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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • @Hexling said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617459#Comment_3617459

    its also better then not having anyone at all. The point being made is if the person kills themselves on hook you have nothing if they have no dc penalty and dc at least you have a bot. Something is better then nothing.

    The Bots are not helpful at all. I mean, I get the intention that people should DC instead of Hook Suicide, because then at least a Bot is spawned into the Match. But I dont see any difference between a 3v1 and a 4v1 with a bot.

    The goal should always be to remove as many things as possible which make people quit. You will never get rid of everything (see OP...), but at least some things can be fixed.

  • The event happened. Snowpiles can be at the same spot as stations (and many other things). If the event ends it should be back to normal.

  • @Evan_ said:

    Could you quote the dev statement where they pledged to keep changing killers until every survivor will feel delighted to face every single one of them?

    The thing is, they wrote in their initial post regarding Trickster that they want to improve the experience for both sides. And then they did not do anything to make Trickster enjoyable to go against.

    It basically boils down to "Do I have a high wall here or not?", which got even worse since he is now 4,6m/s and can run Tiles like any other Killer, if needed.

  • @HarlockTaliesin said:

    Obvious SWF is obvious, apparently.

    The ability to see the survivors and what items they're bringing is a core aspect of the killer being able to setup their perks/items to help compensate and know what to expect. Being a 4v1 match, this is the balance. I don't know of a way that would prevent a killer lobby dodging while still having this. Locking any of the players to the lobby until the countdown is done will just cause people to disconnect or not play.

    It really wouldn't matter, anyway. If they remove the ability to lobby dodge then killers will likely just AFK or meme until the match is over. Or DC, play something else until the DC timer is done (if it's a long one), or just play something else for the rest of the play session. Either way it wouldn't force the trial to play out normally but could increase the survivor queue times, or cause more MMR wonkiness by throwing random MMR killers in to fill the role.

    I'm guessing it also doesn't happen nearly often enough to be a concern or more people would be complaining and BHVR would've made a change (likely for the worse) by now.

    "The ability to see the survivors and what items they're bringing is a core aspect of the killer being able to setup their perks/items to help compensate and know what to expect."

    Sadly this is not the case anymore. Because Killers use this information to dodge the Lobby instead of preparing. I mean, what do you want to prepare anyway?

    • Franklins Demise? I only see it when Events are going on where Survivors can obtain Items. I never (and I really mean never) see it outside of those events.
    • Mangled to counter Medkits? Mangled is already in almost every game... Even without a single Medkit.
    • Lightborn for Flashlights? Can be a point, but since Residual Manifest and Flashbangs exist, you cannot really prepare for it anyway, so Killers who dislike being blinded should probably equip it anyway.

    The only purpose currently is to dodge Lobbies.


    "I'm guessing it also doesn't happen nearly often enough to be a concern or more people would be complaining and BHVR would've made a change (likely for the worse) by now."

    There are complaints. And BHVR was at least testing to hide Prestige Levels in the Lobby, but apparently it is a hard decision to do that (it should not).

    At the very least the Killer should not be able to see the names and profiles of the Survivors. But as I said, the information for the Killer are used for dodging almost all the time instead of preparing. So the Pregame-Lobby can really go at this point.


    EDIT: And the worst thing is that the people who are punished the most are Killers who get backfilled into Lobbies where they simply dont belong. Having a Killer with below 100 hours going against Survivors with 20k hours combined? Yep, happens. And who is at fault? The Killer who decided that they want an easier match who dodged the Lobby before.

  • @Zaydin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616396#Comment_3616396

    Simple solution: Give the Killer an enhanced BP incentive when dealing with a premade. Give me +200% BP to face off against a full four man SWF and I will stick around.

    Why should you gain Triple-BPs just because you play against a group of friends?

    That they are in an SWF does not mean that they are suddenly good at the game. In general - 4 bad players solo will not be much better as 4 bad players in an SWF. And 4 good players in an SWF would be also good when playing Solo.

