Ayodam
Ayodam
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@anarchy753 said:
The issue is that most players won't use a perk unless it directly translates into an extra health state in the game, and when a perk reaches that tier, it quickly becomes oppressive to play against 4 of it every match.
I’d say most people prefer perks that bring value every game versus under rare and specific circumstances. That goes for killers and yes, of course survivors as well. No one in this game wants to waste their precious perk slots on things that only work during a full blue moon.
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I don’t think I’ve ever seen anyone use this strategy. How often do you encounter it? Or is this purely hypothetical?
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@sinkra said:
Ok I found the devs addressed this on Twitter. They're answer for how to counter Viktor after the update is simply to dodge his attack. However any good Twins player almost never misses with Viktor.
https://twitter.com/DeadbyDaylight/status/1773353911954329994
So the counter is just don’t get hit bro?
Well, at least they’re giving Victor a terror radius. That’s something.
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Maybe it was bad RNG? I haven’t noticed Midwich lacking hooks in its corridors in a while (months, possibly a year or more now).
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688675#Comment_3688675
The issue is that I need to run OTR, DS and DH to stop tunneling. I also need Reassurance or Camaraderie to stop camping. I also need Kindred, Deja Vu, We'll Make It and Bond.
See the issue
Good thing survivors have 16 perk slots huh?
( ͡- ͜ʖ ͡-)
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fill out a bug report. Seems to be an issue on the server side.
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I don’t typically run them because killers seem hellbent on ruining matches when they are in play.
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@JustWhimsical said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688832#Comment_3688832
Stop living in 2020, dead hard may not be as strong as before, but it is by no means useless. It just isn't free anymore, but it's still widely one of the more popular survivor perks for good reason. Survivors do not just pick perks that offer no value whatsoever they typically go for perks that are fairly strong same as killers.
To pretend like it doesn't have much value is just silly. If you are trying to make it out like it's a useless wasted perk then you should have done so when people thought it was dead. Beforehand it was simply the height of survivor perk strength in all honesty your reaction towards this just showcases just how strong dead hard was to begin with.
It was not the bar being set extremely low it was the bar being set so high that realistically most perks could never even achieve the strength of this perk. Even in its altered state, it remains a viable option. Its ability to still make an impact showcases its continued relevance in the survivor meta whether you choose to believe this or not.
I just don't get why people choose to pretend when everything was so overpowered that there was no balance in the game that it was fun and good. For one I am glad it's a shadow of its former glory because it's genuinely miserable having the same meta for 6 years straight. This goes for both survivor perks and killer perks btw, so miss me with the us vs them.I’m not reading your dissertation. Lol. I said what I said.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688639#Comment_3688639
Correct! DH is still one of the best perks in the game, but if you compare it to its previous iterations, obviously it "sucks".
That's the point.
If current DH is one of the best survivor perks in the game the bar is extremely low. Next?
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688337#Comment_3688337
I mean it says master, if you put everything that would go into mastering both characters I think they come pretty close in terms of difficulty to perform high level tactics map knowledge ect.
The learning curve for Blight is much greater. Huntress doesn’t require the same degree of skill expression, and there are even ranged killers who require more skill than her (they don’t have the unusually large hitboxes Huntress gets). Like I can’t believe this is an argument.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687831#Comment_3687831
That's like saying that NOED sucks now because it is an Hex and shows its aura to survivors.
Believe it or not but there exists a ton of distance between “perk sucks” and “one of the best in the game.”
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688365#Comment_3688365
I don't see how DS is weak now. It's still not anywhere near as powerful as it used to be, but I think now it's probably the healthiest version it could be. Yes the stun isn't technically 5 seconds, but it never was 5 seconds and it never was an issue before. This DS change is nothing but a net positive for survivors.
From what I've seen, this was the most asked for change to DS. "Just revert it to 5 seconds" made up the vast majority of the requests I've seen. The perk shouldn't be buffed any further, it's in a very healthy spot right now. Instead make some base kit counter play to tunnelling, or at the very least a generic perk to deal with it. The best counter play should not be behind a licensed perk.
What helped 5-second DS before 6.1 was the presence of other perks one could use to capitalize on the DS stun (like Dead Hard, Circle of Healing, etc). A naked DS isn’t going to stop anything nor will it invoke any sort of deterrent fear in a killer who wants to tunnel. That’s why its weak. It does its job (anti-tunnel) poorly. You could theoretically try to build around it now but since very perk meant to thwart tunneling revolves around exhaustion, it’s still not really a good strategy.
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@BlightedDolphin said:
The problem with this is that it still hard counters stealth killers, which was the issue with it in the first place.
