Aven_Fallen
Aven_Fallen
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487772#Comment_3487772
Just make it so the highest effect applies. It doesn't stack, just takes the largest number, like if someone gets Exhausted for 5 seconds and then 20 seconds it just makes them Exhausted for 20 seconds, not 25. If you use MFT + Hope + Dark Theory you still only reach 7%. That'd allow BHVR to buff other pretty awful perks to be a lot more useable solo without worrying about breaking the game.
This makes the most sense. You can still run multiple Haste-Perks, but they dont become broken together. (Even tho I would argue that most things which are possible with Made for This and Hope will be possible with Hope alone)
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It can honestly just be removed. And nobody would miss it.
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He is harder to use than other Killers who are stronger or of similar strength. And while he is not weak at all, you can basically always go for Nurse if you want to win, since learning her does not take too much time to win the majority of your games and her skill ceiling is lower than e.g. Pyramid Head.
Also, we nowadays have 32 Killers. We are at the point where basically every Killer (aside from very few) are rare.
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Because the Perk in itself is fine. Paired with Hope it becomes a problem in Endgame, HOWEVER this is mainly due to hope. Those funny videos you see where a 110%-Killer gets looped around a rock, this would also happen with only Hope. Made for this is not the problem in this combo.
Furthermore, it is a reward for people who dont play Exhaustion-Perks AND even an incentive for people to drop their Exhaustion-Perk. Because, lets face it - to see less Exhaustion-Perks you cannot just make them bad like they did with Balanced Landing or Dead Hard. They also need to offer an Alternative, otherwise people will just use the Exhaustion-Perks until they are nerfed into the ground (which is something Killers want, I know).
Then it is the only good Survivor-Perk which got released in years. The last time Survivors were about to get a new decent Perk was Reassurance, which got gutted before it left the PTB (on some questionable reasons, because suddenly Killer players thought that it is really bad that a Survivor can be hold hostage at the hook..how merciful they are...).
And last but not least - Made for This is just the current Scapegoat for bad Killer players why they lose games. This community is unable to reflect on their own mistakes (this applies to both sides). Killers will die on the hill that they just lost to Made for This instead of all the misplays they did during the game. And if Made for This gets nerfed, they will still lose games and search for another Scapegoat. (possibly just SWF, noticed how the SWF-complaints went down a bit in favor of Made for This-complaints?)
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487055#Comment_3487055
We would rather see how they play out in real matches before jumping to any conclusions, but if the worst case scenario is that the Killer isn't denied points that they would have gotten had the Survivor not disconnected, that's still a pretty good worst case scenario. That is a positive change for the Killer, at least.
That said, even a bot can repair a generator or take some time- even if it's only 30 seconds- to catch and hook. This would be beneficial compared to not having a teammate at all.
I am not a fan of using a defeatist attitude as a reason to not try to make improvements. Yes, we recognize that bots are not and will never be a true replacement for real players. Yes, we realize that in most cases, you would rather have a real teammate than a bot. But just because this isn't a magical perfect solution doesn't mean that it's better to sit here and do nothing. Doing something to help address and reduce the scale of a problem is better than doing absolutely nothing and letting the problem remain.
Yeah, but the right approach would be to tackle the reasons WHY players DC. Which is not really done. E.g. tunneling got buffed with the nerf of DS. Camping got buffed with the increase of Gen-Time (even tho, something is done againt camping, at least facecamping, but it wont change much since the Killer can just proxy-camp).
I mean, sure, there will always be DCs by some salty players who DC at every reason. But other things which are reasons for DCs are not really solved. E.g. Skull Merchant, a Killer which should never made it through QA is probably the main reason why people DC or give up. And with Bots the only thing that will change is that Skull Merchant-players will play more PvE than PvP...
Bots are just a bandaid which help the wrong side.
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@NerfDHalready said:
noone wants bloodlust AND maps that are the reason it is in the game in the first place.
The problem is that Bloodlust (and many other bandaids BHVR introduced over time) are used for things where it is not needed. If you have an unsafe Pallet, this is usually a fair Loop because both players can outplay each other. However, with Bloodlust, this is not the case anymore since the Killer will get the Hit once reaching Bloodlust 1.
There are not really any structures in the game anymore where Bloodlust is needed. Because you would either need to break the Pallet (resetting Bloodlust anyway) OR you have a fair chance of outplaying the Survivor. And if this does not work, there should be no handholding so that the Killer can catch the player who is better than them.
