regardless of other changes. If the Devs need to think what they want to do with him, it is fine. Better a well-thoughtout rework than a failed Rework. But there is no point in keeping the Tombstones in the game any longer.
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Self-Care was not really good for a few years. At some point you realize that it is more beneficial to just stay injured or bring a Medkit. But at the very least, 6.1.0 killed Self-Care. Without any need, I might want to add, it is just one of those Perks which got nerfed to nerf them so that the Devs can say they change something about the game. And unlike other things, it did not get the nerf reverted, but it will not happen.
Furthermore, you have Mangled in basically every game now. If Killers can apply it with an Add On, they will use it. If they use M1, they will use Sloppy Butcher. Mangled is insanely strong right now and the easiest to apply Slowdown, since you get value from it by just hitting a Survivor (most of the time).
And if you think about Mangled and then how slow Self-Care is on its own already, it takes super-long to heal. Botany Knowledge can help with that, but even then, it is still long due to Mangled and you are using 2 Perk Slots for this. Add to this that some Mangled-instances are also combined with Hemorrhage (e.g. Sloppy Butcher, which is the most popular way to inflict Mangled), you might waste even more time if you get interrupted while healing yourself, because the progress is removed very quickly.
So, yeah... It is obviously not better to hide in the corner when injured. Which I almost never see to be honest. But bringing Self-Care is not good either, it wastes so much time. And especially if you are the one Survivor being chased with Adrenaline, there is nothing more annoying to see the healing symbol in the UI on that one injured Survivor and you see it for a minute or so, because that guy decides to heal against Sloppy Butcher instead of doing 2/3rd of a Gen in this time...
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@xEa said:
I never DC or kill myself on the hook. However, i can understand why they do it. Dead by Daylight became often times very frustrating for survivors, especially for solo players.
Instead of using all the available braincells on how to deny survivors the surrender option, why not puting the energy into making the game fun for survivors again? Mass suiciding survivors may be a strong indicator that the game is not fun for them anymore?
^ this.
Been saying this for years.
You will not remove all instances of Survivors trying to get out of a match early. This is impossible, some people will just ragequit if they are downed first. But if for example we see that Survivors still suicide or DC against Skull Merchant and it is way more than usual, then you need to look at Skull Merchant.
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It most likely is. Not the first time I see a complaint about Deja-Vu.
@Topic:
The Perk is not that strong. The recent Buffs actually made it useable, but nothing more. The Speedboost is 5 seconds, compared with the Regression you get as a Killer, it is nothing. (Especially if we consider that kicking a Gen will remove 5% of progress in the future)
I almost never see the Perk in my games, if it would be that strong, I would see it more often.
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@GentlemanFridge said:
Either that's a cheater, or they didn't turn the game off once in all the time that he has been killswitched.
IMO either way a person who is doing this should be banned. (Same with the Flashlight-Glitch from some time ago)
Even if the person is not a cheater, they at least keep their game open to abuse something which is killswitched. And this is banworthy in my opinion.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630362#Comment_3630362
Hard disagree on that, having a skeleton key + blood amber and prayer beads gives you 22.5 seconds of wallhacks on the killer and is one of the best items in the game.
Thats why I see it in every game. /s
But yeah, maybe something like this should exists for Killers so that they dont mindgame themselves at Shack...
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I dont encounter them that much and I also have not noticed any increase on those.
Sometimes I encounter Killers who run Knockout, but (aside from old Sadako for example) most of the time they are just there to BM. But despite a Bloodhunt going on I did not see more than usual.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631097#Comment_3631097
It needs both incentives to spread hooks and penalties for hard tunneling.
We had this before and though it wasn't perfect, it was a lot better than this. DS often did nothing when you weren't tunneling, so you could ignore up to 4 perks per game as long as you spread hooks. But when you did tunnel, it could hold you back significantly.
The thing with the Eruption meta is way overexaggerated. Come on. That was 6.1.0 and during that time we had survivos hook suiciding in almost every 2nd game. Yet the kill rates still were about 60% (61.2% iirc). The Eruption meta was stupid, no argument there, but saying you had to try to lose implies that killers were incredibly overpowered during that time. Which would not have resulted in a 60% kill rate but something way higher.