    And how does a BP-incentive help with all the other stuff you have written in your opening post?

  • @appleas said:

    Swf is one thing.

    It’s another when people pretend that the impact that a duo or trio has on the game is minimal compared to solo queue.

    Sure swf can’t be nerfed, but this group is probably the one of the main reasons why players just tunnel and camp at 5 gens. If the game is full of bad players as the narrative goes, then it’s more likely for an average Killer to lose to a swf than 4 “competent solo queue players”.

    Ah, now are we blaming people playing with their friends that Killers tunnel?

    I guarantee you, the vast majority of Killers dont care if they have 4 Solos against them, they will tunnel. Currently every Blight is running the strong Add Ons and yet, they still tunnel. When we had the Eruption-Meta, where you basically had to try to lose a game as Killer, Killers tunneled.

    Dont blame people blaming with their friends for the fact that Killers realized that removing someone out of the game early will result in a guaranteed win.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616230#Comment_3616230

    That's why I'm suggesting to give a little information to the killer to even the playing field a bit. Swf has an advantage. Even if they are not good. They still know that they can rely on their team. They still know each other's perks.

    Giving the killer the option to be better prepared would help I feel.

    You know this would just lead to Killers cherrypicking even more games. Killers dont use the Pregame-Lobby to prepare, they use it to decide if they want easier games or not.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615915#Comment_3615915

    With perks that are specifically designed to counter items, this doesn't make sense. You'd need to overhaul all of them, if the lobby was skipped altogether.

    They could however change the lobby, so that killers don't see prestige and can't check the survivors' hours either.

    I used to think the same, but honestly, the Pregame-Lobby has no purpose anymore except to allow Killers to cherrypick their games. (On a side note - this helps me to avoid a very sweaty streamer. Because apparently a 15k hour Nurse-Main has to dodge a Survivor with 9k hours... :) )...

    I used to think that Killers should be able to see Items in the Lobby. However, I dont think that it is important anymore. The information regarding Items is only used to dodge a Lobby, not to prepare any Build. E.g. I only see Franklins during events where Survivors can get Items. This is the only time I see Franklins. And when it comes to things like Lightborn... If someone does not like being blinded, they probably should take Lightborn anyway, because Residual Manifest and Flashbangs exist, both which cannot be prepared for by looking at the Lobby.

    And equipping Mangled to counter Medkits is a Joke, considering that Mangled is on almost every game anyway.

    At the very least a Killer should not be able to see names and profiles, Killers should not be allowed to check Steam-Profiles for hours or friends. But since Killers dont adjust their Build anyway anymore for Items or similar things, the pregame-lobby should just be removed.

  • @Unequalmitten86 said:

    Cheating is ramped up on both sides. I just had a survivor unhook themselves on second phase.

    This is actually possible. It is the Anti Facecamping-Feature.

    And this is also the reason why people who claim to go against cheaters need to show videoproof. It is entirely possible that the unhook was legit, but nobody can tell because there is no footage.

  • So... You dont want to sweat, but you want every game to be a win?

    But aside from that - Killers are not happy when Survivors use gen-focussed Perks. Killers are not happy when Survivors use Chase or Second Chance-Perks. And apparently Killers are not happy when Survivors use Stealth-Perks. Now, there is not much left aside from Self-Care to be honest, lol.

    The thing is, the current Killer-Meta involves A LOT of tunneling. More often than not, when you get found and hooked, you will have to deal with being tunneled afterwards. And ALL Anti-Tunnel Perks are not really good. Neither of them. So the logical reaction is that you avoid being found.

    Especially with strong Perks like Ultimate Weapon around.

    I also dont like it, because I really dislike if people use Stealth-Perks, since I like to run Information-Perks. But as a reaction of the tunneling meta, I completely understand why more Survivors go this direction.

    EDIT: More evidence for my point is that the remaining Perks are a Exhaustion-Perk AND an Anti-Tunnel Perk on each Survivor.