(Bamboozle is another example - introduced to combat strong Windows which lead to long Loops. Nowadays people use it for simple T/L-Walls which, when played correctly by the Killer, should grant a Hit anyway)
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@Peanits said:
I can confirm that they are not being removed. The DC bots are there as a backup plan: They're better than not having a teammate at all, but they aren't expected to be as good as a real player.
Beyond that, this is a multiplayer game first and foremost. Abandoning the match affects other people. The DC penalties exist to discourage people from leaving an excessive number of matches over the slightest inconveniences. Removing them would only make it more acceptable to quit and leave your teammates to play with a (possibly) less capable bot. If someone cannot be bothered to commit to a match, or has such an unstable connection that they regularly lose connection, they need to reconsider whether or not they should be playing an online game. It is not fair to expect the other people in the match to deal with the consequences because of them.
Why not scrap the Bots?
The Bots will only provide more points for the Killer in a game the Killer is already winning. It does not matter if it is a 3v1 without Bots or a 3+Botv1. The Bots dont provide any Support to the Survivors, they only provide more points to the Killer.
You wont have this discussion if DC-Penalty can be removed if you would not go for the failed attempt to add Bots in regular games. Like, play a few custom games against Bots and you should notice that they wont be of any help for the remaining Survivors.
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What? They worked faster?
6.1.0 was released in July 2022, the nerf happened in April 2023. This is 9 months, Made for This is out for barely 1 1/2 months.
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Yeah, should be a thing.
And IMO it would be alright to have those Skins for 1485 ACs (regular price) and once you buy one of the Legendary Skins, the other Legendary Skins for this character go down to 1080 ACs each.
So if I have the regular Claire Redfield-Skin and they release another one, I only have to pay 1080 ACs for it instead of the full 1485 ACs. While someone who does not own any Claire-Skin would need to pay 1485 ACs for either of them and when they purchased one, the remaining Claire-Skins go to 1080 ACs each.
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You cannot say this here. People dont want to accept the fact that Bloodlust is a handholding mechanic for Babykillers and often used in situations where it should not be used or should not be needed. It makes fair Loops unfair (even when reaching Bloodlust 1).
But Killers want this crutch. Especially here, where you can clearly see how many Killer players are struggling with the game.
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Two things which come to my mind instantly:
- To give more value to the BP-incentives. If you are playing Killer during the day on the EU-Servers, Survivor always has the incentive and the faster queue times. Then you might want to switch the roles. However, if you have BBQ, you can just stay on Killer, because you can get 100% Bonus-BP anyway with BBQ. To some extend this is also true the other way around in the evening on EU-Servers (just that WGLF does not give 100% Bonus-BP that reliable)
- To make you not feel forced to run those Perks. I am honest, I have more fun with 4 Perks as Killer (I only used BBQ, never WGLF) instead of 3 Perks + BBQ. I still play BBQ on Killers where it actually makes sense and where I get value out of the Information. But I dont start a new Killer with equipping BBQ for the double BPs. And even with incentives, people would still just play 3 Perks + BBQ because they would feel they would miss out on BPs if they dont run BBQ.
Regarding Prove Thyself - I can only imagine that they removed the BP-Bonus to remove the Perk from the Meta. Because Killers did not care about the BP-Bonus and Survivors ran it 99% of the time because of it. Overall, because of the removal, the Perk will not be used anymore. Which is a shame.
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@NoOneKnowsNova said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485162#Comment_3485162
Is there any way they could nerf the window then? Because before this change whenever I played Killer I'd never break the Wall for this exact reason, it made the building so much stronger.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485183#Comment_3485183
I only realised this a few days ago and had to edit the post because I made the same mistake without proof reading.
If you break the wall next to the Window you are fine. Like... This is the purpose of this breakable Wall. If you dont break it and loop the window by vaulting it (without Bamboozle), you deserve to be looped around the Main Building.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485305#Comment_3485305
nobody uses it because OTR does the job better, most of the community thinks a lot of things, and killers dont respect it because its no longer meta. Its been downgraded from meta to situational, while OTR fills the same niche better. Doesnt make it garbage, just obsolete.
OTR only does the Job better because DS is so bad now.