You can't just punish a killer for everything they do for the sole reason that it is unpleasant to play against. At that point, killers cannot adapt their play styles anymore. Which leaves them with pretty much no options when survivors show counterplay for normal chasing. "Just chasing" is not effective. You take forever to get into a chase when a survivor starts running early on, chases take forever to end when you let yourself get baited towards strong set ups and you will have to deal with way too many resources, if you play around the entire map. This is why you often see popular content creators run killers for multiple gens. Because they don't adapt.
"It needs both incentives to spread hooks and penalties for hard tunneling."
Back in the day we had incentives for spreading Hooks. E.g. BBQ. But it did not work, because Killers can get the incentive even when they tunneled.
Incentives dont work. At all. You can think about incentives when the penalties work, but given BHVRs track record, their penalties are too lenient to do anything.
"The Eruption meta was stupid, no argument there, but saying you had to try to lose implies that killers were incredibly overpowered during that time."
Oh come on. It was super-easy to play with this Build. You got so much Slowdown, it was not funny anymore.
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It is a few months until the Anniversary. Before that there will be a complete Chapter (Midchapter in January --> full Chapter --> Midchapter), so before the Chapter is out or probably even before the Midchapter afterwards, I dont expect anything regarding the Anniversary.
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@LapisInfernalis said:
Adding DS is only making it worse.
Better make not tunneling more rewarding than tunneling. Then we would not need any "anti tunnel mechanic" in the first place.
Sadly this will not work. You would need to implement something which is so stupid strong that it would be highly imbalanced. Because removing someone as early as possible is the best and easiest way for the Killer to win. A 3v1 with anything more than 1 Gen left is a win for the Killer. At this point, they can just farm points, go for Hooks and do whatever, they won.
Even during Eruption-Meta Killers were tunneling and there you actually had to try to lose a game as Killer if you ran Eruption/CoB/Overcharge.
Tunneling is just too beneficial and giving rewards for not tunneling will not work out, unless it is way too strong.
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@GeneralV said:
Boil Over should have never been buffed.
In general, Boil Over needs to be reworked. The Perk is rarely used in a healthy way (aka just someone bringing it to get value from it and not run a Build around it) and it results in things like upstairs Hooks being added, which are basically a second Basement. It deserves a full rework.
(Same goes for Knockout in my opinion. I almost never see this Perk just used in a normal Build with normal playstyle, almost all the time I see Knockout in a Killers loadout they use it to slug the Survivors to death... Deserves a full rework as well)
In general, both Perks are too weak to be used on their own and can be too annoying when used in a specific Build/playstyle.
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As already said, it was pretty bad to have 3 people escape with a Key with 1 Gen left. Especially if it was a Key from a Chest.
However, they should have reworked Keys when they nerfed them to keep them somewhat useful. They are just Bloodweb-Clutter at this point, nobody wants Keys or any of their Add Ons.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630048#Comment_3630048
IMO BHVR should just bring back the Ranking System with a hard Rank Reset.
I agree completely.
Ranks weren't perfect, but they were far better than anything MMR has to offer.
Yep. While Ranks were not perfect, they never felt that frustrating as MMR feels.
Also, working towards getting Rank 1 on both sides was far more engaging than getting to Iri 1 with Grades. (Especially since you dont see your grades anymore in the Lobby, you have to do an extra Click to see your grades)
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629639#Comment_3629639
It would be super easy for BHVR to implement a ranking system based on something simple like average time in chase with a killer before being downed. Even something like that would be far better than the terrible "SBMM" system we have now. It's incredibly frustrating that we haven't gotten past the "escapes = skill" and "kills = skill" system that everyone can see is incredibly flawed.
Whiel this would be simple, it would still not be good. Is the Meghead, who decided to use 5 Pallets in her first Chase, turning half of the map into a Deadzone really better than the Ace, who gets downed quickly in said deadzone, because he wanted to get rid of the Gen in it?