The perk isn't in a very good spot right now but it shouldn't go back to countering stealth. It needs a new effect at this point because it's current one is either going to be useless like it is now or too good against stealth.
To be fair it was the only counter to stealth killers… and no killer should be uncounterable. Taking SC was a gamble because survivors couldn’t know they’d be facing a stealth killer before entering a trial. It was less impactful against any killer with a terror radius which was why it did other things but hint that a killer was within radius. If it did only that, it would be extremely niche (countering only stealth killers to some degree because it still didn’t pinpoint precise location, just that the killer was nearby).
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688328#Comment_3688328
It's still buffed from it's current version and is the exact buff everyone on these forums and other sites were asking for. Claiming this isn't a buff is like saying the previous change wasn't a nerf because they just reverted it back to 3 seconds from it's previous rework. No matter what you want to call it, it is still a positive change for survivors this patch.
People complain about Nurse and Blight pretty evenly (and on these forums I would argue Blight complaints are a much more common occurrence) . Just because one didn't get nerfed doesn't take away how impactful the Blight nerf is.
I agree Ultimate Weapon should have been nerfed earlier. Although it was introduced a chapter later than MFT and nerfed a chapter later so it kinda evens out. Still agree though, it should have been nerfed a lot earlier (and so should have MFT and most other nerfs).
Yes Adrenaline was nerfed. No one said it wasn't. It's just not a big nerf at all and doesn't take away from the fact that they are in fact listening to BOTH sides. This change is a perfect example of them listening to both sides - killers think it should be nerfed, survivors don't so they give a small and fair nerf that addresses killers main issues with it but still keeps it a fairly strong perk with it's main aspect untouched.
They clearly are listening and do not have a preferred side. Yes there is still a lot that needs to be addressed and I wish BHVR was faster with it, but seriously, how can anyone say that this is a bad patch for survivor based off of 1 single nerf and a bunch of highly requested changes?
I get your point but DS is not ‘buffed,’ it has a change that has been reverted. And even so it’s still weak. What happened previously to DS is inconsequential now.
To your point about survivor requests, what I’ve seen here is that people who have advocated for improvements to DS have stated quite plainly 5 seconds on paper isn’t enough. Remember: in reality you’re only getting half of that for actual stun time. The killer isn’t frozen for 5 seconds; the killer is frozen for at most 2.4 seconds assuming the animation lock for survivors still counts toward the stun duration.
I don’t really wanna wade into a marsh on which side the devs prefer. But in my opinion, they’re a profit-driven business that’s going to operate in the best interests of their bottom line (dollar). Take that as you will.
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Well, it certainly needs something. Frankly, I think making it work only when the killer has immediate line of sight (so you can see the killer too) was super strange. I think I only really saw newbie survivors using it before, but I don’t see anyone using it now. Once they removed the vault speed bonus it became pretty solid mediocre newbie perk. Now, like so many other survivor perks, it’s just bad. Premonition does its job better (Alert is better than both), and no one would argue that to be a good perk.
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@devoutartist said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688238#Comment_3688238
there the issue is there too many maps with to much tiles rng if maps where more like rpd where the tiles are not different and pallets rng was small it would not be a issue there maps where there 6 different variants of jungles jims placements like you can't make this up and that's not even considering the pallets at this point woo is as needed for most ppl as killers seeing gens auras and yes i can play out it but heavy rng in some map makes it too desirable to not to run it even as a veteran of the game
As an elder survivor main, I offer you this tip: When you start a trial and locate a gen, plan a looping route somewhere near that gen. If the killer finds you at your gen, you’re ready for it because you know what to do. As you become more secure in doing this, you can eventually link routes together—what we call chaining—and this is how your ability to loop without WoO will grow. In time, looping will become more seamless and intuitive for you. You’ll begin to recognize specific structures (tiles), categorize them, and understand how to best play them out of familiarity.
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@Krazzik said:
DS with a 3 second stun is still a strong perk but only for top level survivors. They know where to get downed in order to get use out of the short stun even against really good killers.
For the majority of players though, they just go down wherever they happen to go down, and usually that's in a place where the killer is going to down you right afterwards again. Even worse when it comes to bad loopers, like myself, no matter where they go down, they're likely just gonna get insta-downed afterwards.
A 5 second stun is much easier to get value out of no matter the player's skill level and no matter where they end up using it.
Now I will say I don't think the solution to tunnelling should be perks, especially a single perk, and especially a single perk that's locked behind paid DLC. However, if BHVR wants DS to be the big thing everyone should use to actually combat tunnelling, it needs to be usable by all skill levels.