OTR is not good as well, since it resolves around Endurance and can be removed instantly (together with the Basekit-Endurance and any potential BT involved). DS would be the more effective Anti-Tunnel Perk (still not really good at doing this) with 5 seconds.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485280#Comment_3485280
because time efficiency? if you land get initial m1 hit, you can spear to get quick 2 hit combo. with current TR, you have to fire 2 shots every time leading to guaranteed reload time waste. TR was a way to preserve his ammo and make 1 bullet gun more effective.
Yeah, which BHVR probably does not want. :)
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Its the player, not the character tho.
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Not really a fan of this. BHVR wants to be consistent with their Terror Radius (granted, Deathslinger is the only Killer with 32m while being only 4.4m/s). But all of their Terror Radius-ranges are multiplications of 8. (16 for Myers Tier 2, 24 for most 4.4m/s Killers, 32 for Standard and 40 for Wesker)
Also I dont really want to see a Deathslinger with 20m Terror Radius when using M&A. In general, I never really got why he was at 24m to begin with. Huntress gets a big Lullaby to announce her presence and Deathslinger was the stealthiest guy ever.
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@JonOzzie16 said:
I really do not understand why BHVR allows this.
REMOVE COLLISION WHEN CROWS FORM.
How hard is that? Can anyone tell me a reason why it's not implemented yet? Is there a good reason against it?
100% agreed. It is such an easy fix and while it does not happen frequently that someone gets blocked in the corner by the Killer or another Survivor for a longer time, it happens sometimes and should really not be a thing.
But BHVR have a history for easy fixes which either never come, take some time or are just fixed in a way more complicated way by them.
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@iltano88 said:
I've been on hold for more than 45 minutes. I don't know who the person to report is. Also I don't think they do anything, at least it never works. I prefer that they take out that mechanic
As said before, record it.
You can report it in the Endgame Screen (the Server will force the game to close after 1 hour). Also, you can report them here:
https://support.deadbydaylight.com/hc/en-us/requests/new
For this you would also need the player-ID (if you are on Steam).
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@Xernoton said:
Don't get me wrong, the killer definitely was a jerk for doing that and deserves their report but this is not an example of the "killer's toxic behavior" but the "community's toxic behavior". 3 disconnects at 5 gens is not ok either. And it just goes to show that people really do not care about the time penalty after a disconnect.
Baffling that you turn the action of a Jerk (the Killer who bodyblocks OP in a corner and holds them hostage) into "Bad Survivors, they disconnected".
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@Maelstrom808 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485162#Comment_3485162
But then that's the wall they should have removed. Removing the wall in the garage itself was to ensure that survivors couldn't get trapped there.
Nah, they should not remove this Wall. Because then the Main Building would not have anything to work with.
Main Buildings on Maps can have strong Loops (with breakable Walls). It would be really strange if the MAIN Building would be the place were you die the most.
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So that the Killer does not have to break a wall to get easy access to the Gen in the Main Building.
You have to break the Wall next to the Window anyway as Killer, even before the window was strong while the wall was not broken.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485113#Comment_3485113
unless you get downed near a pallet or strong window, then use it to reset the chase.
....vs anyone other than nurse and maybe blight, of course. Still, it has varying results based on how/when its used.
Nah. DS is a joke. It was a joke before against the strongest Killers, now it is a Joke against any Killer.
It is a wasted Perk Slot. There is no "unless"-stuff.
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@LordGlint said:
Feel like the "fear" is gone because of how many ppl dropped it from their builds. It went from having to treat EVERY survivor like they had DS, to realizing it's likely that nobody in the lobby has it. It's lack of a pick rate is what is causing ppl to not be wary of it.
Not at all. The stun grants around 7 meters of distance. This is nothing.
DS has become a mild inconvenience.
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Freddy is an incredible dull Killer with a low Skill Floor and equally low Skill Ceiling. Basically, what you did in your first 3 games as Freddy will you do in the next 100 games of Freddy. Congrats, you mastered him.
He is not even a really weak Killer, he is better than some others and in general, every Killer can win against the majority of Survivors. He is just so boring.
The thing is that after the Rework, he was too strong for the effort he needed. Like, a toddler could have played him. So they nerfed Freddy (rightfully) since he was up there with Killers who took way more effort to play and learn for similar results. And in the end, the strength while being so easy to use was what made him popular, because gameplay-wise he was as boring right after the rework like he is now.
Basically, the Devs need to rework him again. They would have probable been fine with reworking old Freddy, adding some Tools from new Freddy and making him an overall really unique Killer. But overall, I dont really see that anyone ever said that they prefer new Freddy over old Freddy (when it comes to gameplay).