Not saying that Escapes and Kills are a good indicator of Skill. In an extreme case one person can occupy the Killer for 5 Gens and gets downed to NOED and is the only person to die, yet they are the only one losing MMR. This is bad.
But BHVR went with the simple system because it is not really possible to make it accurate. It would have to factor in many things like the Map, the Killer played, the Perks and Add Ons used. And probably many more things.
IMO BHVR should just bring back the Ranking System with a hard Rank Reset. Back in the day getting reset from Rank 1 to Rank 11 was actually the best, because while everyone probably ended up at Rank 1, the better you were, the faster you ranked up and the better were your matches. Back in the day the Matches were great for 3 weeks and in week 4 you noticed that the worse players managed to reach Rank 1.
@Chiky said:
man, the survivor entitlement in this forum...
To be fair, the last Chapter only had a Killer and nothing for Survivors. And in the Survivor-only paragraph, there is also not really anything for Survivor. Sure, the Anti-3-Gen, but this is a) generous and b) more like game health than anything else. And yeah, Alan Wake releases, but the Perks are bad and in the end, he is only a Skin.
So after a full chapter with only stuff for Killers, it is understandable that Survivors feel a bit left out. (Let alone that after MfT, which was the first good Perk for quite some time, there was nothing new since Ellens Perks were also bad, while Killers got two strong and fun Killers and good Perks with them).
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@[Deleted User] said:
I think pallet scamper needs to be toned down and his base cooldown needs to be reduced. His dash should be the focal point of his kit, not scampering under pallets for free hits. Incentivize the skilled interactions.
Second this.
Pallet Scamper is just really annoying and should not be in the game like this. He should be able to do it, but it should not result in a hit on such a reliable basis.
Making it way harder to do (or even toning it down so much that it is not really possible anymore to save the power, use scamper and get a hit) and lowering the Cooldown is the way to go.
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Yeah, Daily Rituals could use some work.
E.g.
- Doubling the rewards. Some Daily Rituals really feel like a chore. Could be specific dailies for each person. E.g. I really hate Dailies which require to open a Gate, because it is basically the same like escaping, just more difficult.
- More frequent replacements of Dailies. Not once per day, but maybe that you can re-roll a Daily every 4 hours. This would allow players to do it more often.
- 3 separate Killer and Survivor dailies. Some people only like to play one role, giving them 3 dailies for each role gives them an incentive to play.
- Get up to 3 Dailies each day instead of 1. And when the next day starts, you get as many dailies as needed to be back to 3 as well. This would mean that players would have more to do with Dailies.
- Weekly Rituals which grant more BPs and/or Shards, but have to be completed over several games. It would basically be like challenges, but would have a whole week of time (lets say from Monday 11:00 AM EST to Monday 11:00 AM EST where it will be rerolled). Can just be variations of Dailies with more requirements (e.g. Trap 20 Survivors in Bear Traps) or just require you to farm a specific amount of BPs.
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629434#Comment_3629434
Gotcha. So then they will never put the actual Jack the Ripper in the game but it is possible for a fictional character based off of him to be in the game.
Yep, this would indeed be possible.
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@BasementKing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629444#Comment_3629444
"Not fun" is a subjective concept; for some, it's enjoyable to walk around the map and set up drones, for others to vomit on generators and for others to sh*tting traps in shack. But I agree that their mechanics can be tedious
Of course fun is subjective. But if Twins would be more fun, you would see them more. (The Bugs add to it, but lets pretend Twins are working as intended)
The slugging is one effect. I dont like Twins because I dont like to slug, BUT they are so good at slugging that it is just logical to slug with them. And often enough you have to do it, because you first have a cooldown with Victor, THEN you have to switch from Victor to Charlotte and THEN you have to walk to whereever you downed the Survivor. And at this point, they might already been picked up.
And even if not, the minimum of time you have to spend to pick up a Survivor is already quite some time for them on the ground and there is nothing anyone can do about that.
Add to that that the Cooldown after a Pounce is also not really smooth or anything. But it has to be that long, otherwise they would be snowballing even more.