  • It takes some time for MMR to lower. You wont suddenly face Baby Killers/Baby Survivors when you lose once or twice.

  • @egg_ said:

    They seem to have a problem killswitching obviously broken perks. Remember Merciless Storm?

    Merciless Storm was also one of the worst bugged Perks which never got killswitched.

    In general, they are highly inconsistent with their Killswitch. I remember Dead Dawg being killswitched because it had Totem-Spots where Boons cannot be snuffed (absolutely right to killswitch the Map), but then there were Coldwind-Maps which had uncleansable Totems but this did not get killswitched.

    And sometimes they killswitch a mild inconvenience, but dont killswitch really broken things (like Merciless Storm).

  • @Astel said:

    Well it seems like DBD mobile is way better than DBD in many parts including designing outfits, so yeah. Hope BHVR can take these some good costumes from mobile to here as many as possible.

    Except the way you get those cosmetics... (Lootboxes apparently)


    @Topic:

    Just dont compare Mobile to Core. They are both named Dead by Daylight, but run by a different company. They might be different games at this point.

  • Getting a auto-failed Skill Check when getting up from a Gen is in the game for years. And the Devs refuse to fix it.

    Which is funny, because when the Killer uses Overcharge, you get the chance to hit the Skill Check even when running away from the Gen. But if Overcharge is not involved, you just dont get the chance to hit it. And since the Devs dont want to fix it, we have to live with 10% progress lost randomly because you decide to stand up from a Gen.

  • @plattenpanzer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613875#Comment_3613875

    Not true. If you were at law school you wouldn't write this.

    You did not even bring a reason why I would be wrong here.

    The Devs can change and remove everything they want. They can also disable things if they want.

  • Yeah... He is bugged. Thats why he is killswitched.

    Also, you accepted the EULA. The Devs would even be able to outright remove stuff forever and you agreed that you are fine with it.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613217#Comment_3613217

    https://www.youtube.com/watch?v=ZZlO-7fgJt4&t=735s

    Around 9.35 or so the relevant part starts. The same guy who also did the 383 streak before that.

    The thing is, the Survivor winstreak you are talking about is a bit different.

    This was one person escaping and they did this with several things to their advantage. E.g. old Hatch was still a thing, old Keys as well. So even if you lost the game, you can escape with a Key. Also, they had a 3 SWF-players with them which were ready to die for the one person who had the streak.

    This is quite a special situation IMO.

  • @Tsulan said:

    Fun fact: in a previous video, Otz explained that he won´t do any more win streaks. In fact, most streamers stopped doing win streaks.

    Now take a guess why.

    Nice try.

    Otz did winstreaks with outrageous limitations like using no Add Ons or really bad Perks. The Winstreaks in the video he is talking about are with the best Add Ons on the strongest Killers.

    Quite a difference. But as I said, nice try.

  • Toxicity. Thats all.

    You already get blamed that you play in an SWF while being Solo. And while I would totally love to show some Killers that they just lost against 4 Solos and not some Comp-SWF as they think, we all know that it would just lead to toxicity, because Killers would think that they only lost because the opponent was in an SWF and not because they missed 40% of their Hatchets or blinked into the Basement while chasing a Survivor around Shack 5 times. (Heck, some will probably even claim that they went against Hackers because they were shown as Solos while CLEARLY being SWF...)

    And in this forum? You would only see lost games gainst SWFs so that people can "prove their point". They will not show the games they won against SWF or lost against Solos. We would only get a very selective view on postgame screenshots...

  • Just shows how strong tunneling is. You will win the game when you turn it into an early 3v1.

    Obviously it should not be possible that a Killer can get that many wins in a row.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612686#Comment_3612686

    I agree completely.

    For instance, I remember original Badham had an absolutely goated totem spawn which is leagues ahead most totem spawns currently in the game.

    Yes, hex perks are easy to fix. It just needs to be done.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612703#Comment_3612703

    Geez, my friend, don't need to be that aggressive. I'm always respectful to you.