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Another point: If the Killer DCs they dont screw up their team, since the Killer Side only consists of 1 person.
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I have not thought about it, but after reading this, yeah, it would be nice to be able to escape a 3-genning Skull Merchant with a Key. Sadly this is only a dream...
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@[Deleted User] said:
Weirdly enough people for the most part have stopped using Terrormisu'
I'm lucky if I get 1-2 per match now.
I see 2-5 burned per game.
Players have loads of them and they usually dont use those outside of Anniversary Events or Bloodhunts/Bloodrushs. And so currently it is good to use those.
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@EEP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484319#Comment_3484319
Let me clarify, my rant is on toxic gameplay not toxic behavior thankfully I don't have a game chat so the only time I deal with that is here with the community. My response to the statements of the "rules don't say you can't do that" is just because the rules don't say you can't trip someone during a race does not mean it's not toxic way to play.
"Toxic gameplay" is even less of a reason. The DBD-Community is super-sensitive, basically everything classifies as toxic which is not liked by the player claiming that it is toxic.
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In my 8500 hours in DBD I have only seen a handful of people where I would say "Nope, I dont want to play against them ever again". And they were mostly homophobic or are one Streamer (14k hours, Nurse Main, always camping and tunneling) where you just dont have fun.
And I am pretty sure that most DBD-players will use the "Do not match again"-option for far more than a handful people. Mainly for Killers they died against or SWFs they lost against.
And this should just not be the case.
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It is funny - whenever a Survivor-Perk is used often, it is the most important thing in the world that this Survivor Perk gets nerfed. But if a Killer or Killer Perk is used very often, there are so many hoops Killer Mains go through to explain why it is totally fine that they are used often.
Not saying that I think that Wesker should be nerfed, but the double-standards again are surely funny.
Personally, I dont see that many Requests for actually nerfing Wesker. I see that people dont like to go against him so often because they want more variety. And I also think he has some flaws. Like being good at tunneling (Infection increasing after an Unhook until the point where the Survivor cannot really loop anymore) or his questionable Hitboxes (getting set back on the other side of the window, getting slammed into the Pallet the Survivor just dropped on the other side...). And those are things that are complained about.
Against his actual Kit, I have not seen many complaints.
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@Blueberry said:
Exhaustion perks have been massively overtuned since their inception and even after their nerfs. If you would never not run an exhaustion perk if your intention was winning that tells you they’re a problem. No set of perks should always be auto lock ins.
You could hypothetically double the exhaustion timer and you would still see an exhaustion perk on every single survivor, that should tell you how overtuned they are. What perk gets it’s cooldown doubled and is still ran on every single player? That shows they were never close to the “balanced” line to begin with.
I disagree that they are overtuned. They are in a good spot, even tho that most of them are actually too weak, which limits their variety (there is no point in bringing Balanced Landing over Lithe for example or Smash Hit (even with the Buff in the next patch) over anything else).
Your example with doubling the timer and being still viable is also pretty bad. Because the Exhaustion Timer does not matter that much unless it is super-low (like Fearmonger), then it MIGHT be possible to get rid of Exhaustion. But it is completely irrelevant if the timer is 40 seconds, 20 seconds or just infinite until hooked. Because in a regular Chase the Survivor will use their Exhaustion-Perk once and then they are exhausted for the duration of the chase since Exhaustion does not recover while running. This is also why Exhaustion Add Ons were and are still too strong and should not exist. Because regardless of the time, it will not go down in a chase.
Also, the Devs even introduced an Alternative to Exhaustion-Perks with Made for This. Which indeed was the reason why some players dropped their Exhaustion-Perks. However, Killer Mains are now thinking they lose because of Made for This (instead of their own mistakes), so they rally against it. So incentives for not using Exhaustion-Perks are not really popular among Killer Mains.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483124#Comment_3483124
Then by your logic, David is not gay. He maybe can be bi. Maybe in future BHVR will show him with women again. And this time, he will date actually with women, instead of trying to make his family happy.
And no, i am not deleting anything. I am just saying, straight characters exists as well. Most of world population is straight and realistically most of DbD characters are straight as well. Even we don't know about them.
Nah, David is confirmed as gay while Felix is not confirmed as straight. That means that people might want to think that David is straight, but are 100% wrong on that one. While with Felix, people can think that he is straight or bisexual, nothing is confirmed so far.