They are on BHVRs list and maybe they will be more fun to play as and against afterwards. Because the overall concept of Twins is great, but it needs a lot of work.
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@BasementKing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629424#Comment_3629424
If it were really like that, we would encounter the Twins more often, wouldn't we?
You read exactly one sentence of my post and nothing more. As I said, Twins are unfun to play as. It is not because they are weak, they are just not fun to play.
If Killer players would only play Killers based on how strong they are, we would see no other Killer than Nurse.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629434#Comment_3629434
I remember there was some big runaway train movie. Lots of action, having to change the train track at the last moment to avoid another incoming train from hitting it, trying to slow it down on mountain curves so it doesn't derail, all sorts of crazy stuff. Was based on real events. The real event? A train rolled a few yards down the track at the train station, and the train people had to hop on to put on the brakes. Never even left the train yard.
Do you mean Unstoppable?
Unstoppable is a 2010 American disaster action thriller film directed and produced by Tony Scott, written by Mark Bomback, and starring Denzel Washington and Chris Pine. It is based on the real-life CSX 8888 incident, telling the story of a runaway freight train and the two men who attempt to stop it. It was the last film Scott directed before his death in 2012.But yeah, there are some films with Runaway Trains, some of the RL-Events were harmless, some not so harmless. But most of the time the base which used for movies is just an inspiration and someone spins it further and creates the plot for the movie.
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629407#Comment_3629407
Please correct me if I’m wrong but isn’t TCM based off of a real family/events?
based on real events =/= actually real events. This is a difference.
There will never be a non-fictional person as a Killer in DBD. If something is based on real events it is still fiction. (Most of the time things which are based on real events are also not completely the same, but just take inspiration from it)
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@BasementKing said:
I enjoy playing against the Twins, but because it's a relatively weak killer, people are forced to play 'dirty.' That's why some disconnect, especially newcomers
Twins are far from weak. Easily an A-Tier Killer, you can steamroll a lot with them.
But they are not really fun to play as or against. I think most players dont want to slug Survivors for so long, but Twins are designed to encourage this. And well, as Survivor, it is obviously not fun to be slugged and Victors Hitbox with the size of a truck adds to this.
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@BlightedTrapper said:
Even with your explanation, I can't fathom why you wouldn't want to hear Nic Cage talking. Unless of course his voice is just annoying in general to someone.
I definitely don't want them to drop voice lines from future characters. But the option to turn it off sounds fine.
Not everyone is a Nicolas Cage-Fan. For me he is another Skin and I prefer my Skins to not talk.
@Topic:
Yeah, stuff like that is long overdue. If they want to make characters blabbering all the time, they should at least give an option to disable this. For both sides, I dont need Chucky be talking the whole time for example.
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I dont even think they plan to do that, I think it was an oversight that now all 3 Tiers are the same.
But even if they do it, it is whatever IMO. Once you reach P3 on Doctor you have it on Tier 3 on all Killers anyway.
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@Emoba said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628151#Comment_3628151
Stop trying to be rational with Prestige dodgers. They're a lost cause.
True.
Let alone that P100-Survivors are not rare at all. P100-Killers are more rare because people play different Killers (even tho I would not say that P100-Killers are rare overall, I face at least 1 or 2 every day).
But a P100-Survivor is nothing special nowadays. So if OP wants to dodge all of them, they will probably dodge more than they actually play in matches.
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You know, whether I use my P100 Nea or my P10 Jonah, you face the same players? You know that?
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This is entirely the fault of the Nurse-player. Distortion is a popular Perk, building your Build with 4 Perks which can be countered by Distortion is a really bad decision.
If they would have replaced one of them with Ultimate Weapon, they would probably have been fine.
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I think the point of @MikeyBoi is really good.
If the Devs would release a new Scourge Hook-Perk it would either be weaker than Pain Res and not be used or it would have to be stronger than Pain Res. And IMO Pain Res is already too strong, so an even stronger Perk would not be good.
We also have Gift of Pain and Floods of Rage, both which are really good, but get overshadowed by Pain Res.