    As for the topic in question, agree to disagree I suppose. Because that Ruin was easily my favorite perk in the game, I used it on every killer and I loved seeing it as survivor.

    It was perfect: it gave the killer a powerful tool to defend gens while giving survivors a secondary objective. Of course, there is the issue of totem spawns being far too obvious and sometimes the perk didn't last for as long as it should, but that is an easy fix.

    The way I see it, and based on my own experience with this game, everyone wins.

    Old old Ruin was terrible designed.

    It was effortless Slowdown for the Killer. The reworked Ruin required the Killer to put effort in chasing Survivors off Gens and it only really became a problem due to Tinkerer (because this gave too much information, especially for high mobiliy Killers).

    Old old Ruin also was inconsistent, even on top of being a Hex. You can get 0 Skill Checks while completing a Gen or get a Skill Check every 3 seconds. And, it punished newish players more than experienced players. Against a good Team, old old Ruin had nearly no value (aside from removing the Bonus Progression on Great Skill Checks), against an inexperienced team it was too strong. Pair that with the fact that the little progress you could do was removed by PGTW...

    Yeah, old old Ruin needed to go and it was one of the most healthy changes ever, since they kept a Perk strong with a Rework, but not unhealthy.

    There are times where the nostalgia is too much. And defending old old Ruin is one of those times.

  • "and why is it when the wiggle bar is 99% I still get hooked a lot? Is it bugged?"

    To add to this - even if the Bar is full, if the Killer is already in the Hooking-Animation, you wont wiggle free.

    The bar can still fill up if the Killer is in the animation, but it will not do anything anymore, because they are already hooking you.

  • @North85 said:

    Wraith is pretty well balanced, if you lost as/vs Wraith, the other player was probably just better than you. As for Sadako/Billy, if you lost as them, can't be helped, BHVR did a BHVR on them. If you lost against them, I have some bad news...

    Dont really know how you can actually say that people who lose against Billy are bad. If the Hillbilly is good (and there are not many good Blly-Players, because for most Killer-Players, Billy is way too complicated to play), you will have a hard time surviving against him.

    I faced the same group of Survivors two times in a row. I had no chance with Trickster (granted, I am bad with Trickster), but destroyed them with Billy. Were they suddenly worse?

  • @Firellius said:

    Otz mentioned this too. Seems like there's a resurgence.

    Glad that we have Otz telling us that Cheaters exist in videogames. Would not have known this before.

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612780#Comment_3612780

    I agree it's a crappy situation. Depending on how many survivors are left, it can be impossible for the survivors to realistically pressure the gens and even doing gens becomes a deathwish, or if all 4 survivors are still up, actually starting a chase is basically admitting defeat as the killer. It's no surprise neither side wants to basically throw the game, but sadly NOT throwing the game just stops anything happening.

    Exactly.

    And this is why Survivors need to try to repair Gens at some point and the Killer needs to try killing Survivors at some point. Hiding or holding a 3-Gen until the Server closes the match is just holding the game hostage.

  • @Astel said:

    I mean, why you want to play like that? It can be really boring if you do on purpose with intended builds for both sides.

    Maybe killers like the Knight not bad on doing that, but I really don't recommend to do that play style.

    Untitled Image


  • @Toaster427 said:

    Except they've never once said that a killer standing by a 3 gen is "holding the game hostage". In fact I'm pretty sure they said the opposite of that. Why weren't all those 3 gen skull merchants banned then when it was going on?

    This is why thier comments make zero sense.

    So a killer can do nothing but stand there preventing the game from progressing all they want with zero risk of being banned, but a survivor who chooses to play smart and not just throw themselves on the ground to be killed can be banned....wow that makes so much sense! 🙄

    They said it in the past. I would have to search for it tho.

    @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612772#Comment_3612772

    Because when a killer is guarding a 3-gen, they're still trying to kill the survivors, but they won't commit to long chases because they'll lose the last gen. This means they'll be looking for easy hits and downs, but if the survivors are playing really safe and run early, the killer isn't going to get any easy hits. It basically falls to the survviors to mess up and allow the killer the hit/down.