(If they confirm him to be straight, fair game, nothing wrong with that in my opinion)
And regarding your statement:
As GoodBoyKaru has stated, there is a difference between saying that you think people are starting to hate straight characters and want them to be bisexual and saying that straight characters exist. I would totally agree on the latter, not on the first.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483116#Comment_3483116
By that logic, there is no straight characters exists.
Even licensed characters? This just don't make any sense. If they are into opposite gender, they are straight. If they are into both genders, they are bisexual.
I never saw Leon with any boy. He always flirts with girls. He is straight. In Felix's lore, he never into any male character but his gf. I can say someone is bi if i see them are into both genders.
I don't know but i started feel like people just hates when straight characters exists and trying to force them to be bi. This just does not makes sense to me. If i see Felix felt something for another male character in lore, i will accept he is Bi. Not before.
Your last paragraph is big nonsense (the first part of it). I would delete it.
Regarding to the rest - with licensed characters it is obviously different. This is up to the license holders, if the RE-License holders would never show Leon with a man, it is up to them and you can use that for DBD as well (since it is the same character).
For original Characters, you dont know for sure. You have completely ignored my point about David and applied it to Felix. The "He has a gf" does not mean anything, because there might be Lore in the future which shows that he is indeed also into males.
And IF that might happen, it should not be seen as "bad".
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The DBD-Community is unable to reflect their own mistakes and blame it on the game or the other side instead. Killers are losing games because of SWF or Gen Rush and not because they miss 90% of their Hatchets as Huntress or decide to commit to a Chase for too long.
Survivors lose the game because of tunneling and not because they bodyblocked with Basekit Endurance or went on a Gen two times while injured after being unhooked.
Both sides are equally bad on this (with this forum being mainly flooded by Killers who are blaming everything except their own for their losses while other platforms have more Survivors and do the same over there).
After the Buff to Hemorrhage Perks and Add Ons should not inflict both anymore. They should either inflict a Debuff to Healing OR Healing Regression, but not both. E.g. Sloppy Butcher got a buff it never needed since it was already one of the most reliant Slowdown-Perks which did not really require any effort.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483069#Comment_3483069
But they changed David with this way tho. We don't know about most of og characters. Changing Felix will be bad, true. Because we know he is straight, he has girl friend ve he will be father.
Same goes for Frank & Julie, we know they are in love.
But we don't know about Yui, Claud, Haddie, Gabriel etc. If we learn Gabriel is into both genders, it won't be bad change.
It is not that easy to be honest.
That someone has a girlfriend or even when they become a father does not mean that they are straight. Could be bisexual, for example.
Same with Frank and Julie, if they are in love does not mean that both are straight.
That is the thing, you can only guess, but you wont know for sure. And saying that a reveal of a characters sexuality might be bad because of some backstory is also not really right.
I remember that people were outraged that David is gay because in some Lore he had a girlfriend. But again, having a girlfriend does not mean that you are not gay. There are gay people who were not sure before and tried straight relationships. But this does not make them straight or bisexual.
Not saying anything in particular to you, I just think it would be wrong to consider "changes" to a characters story as "bad".
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483005#Comment_3483005
haha, would not be overpowered with "Made for this" at all
I know it is a thing currently to bring "Made for This" in everything because Killers are currently claiming they lose because of it, but you can easily make Iron Will 100% Noise Reduction while inflicting perma-exhausted. This gives a strong effect which makes it impossible to pair with Exhaustion-Perks or Made for This. (Which is a valid trade-off IMO)
@Topic:
I would agree that DS was nerfed too hard. I get the deactivation in Endgame (I dont fully agree with it, because if a Killer fails all game they dont deserve a guaranteed Kill for camping Endgame because almost everything deactivates after all Gens are done. But I am not hard against it, so it is fine), but the reduction to 3 seconds just killed the Perk. It should be reverted to 5 seconds, but for everyone. Limiting it to the Obsession is a bad idea IMO, you can get a decent Perk when you are the Obsession or a useless one when you are not the Obsession. Not ideal.
When it comes to Self-Care, it should just be reverted to 50%. No Buffs or Nerfs needed.
Calm Spirit did not need the Speed Reduction. However, I can still see it applied when they change the Perk in a way that it only reduces noises (and gives the Speed Penalty) when in the Killers Terror Radius. You dont need to be silent when the Killer is full map away and therefore no need for the Penalty. Both can be applied when the Killer is nearby, because then you would benefit from the Perk, which would somewhat justify the Downside. (It would also be a neat Side-Buff for Stealth Killers since they would still be able to hear someone working on a Totem despite being nearby)
Iron Will, as written above - make it inflict Exhaustion permanently and give back 100% noise reduction. Strong effect for a big downside.