Personally, I think that future Scourge Hooks will probably be mediocre, because the Devs will probably not want something stronger than Pain Res. And I would rather get different Perks than Scourge Hook-Perks which will not be used anyway.
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I thought you uninstalled the game because people were snowing Snowballs at you?
@daffyd said:
Having swf's who then use comms whilst balancing the game around solo survivors makes this game especially unfun, now add snowballs being constantly being thrown at you has made me uninstall this game.
I already know which games I will be playing and until they actually try to balance this game with comms in game, after years it is something so obvious but resisted by those who use comms that there will be another one less playing this game.
The game has to be fun for both sides BHVR and being solo killer or solo survivor sucks
And well, you are currently complaining about Survivors being all the same and Killers being different... Nobody forces you to play different Killers, you know? You can just P100 one Killer and only play this Killer.
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Because cleansing Dull Totems for a Perk the Killer might not even have is a stupid concept. And it has always been a stupid concept. Let alone that on a map like RPD you will have a hard time finding 5 Dull Totems.
The Perk is also used by campers. And then "Cleanse Totems" does not even work, because it is impossible for Survivors to cleanse 5 Totems AND do 5 Gens in the time one person is on the Hook.
Furthermore, it is completely irrelevant if you cleanse 4 Totems or 0 Totems, NOED will activate. If you spend the time to cleanse only 1 Totem and at the end, 1 Totem stays, you have wasted your time.
NOED should have always been changed into a Perk which does not required cleansing, is not a Hex and rewards Killers who did well during the game. E.g. giving 0,5% movement Speed for every Hook and then the Insta-Downs after a certain amount of Hooks and activates once all Gens are done. It would be a boost for a Killer who did well during the game, but would not be handholding for Killers who either camped or did not well.
And well, last but not least - NOED will not help you to improve at the game. It provides 4% Speedboost, which is a big advantage and an Instadown. This makes you way stronger in Endgame as Killer, but if you get your Kills only because of NOED, you will not really improve. Furthermore it will either increase or at least keep your MMR from decreasing (when you get 2 Kills you are on a Draw, when you get 0 Kills you lose MMR and should face opponents which are more on your Skill-Level).
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@Bartolomeo87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627284#Comment_3627284
Forgot to quote sorry.
Well I can’t speak for others but I hardly ever make an accusation without getting all of the possibilities, only when the evidence is overwhelming will I reach that conclusion.
It sounds like like you’re being a bit of an apologist here. You’re right it’s not a dbd only problem, but it’s so much more frequent in this game compared to other games that it’s just not really acceptable or defendable at this point.
I can go play 50 games in a row on cod and not encounter a single cheater. I can go 50 games in a row on overwatch and not encounter one cheater. I can’t say the same for dbd. I could give examples for every other online game I play and that 50 game rule would still hold up. This is a big game at this point. There is literally no excuse for the anti-cheat system to be as bad as it is.
Personally, I think players should have to upload videos when they complain about Cheaters. Because as I said, often enough it is just players missing something. A few weeks ago a Killer reported us for being Cheaters because of BT. They did not realize it was BT in Endgame and were mad that they lost a Kill and that the Endurance was longer than 10 seconds. And cases like this exist.
And even without players being unable to see certain perks or other things, there are also unintentional Bugs which can happen, but dont mean that the person using them is cheating.
Personally, I have not run into a Cheater for weeks. And I doubt I am the odd case. The last time was a Nancy with a Year 7 Anniversary Cake who as P0. This might not even be a cheater, but I found it highly unlikely that they never played Nancy before (Stranger Things was not available during the Year 7 Anniversary) and got an Offering on a P0-Nancy. So I think they were a Cheater, but this isnt even 100% certain, just very, very likely.
And whenever I reported a Cheater, I at least got feedback via the ingame-System or saw that they got a Ban (when they were on Steam and I saved their Profile). So BHVR is doing something against Cheaters, but as usual, Cheaters (or the Hackers who create the Cheating-programs) try to bypass it.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627283#Comment_3627283
I think it's mostly about mentality. If you have the killer challenge "Sacrafice 8 survivors to the entity", Killers will obviously know this is going to take multiple matches. If you have the survivor challenge "Drop 8 pallets while in chase"... you'll have ppl trying to get it done in 1 chase.