    The killer still -wants- to kill the survivors, but is very picky on when they'll actually commit to short chases if they can get a hit. If the opportunity falls into their lap they'll take it.

    Survivors who wont even attempt to do gens though, that stops the game proegressing completely.

    Yeaaah... At some point the Killer also has to risk losing the game. Same as Survivors, who also have to risk to die when they want to repair Gens.

  • "Mandy - An action that puts a player in a situation where they cannot do anything to progress the game is against game rules..."

    This is quite clear to be honest. The thing is, people (not Devs!) used to say that this is only the thing during Endgame with 1 Survivor left (and EGC not started) because at this point, nobody can do Gens and end the game. And the same people said it was fine to do it while other Survivors are alive, because they can do Gens, start the End Game Collapse and the Survivor would be out of it.

    But the statement just says that all players need to have a chance to actually play the game. So if a Survivor is blocked by the Killer or another Survivor, this Survivor cannot play, therefore they are being held hostage and the player doing it would be violating the rules.


    "Peanits - body blocking a player or a situation where 2 survivors no longer do gens and hide."

    Number 1 is exactly what Mandy said as well. Number 2 means that Survivors are not progressing the game anymore. The thing is, yes, the Killer can look for the Survivors, but we are not talking about Survivors here who hide to lure the Killer away and then try to do the Gens, we are talking about Survivors who outright refuse to do Gens. And at this point, the game cannot end, because you will be able to hide for a long time if you dont show yourself (e.g. by doing progress).


    "And even then, if it's a 3 gen situation, and a killer refuses to leave said 3 gen, how is this now a bannable offense on the survivor side for not approaching gens until its safe to do so?!...peanit's statement basically says he will ban your account if you don't throw the match and die in this situation...how does this make any sense at all?!"

    The thing is, this goes both ways. At some point, both sides need to try to progress the game. For the Survivors, this means that they have to try to repair the Gens, even in a 3-Gen Situation. Because otherwise they are holding the game hostage. However, this also means that at some point the Killer has to try to down the Survivors. The Killer cannot just stay in the 3-Gen and never even try to down or even kill anyone, because then the Killer is holding the game hostage. Both sides can lose when they try to progress the game (the Survivors might die, the Killer might lose the 3-Gen), but at some point it has to happen that both sides play the game, even if it means that they might be losing because of it.

  • @MigrantTheGreat said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612327#Comment_3612327

    CoH (boons in general): If BHVR had made boons work like Hex's, than Boons would have never been a problem

    Medkits and Healing: Idk who asked for this but I'm putting the blame on BHVR's poor choice of balance because of CoH (Even though medkits themselves weren't a problem)

    Second Chance perks: These had to go, because killer's are too dependant on survivor's making mistakes, on top of that DH for distance extended chases pretty much screwing the killer over.

    DS: Imo this perk needs to be deleted because of how unhealthy it is. The 6yrs I've been playing this game, the perk always makes it into patch notes at least once a year weather it's a nerf or a buff. I don't have a problem with the perk (its current state at the time of this comment) but it either needs to become forgotten or staked in the heart.

    Edit: Spelling Error

    Yeah, because then Boons would have been weak from the start. Boons are a failed concept, after all. The thing is, you cannot just compare Boons to Hexes. They are both shiny Totems, but this is where the similarity ends. Boons need setup and can be snuffed in a second, Hexes dont need setup and need time to cleanse.

    Hexes work globally, Boons only in an area (which also means that Survivors waste time to get to this area, people are always acting as if Survivors teleport into the Boon-area...).

    IMO CoH would have been fine in the state before the latest nerf, if they would have added that it only works on the floor it is located on. This would have been a nerf and would have made it way weaker on two-story maps, but would still keep the Perk useful. And even then I had the opinion that people who use CoH help you to lose the game, but now it is really pointless.