Regarding Ruin - it could have been kept at 200% Regression. IMO Ruin was never really the problem (after its initial Rework), since it actually rewards the Killer for applying Pressure and showing Map Awareness. However, Undying was the problem (with having to cleanse Ruin up to 5 times) and especially Tinkerer was the problem because it removed any sense of Awareness the Killer needs to have and especially on high mobility Killers it was too strong when paired with Ruin. But once Tinkerer was a one-time use per Gen, it was fine, because the Killer could not go back to the Gen multiple times OR if they did it, they needed to rely on their own gamesense and might waste some time if they guessed wrong.
Deactivating when someone died is fine IMO. It does not happen often anyway, usually Ruin was found first. And if it happens, it is fine because then the Killer probably has already won the game if it is an early 3v1, so they dont need Ruin anymore.
Regarding BP-incentives:
"BP incentive isn't always given to the role you want to play."
Yeah, this is the point of the incentives. One role is currently needed, so they give an incentive for it. So you can think about playing this role instead for the incentive OR you can stick to the role you want to play, but without the incentive.
EDIT: A very important thing I forgot to mention - quite a bunch of Perks were just nerfed to remove them from the Meta. There was no need to hit DS or Ruin that hard, but they were mainly nerfed so that the Devs can say they changed the Meta (even if it did not change, at least Killers are still using Slowdown, just different Perks)
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Killers I enjoy playing:
Wraith, Billy, Doctor, Huntress, Bubba, Piggy, Clown, Legion, Deathslinger, Demo, Blight, Nemesis, Sadako, Wesker
Killers I dont mind playing but are not that much fun:
Trapper, Nurse, Myers, Spirit, Ghost Face, Plague, Oni, Pyramid Head, Dredge, Singularity, Trickster
Killers I dont like but still play for a challenge or when I am really, REALLY in the mood:
Freddy, Twins, Pinhead, Artist, Knight
Killers I hate and will never touch again:
Hag, Skull Merchant
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@MrDardon said:
It's a crutch Perk for bad Survivors (DH all over again) and I came up with a nice idea at how to change MFT.
1st: Remove the Endurance part of the Perk as it makes no sense.
2nd: Make it work even while exhausted.
New effect: Every time the Killer gains 0.2 m/s Haste from Bloodlust, you now gain 0.2 m/s Haste as well for the reminder of the chase.
The Perk is now a direct Bloodlust counter and not a crutch Perk anymore.
Especially bad Survivors will not have that much use for Made for This and are better off with using an Exhaustion-Perk like Sprint Burst or Lithe.
Let alone that your idea will probably make a lot of Killer players unhappy because they rely so much on Bloodlust.
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What? You have Made for This? Would not have guessed after the 33rd overdramatic post about it.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481813#Comment_3481813
I still remember people complaining after a singular day since Singularity got released that he needs a huge buff and to nerf EMPs to the ground. People's willingness to learn new things is deteriorating rapidly but it is what it is I suppose.
Yeah. I mean, I get the first changes to EMPs. But the Devs also have to keep in mind that Singularity can end up oppressive if you cannot remove the Pods quite reliable. Because you wont really get away when he is teleporting on you the whole time.
And in the end, unless he becomes completely obnoxious to go against nerfing the EMPs will not make him more popular, since there is too much to learn to get the good results. You can just learn Nurse and just win almost every game because you dont play DBD and she is probably easier to learn and use than Singularity.
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@KblokoBR said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477308#Comment_3477308
Every game they spawn together with a gen in the side (secret base kit lol), just by that this perk saves a lot of time to pop 2-3 gens first chase, and force the killer to tunnel even more, i say that because in my 10 surv matches, 7 i spawned like this, consistently poped 2-3 gens before first down, and in my killer matches is the same, sometimes i down at five gens, and hook at 4 to 3.
Ok. But do you also know that splitting up is better for the Survivors? And Survivors grouping up with Prove Thyself actually helps the Killer?
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I mean, this is why you want to get out of Tier 1 as fast as possible. Or do you really want to say that Made for This is too strong because it counters a Meme-Build? (which is the only way where Myers stays in Tier 1 for more time than the bare minimum)
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You will not have more Singularitys when you change the EMPs. Unless you change them so much that they are non-existent because Killer players love their uncounterable "strategies".