True, this is another issue when you have challenges which just require playing the game and challenges which require you to either throw the game or do something outside of the main objective.
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@Bartolomeo87 said:
Nope they won’t do anything about it, at best you’ll get less of them for a while but the problem always comes back in full force and never really goes away in the first place.
This is the first game I’ve played where you can find people all over the internet on platforms such as tiktok literally advertising the cheating software. Sure other games have that too but in the case of this game it’s egregious
Obviously the Devs do something against cheaters. But it is an arms race... Once you close an opportunity for cheaters to cheat, they find a new one. And this is not really a DBD-only problem.
But I am also very sure that people dont go against as many cheaters as they claim. I think many complaints about cheaters are also because players dont understand things or overlook things (e.g. not realizing what a specific Perk does or stuff like this).
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Challenges are good. At least in theory. However, the way they are designed is not good. Because Survivor-Challenges are often "throw the game" while Killer-Challenges are mostly "play the game".
Survivor-Challenges should also be "play the game", because then less people would actually suicide to get into the next game to complete their challenges (even tho I did not notice this happening on a regular basis in my games). Because if you have stupid stuff like blinding or stunning the Killer X times during a game and you go against a Nurse or a similar Killer, it will mean that you will not do any progress. Or when you have to cleanse 20 Totems, you are also throwing the game (or, to be more precise, at least 4 of them).
So while challenges in itself are great, their design is bad.
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I mean, mentioning that they switched in the Lobby is pretty pointless. Even if they would have stayed on their low prestige characters, you face the same players.
But you probably got unlucky and were backfilled into this Lobby. You can thank the Killer who decided to dodge them for this. Because the Matchmaking prioritizes quick queues over fair queues, you were backfilled into it. The Killer who would have faced them would have been on their level.
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I think it is obvious that the Perk will be Meta.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624719#Comment_3624719
It might be to make the numbers a bit better for people who arent running regression perks. Like i can actually kick a gen with a chase build and have semi-decent regression now. Instead of using pop. Pain res. Surge. Ect. Because as fun as it is using regression. There should be other options.
Weak argument. Nobody will stop running Regression-Perks. It is a Bonus which was not needed, 2,5% are enough that the Survivor cannot gentap. This is 2 seconds repair time (roughly).
@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624719#Comment_3624719
That can only be truly affirmed by a dev, but in my opinion is at least highly debatable. Now that kicking a gen to regress it effectively consume limited resources, I'm going to guess they decided (to test, as we have to remember there is a PTB coming and we will have to see what the final numbers are) that spending 1.8 seconds and one of your limited stacks to only regress 2.5% was undertuned, as you can't apply it indefinitely anymore (i.e. just like Pain Res).
In other words, those changes are not because they are giving a free buff to killers for the sake of it, but as compensatory balance necessary to accommodate the base mechanic change (which, if someone didn't notice by now, is a general killer nerf).
You will not reach 8 Regression-Events on a Gen in normal gameplay. This restriction will only be noticeable in 3-Gens and even then it will be rare.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624528#Comment_3624528
True, in fact they could and should have solved it years ago. Doesn't contradicts what I said in any way.
Yeah, but there is no need to buff Genkicks.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624343#Comment_3624343
Gen tapping has being a problem in this game since I started playing it, when before learning that kicking the gens often was just a waste of time I had gens stopped 3 or 4 times in a row by just a little touch from a survivor, even in mid chase. The thing is, with the new change made to gens to hold the hands of those survivors that doesn't have enough game sense to break the 3 gens early, use Deja Vu or just pressure the 3 gens at the end, if it stayed like that survivors would be able to eat through the 8 "regression event stacks" making impossible for the killer to defend any gen at the end game, close by or not.
So, gen tapping was always a real issue and they only solved it so survivors could not abuse yet another hand holding mechanic for them in form of a safe net in case they mess up doing gens. This is not a gift for killers.