    Regarding Medkits - Medkits were not the problem. The problem was self-healing which was too fast. And IMO this could have been solved with capping the max and min time it takes to heal. This would be a solution in both ways, the Killer cannot just stack healing Slowdown on top of it (which honestly would probably only affect Coulrophobia) and Survivors cannot heal mid-chase. But they made so many changes which were just too complicated over all.

    Regarding DS - DS was one of the healthy Perks of the game after its numerous nerfs. When it would have stayed on 5 seconds. I dont agree with all of the Nerfs (deactivating in Endgame for example... I dont see why the Killer would deserve a pity Kill at this point, but I understand it), but certainly the complaints about DS were super-low after it deactivated when you progressed the game in any way and the only thing asked for at this point was to maybe deactivate it in endgame. Reducing it to 3 seconds just outright killed the Perk, because it means that the Survivor only gets 7m of distance.

    And removing the best tool against tunneling (even if it was overall not a great tool) leads to a Meta where tunneling is basically in every game, because the Killer does not really have a risk. All current Anti-Tunnel measurements resolve around Endurance, which means that one hit removes them all. And it is way easier to just go after the unhooked Survivor and once they are dead, the Killer can basically go for many Hooks, because the Survivors lost anyway and at this point it is basically just a matter of how many points the Killer wants to farm.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612678#Comment_3612678

    The best part is that we already have the solution.

    Ruin.

    Ruin is the solution. It only needs a reversion.

    Since you are probably talking about old old Ruin - no. This would be the most stupid thing ever. Original Ruin was extremely unhealthy. And since it was paired with PGTW, even more frustrating to go against.

  • You cannot just count every Gen equal in your "math". The first 1-3 Gens are faster and the last Gen is most likely taking longer than the first 4 Gens combined.

    As Killer it is logical that you lose Gens early. Survivors are the strongest at the start.

    You can easily play a game as Killer, lose 2-3 Gens before your first down and then get a 4K without any more Gens completed.

  • @Seraphor said:

    Offerings should potentially be shareable, for survivors and killers. Mainly due to event offerings and being limited to spending BP during events only on the characters you intend to use in the future.

    Items are a little more questionable. You'd have most players suddenly have acces to near infinite Commodious Toolboxes and the likes. Item rarity would be pointless, browns and yellows would be worthless.

    I mean, the players would have access to all the things anyway. They can just use them on a different character.

  • I dont think that he sucks. Far from it. IMO all he needs is an Add On-Pass (there is not really much aside from Infection Rate-Add Ons IMO) and Zombies should not grant a Speedboost when infecting people.

    But other than that, I think other Killers need more Updates. And I dont really have a problem when playing Nemesis, but I see quite a bunch of players using STBFL on him and nearly never using the tentacle. But if you basically play only with the tentacle and reach Tier 2/3 really early, he is not weak at all.

    And I also think it is fine that the Survivor is not damaged when getting infected, because afterwards, their looping possibilities are really limited.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611536#Comment_3611536

    Get pushed into higher MMR due to perks that do nothing if you are bad in chasing. Yeah, make sense.

    Also wish you from my heart to stack in old Eruption, Overcharge and COB meta, if THIS meta is "least healthy" for you.

    I mean, everyone can do Gens. But not many Survivors can be good in chases. But when you slow down the Gens as much that even a mediocre Killer can get Downs, they will obviously gain more MMR. And at some point, they go against Survivors who are decent in chases. And MAYBE they can still win, because of that much Slowdown. And then they go against Survivors who are good in Chases. And then suddenly they will not win anymore.

    Stacking of Slowdown-Perks just pushes you in regions you should not belong.

    Since you mention the Eruption/CoB/Overcharge-Meta (which was even more unhealthy, I would agree, I have totally forgotten about this), you should have remembered that Killers were really overwhelmed afterwards. Because they lost a Perk Combination where you would basically have to try to lose, but since they got so many Kills, they went against really good Survivors. So their MMR needed adjustment.