You dont see many Singularitys because while he is a strong Killer, he is not easy to learn for the reward you get. You can just learn Nurse for a bit and will have way better results. And while he is fun to play, other Killers are also fun to play, e.g. Wesker, who is also stronger than Singularity.
So I feel any discussion is pointless. And even EMPs are alright now.
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Do you have some gameplay to review?
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IMO two things:
- Chat Commands/Chatwheel... Basically to ping what you are doing if needed. Because all the HUD does is showing how inefficient Survivors are. e.g. that you can ping that you are going for the save so that others dont go. Because the HUD does not help with that, a Survivor without activity can either go for the save or just be walking around. (This will not even prevent multiple people going for the save, because I have seen people with Kindred running full map despite them seeing that someone else is already going...)
- Seeing the Perks or Loadouts of your team... Not in the Lobby, because it might increase Lobbydodging, but in the game, when you press ESC and see the Survivors and their Ping. Their Perks should be displayed as well. Seeing that someone has Deliverance or Adrenaline is quite important information, which is available to SWF but not to Solos.
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No, not at all.
Except against Skull Merchant.
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@Trollinmon said:
You bring items and perks to hit gens really hard.
You sit on gens and let players die on hook and don't heal to push gens asap.
Most players usually just say gen rush when survivors just do gens faster then what they prefer.
^ this. All of this.
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@Nomade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480330#Comment_3480330
Survivors can literally do 3 gens before even 3 minutes into the game. 60% of your objective. and then you guys absolutely refuse to not bring perks that actively encourage camping, and its going to be even worse next patch because of Deliverance.
Yeah, this is very easy (and wrong) thinking. Of course from the raw numbers, 3 Gens are 60% of the Objective.
However, the Survivors can do 3 Gens before the Killer even gets a Hook and they can still lose, despite already doing 60% of their Objective before the first Hook. Because not every Gen is the same, I would say that the last Gen usually takes more time than the other 4 combined. So saying that 1 Gen is 20% is way too easy and does not take into account how a game of DBD works.
Survivors are at their strongest at the start, but the longer the game goes, the stronger the Killer becomes (this is also why Slowdown is so popular, when you drag the game out long enough you have it easier as Killer). Ressources (aka Pallets) are gone, people are on Death Hook or even dead and other stuff.
And IMO it does not even matter if the Survivors complete 0, 1 or 4 Gens. Everything below 5 is a win for the Killer.
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@Nomade said:
Gen rush is totally unacceptable. It is probably the biggest contributing factor to why you see killers doing a bunch of unfun things and in general being really sweaty. Gen run totally destroys the ability for the killer to relax and just have fun, go for hooks do chases ect.
This is so wrong, it is not even funny anymore.
Even with Slowdown on its peak (with Eruption, Call of Brine and Overcharge), Killers STILL tunneld and camped. Despite having so much Slowdown... Sad thing is, you cannot improve Killer gameplay and hope that they will play nice. Killers will always play scummy as long as it is not discouraged.
@Topic:
Hard agree. With the new HUD you see how inefficent Survivors are. I never cleanse Totems and I never open chests, because I cannot afford it.
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Some are good. Some are bad. And some are just a failure.
Good Breakable Walls - IMO the breakable Walls in Main Structures are good. Because after the rework they did not really have anything going for them. E.g. I like the Breakable Wall on the upstairs portion of the Ironworks-Mainbuilding. Without it, the Main Building would not really have anything to work with and this would be a huge structure on the Map which will not be used for gameplay (aside from the Gen inside).
I also think that breakable Walls which block of paths and should not be broken are good. The Killer can ignore them anyway, but if needed, they can break them. Like Badham-School-Breakables. They make the structure a bit weaker, but are still an option to break if needed. (a solid wall would be worse)
Bad Breakable Walls are basically almost everything on Dead Dawg. Because it has standard structures but sometimes made a big stronger with a breakable Wall which makes the structure way weaker. Really bad concept. And I am glad that they did not adapt it for other maps.
Failure - basically The Game. Because of breakable Walls and Walls which only open when the Gen next to it is repaired, there are quite a few of deadends on this Map. And some Pallets are not useable due to this, which means that they had to add more Pallets (since The Game only has Pallets). They could reduce the number of Pallets a bit if they would remove breakable Walls. Because I think the Deadends on this Map are really the worst.