Gentapping could have been solved with the old numbers as well. 2,5% of Progress would already be more than just tapping the Gen mid-chase. Yet they decided to double this AND double the removal of progress via Kicks.
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Survivors cannot just hide and not do Gens. Sure, you cannot do anything in the specific game it is happening, but it is a bannable offense, because the Survivors are holding the game hostage by not progressing the gamestate.
Regarding to your other question - it is in the EULA. The Devs can change what they want.
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@[Deleted User] said:
Can someone link me patch notes. I just got off work.
No Patchnotes, but a Dev-Update:
Happy new year! Our team is back in action, and we’ve got a doozie of a Developer Update in store for you today. In this edition, we’ll be covering everything coming to Dead by Daylight in our first major update of the year, from various Killer, Perk, and Map updates and more. We’ve been busy, so buckle up, it’s a long… -
I dont think I even kick Gens 8 times in a game overall. I dont think that the limit on 8 Regression Events per Gen has any impact. MAYBE for the most extreme 3-Gens, but thats about it. Not for normal gameplay.
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Whenever a nerf happens to Killers it "promotes tunneling". Never change, DBD-Forum, never change.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623869#Comment_3623869
Strictly speaking, this is intentional. If you stop an interaction during a skill check, it is considered a fail. There's a very short buffer when the skill check appears where it will not fail if you let go, but it will not prevent a missed skill check if you wait too long. This is by design to prevent cases where someone might let go intentionally to avoid difficult skill checks. :)
Well, but it happens that you let go of the Gen, hear the Skill Check-sound and it is auto-failed.
But ok, it is intentional to give 10% regression for free, got it.
But thank for the answer, this is actually the first time in years that there is a response to that.
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While I dont think that the BHVR-Change is really helpful, your solution would also not really be good.
First of all, bringing Perks to counter specific things is always bad. And second, it would not prevent Killers from just guarding a 3-Gen from the beginning, because the Survivor might have a Repair Buff on those Gens, but if they cannot repair them, the Buff does not do anything.
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@Peanits said:
I can clear some of this up.
- Once a generator has reached the limit, it can no longer be kicked or damaged by Perks.
- Any generator which has already exceeded the limit cannot be affected by Surge, and therefore will not cause any Survivors working on it to scream.
- Failed skill checks are not considered regression events, even if they are caused by the Killer's perk. This is because it's caused by the Survivor(s) missing, not the Killer.
"Failed skill checks are not considered regression events, even if they are caused by the Killer's perk. This is because it's caused by the Survivor(s) missing, not the Killer."
Or by the Survivor just standing up from the Gen without any chance of hitting the Skill Check. Which you never adressed if this is intentional or not.
:)
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623744#Comment_3623744
We're pretty sure it's not 8 kicks but 8 burst regression (like 8 procs of surge)
True, but most of the Regression in a 3-Gen is due to kicks, because Killers dont really down Survivors in the 3-Gen, since they run away.
But yeah, some instances of Regression could have already been used up by Surge or Pain Res before.
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You have 8 Kicks per Gen, which are a total of 40% progress lost. This is without any further Regression (Survivors need to repair the Gens for 5% as well to stop them regressing) or any Regression due to Perks.
This should usually be enough to progress the game as Killer, unless you just want to guard the 3-Gen.
And, to be fair, even IF the Survivors caused the 3-Gen, at some point, both sides have to progress the game. So even if it is the Survivors fault, they have to try to repair the remaining Gen. And even if it is the Survivors fault, the Killer has to chase a Survivor at this point.
But dont worry, since the Survivors have to repair the Gen now for a few seconds, 3-Gens might not even be that much affected, since you dont need to kick them again if the Survivors were chased away from the Gen fast enough.
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@Gabe_Soma said:
Letting Survivors repair 5% of the total progress incentivises the killer to secure even more 3-gen now...
This is true as well. If I look at some of the 3-Gens that spawn on the Maps, the Killer can easily interrupt the Survivor reparing before 5% are repaired, meaning they wont even need to kick the Gen again, which would bypass the hard limit of kicking.