    When the Devs decide to nerf Slowdown-Perks once more (and I mean actually nerfing them and not just shifting from the 4 Slowdown-Perks A, B, C and D to the 4 Slowdown-Perks E, F, G and H), you will see the same thing. Killer players overwhelmed because they are not carried anymore by Mass-Slowdown.

  • @UnusedAccount said:

    Not trying to defend pain res but isn't it a good perk for Killers to use because it supports not tunneling Survivors?

    How often do Killers get to first hook every Survivor in a game?

    Your thought process would be correct, if the Killer would lose the Stacks once a Survivor is dead. But this is not the case.

    The Killer gets 25% of Regression for the first Hook and then needs to chase an injured Survivor two times to remove them from the game. And then they STILL have Pain Resonance.

    While it certainly encourages to split Hooks, it does not discourage from tunneling at all, since the Killer can still get the benefit of Pain Res after tunneling.

  • You should not really compare Nemesis to Plague or Wesker. While they all resolve around infection, Nemesis is the only one who can hit over Pallets and Windows with his ability. Plague can only do so when using Corrupt Purge, and this is completely unaffected by Survivors being infected or not (at least to a point). And Wesker cannot do this at all.

    I dont really understand why people always ignore the fact that Nemesis can get a lot of good Hits when the Survivor is infected. And the number of supply cases is really limited.

  • @fussy said:

    And this is why it's the healthiest meta on killer side. Slowdown do nothing, if your chases are bad.

    It is probably the least healthy meta for Killers. And even hurts the bad and mediocre Killers. They get pushed into higher MMR due to their Slowdown-Perks and then reach the point where they dont work anymore (the best Slowdown-Perks only really work if you get Downs and Hooks).

    Because you are not really good at the game when you need to drag it out to 20 minutes to win.

    And then we get people in higher MMR-Regions where they dont belong who end up here, because they thought they just lost against a Comp-SWF.

  • @Krazzik said:

    It's funny how when they announced the Pain Res 'nerf', almost every killer player said the perk was dead and unusable. Fast forward to now and it's STILL the strongest gen regression perk in the game by a mile and is run by most killers.

    I do think it needs to be tuned down, it's absolutely miserable to play against in some games because 25% regression for the killer just doing what they're supposed to be doing anyhow is pretty crazy.

    Because people who complained about it did not really think. 4x25% is better than 15% on every Hook, because you get more consistent value out of it. Pain Res is only better if you get at least 7 Hooks with the old values, and if you get 7 Hooks, you probably dont need Pain Res anymore at this point.

    Meanwhile, 4x25% add a whole Gen to complete and you can expect to get this very reliable in every game. For not really any effort, since you just need to hook people and it is really rare that you cannot reach a Scourge Hook at all.

    It is even better now because it causes Gens to regress when they are blocked AND they changed the timing when it triggers, back then you had a split second to let go of the Gen before a Survivor is hooked, this is not the case anymore, meaning that it pairs even better with DMS again.

    Add PGTW to Pain Resonance and you have A LOT of Regression. It is not really surprising that those two are the two most used Killer Perks by quite a bit. (In general, 4 out of the top 5 Killer Perks are easy to apply Slowdown...)

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611311#Comment_3611311

    That I can see, but if I'm reading your earlier post correctly, wasn't it the player who didn't have balanced landing who used that map offering?

    No, they also had Balanced Landing. And this person was 100% Solo, the other three I dont know (all private Profiles, except for the one Solo Survivor who also had a open friends list).

    So them and two of the other three Survivors had Balanced Landing.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611245#Comment_3611245

    I was pretty convinced that they are a 4 man-SWF because 3 of them had Balanced Landing. 

    I don't see the connection. I've been in plenty of games as a solo were I ended up running the same perks as other people. 3 balanced landings doesn't seem that weird.

    Balanced Landing is pretty rare when it comes to Exhaustion-Perks, giving that it has only very specific spots where it can be used.

    But if 3 of them had it and sent me to The Game (one of the Maps which can have excellent use of Balanced Landing), I thought they would play together.

  • @plattenpanzer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611279#Comment_3611279

    Are you talking about the aura bug where survivors can't see plaything totem?

    Yeah, exactly. I saw more Killer players running Plaything. So if I would still need to do the Achievement, I would probably try right now.

    @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611283#Comment_3611283

    I thought that was just a playstation bug?

    I usually run plaything on its own, but I'll stop if its bugged for everyone.

    Personally, I dont think the Bug is that severe to be honest... I would not run it just because of that. And I also dont really mind if people are running it now, I was just wondering. I think it is better in combination with Pentimento anyway and for this, it is better if the Survivors see the Aura.

    So IMO it is better on its own, but worse when paired with Pentimento.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611279#Comment_3611279

    Plaything is bugged? How?

    I've been running it lately and haven't noticed anything.

    The Aura is not shown. I played against a few Killers who were using Plaything and not Pentimento, which was odd to me, until I read here that the Aura is bugged.

    Because usually I play against Killers who use Plaything AND Pentimento, so "only Plaything" was quite surprising.

  • I mean, right now, because Plaything is bugged, I see quite a bunch of Killers running Plaything. Now would be the time to try this Achievement.

  • The chance that you run into a SWF which is the reason why you lost (aka a VERY good group of people) is really, really low. Most of the time you will probably have made a few mistakes, which cause you to lose the game.

    Also, 4man SWFs (which is probably what most people refer to) are rare. You will run in a lot of 2man-SWFs I would guess.

    And as others have said, a lot of it is perception. E.g. I got send to The Game by some Survivors two days ago. I was pretty convinced that they are a 4 man-SWF because 3 of them had Balanced Landing. Turns out, the person who send me to the Map AND played the strongest (they were the one person who escaped after I closed the Hatch) were Solo, the other might have been in an SWF.

    But during the whole game I was pretty sure that I play against a 4 man-SWF.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610863#Comment_3610863

    But the hooked survivor gets to leave, and that isn't fair.

    Not when it was the survivors who made a mistake. You have to know when to save.

    So its more fair that Killers can proxy-camp and get insane value out of it? And this is CURRENT state. With Hook Grabs, it would potentially even more.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610781#Comment_3610781

    Well, my friend, you can use it to punish a risky save.

    A survivor should know when to save someone. If you went there while the killer was nearby, there has to be a risk.

    A Hook Trade punishes a risky save.

    What OP wants is to proxy-camp and then make it unable for the Survivor to unhook.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610715#Comment_3610715

    We're not at all though in the same situation. Hook grabs before allowed a killer to facecamp and grab any survivor trying to stop it. If a killer tries to facecamp NOW, AFC simply let's the hooked survivor leave.

    The HEALTHY use of hookgrabs is the only thing being stopped now, in which a survivor who is mid chase decides to do an unhook. If you beeline to a hook mid chase, that's not the killer camping. You deserve to be grabbed.

    There is no healthy use of Hookgrabs.

  • Now, thats a stretch.

    There is not really a difference in the number of people who farm you off the hook when the Killer is nearby. The difference is just that now you are not at their mercy that they actually have BT.

    Furthermore,e nowadays nobody uses DS, because it got nerfed into oblivion. Back then, DS was used on many Survivors. And Killers knew this and tunneled less.

    But since there is not any effective Anti-Tunnel measurement anymore (even DS was barely there and it was better to just push through DS, especially with a strong Killer), tunneling is obviously done even more.

  • @Ayodam said:

    Isn’t it bugged or something right now?

    Nah, it works as intended.

    It works badly. But this is intended.

  • The Killer can still proxycamp or just be a few meters away to not fill up the meter. If a Survivor is nearby the Meter either goes very slowly or stops completely. This means that a Killer would be able to deny an Unhook if Hook grabs would still be in the game.

    Saying that the AFC is preventing this (or that AFC prevents anything at all, lel) is just wrong.

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