I agree with most of this. I would point out however that DS isn’t likely to be a true 5-second stun (similarly to how it isn’t a true 3-second stun now). The new animation duration, if it’s anything like it is now, is going to cleave that 5-seconds in half making the stun around 2.4 seconds long. Gives survivors a bit more to work with but it’s not exactly saving lives.
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@Hyuu said:
I love seeing all the boosted survivors cheer for hugteching being removed because they don't know how to counter it. Is hugtech strong? Yes. Does it require a TON of skill, gamesense, and practice to get good with. YES. As someone who plays Killer/Survivor 40/60, I can tell you that blight is probably one of the hardest killers to master right next to huntress. If you are getting beat by a blight, its not because blight is "op". Its because they practiced for tens, hundreds, or even thousands of hours.
If you are somehow getting into lobbies where the blights can hug tech well enough to down you and make you whine, go on the forums, and complain, then you probably are in a high MMR lobby and shouldn't be there.A 60/40 killer survivor split but you think Huntress is as difficult to master as Blight? And that this killer isn’t overpowered—it’s just a skill issue? Yikes.
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688252#Comment_3688252
What does that have to do with this patch or the comment I was responding too? Survivors didn't get screwed over or nerfed at all really this update yet people are still throwing around this argument that BHVR is killer sided.
Blight nerfs (specifically hug tech removal), UW nerfs and DS buffs were arguably the 3 most requested change by survivors. They listened and added what survivors were asking for but suddenly that doesn't matter because they gave 1 perk a slight nerf?
DS wasn’t buffed. Part of its nerf was reversed, making it more of a net neutral change than anything else. More survivors complain about Nurse (still untouched) than Blight. Ultimate Weapon should have been changed along with Made for This but better now than never.
And yes Adrenaline, the perk that requires survivors play at a handicap (3 perks) for 2/3rds of the trial & complete 5 generators, was nerfed. It’s not terrible but it is worse.
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@anarchy753 said:
Problem is that a lot of the value of the turret is the beeping signalling shes coming. To hear that I need it near the gen, and to be near the gen is to be near the tunnel.
Also, what, I'm gonna spend 30+ seconds walking a turret to a loop at snails pace just to MAYBE get one extra loop out of that when she breaks it in 3 seconds flat?
this. I get more value from the warning system than disabling crawler mode.
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688238#Comment_3688238
I don't have the mental capability to memorize all the vault locations on every map and then remember which have been used per match. If Windows gets nerfed I will feel blind.
You might surprise yourself with how natural pathing can feel if you take a little time to practice. Many survivors probably would. Things like this become second nature after a while.
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If the game feels unplayable with out then you should really work on learning tiles and pathing. Also situational awareness helps with knowing which pallets remain and which have been used.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/409601/let-s-talk-about-about-ds-buff
I mean if you knew how to count how long it actually works would be a start its a 2 second perk 1 second is used jumping off the killers back.
Less than that, it’s like 1.4 seconds
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@BlightedTrapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687768#Comment_3687768
I'm curious what you would consider a "bad" perk? A very experienced player like Otzdarva considers it the 12th strongest survivor perk. Would you argue he's completely wrong, or is any perk outside of tippy top tier bad in your eyes?
https://us.v-cdn.net/6030815/uploads/XY513W2I9YDO/otz-tier-list.jpeg
Ayrun is also a super experienced player (who plays survivor mainly, unlike Otzdarva the killer main). He says DH kinda sucks now… and he can actually use it. So who wins?
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@OneGoodBoyDemo said:
The nerfs are not going to make the perk useless.
People are criticizing it just because it's a perk that you can use it once and it's fine. Most tier S perks can only be used once depending on the condition.
Adrenaline not activating after hooking is the same thing as deliverance not activating if you are the first to be hooked or unbreakable not activating because the killer didn't use slug and the perks are still top tier. It's not like you're going to get hooked every time at the end of the game if you're using this perk.
the speed boost nerf it's kinda meh. adrenaline is only strong because of the free health state so it's like a bonus when activated. I don't really care if they revert It.
I think the nerfs are fine but I wouldn't care if everything was reverted.
Those perks aren’t top tier. IIRC, they are not even in the Top 10 Most Used Survivor Perks.
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@RpTheHotrod said:
IT should deactivate if you bodyblock (because you aren't being tunneled there, you are intentionally putting yourself in the killer's path), and it should deactivate if fully healed since you're obviously not getting tunneled at that point.
How does DS know you are intentionally blocking vs the killer deliberately chasing you, or like faking/mindgaming at a loop or something?
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@OmegaXII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687419#Comment_3687419
I guess you didn’t play this game before DS nerf… it’s so painfully long that every killer respects it back then for a reason.
I guess I’ll just hard-core tunnel now if I see this 😢
I played it then.
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@OmegaXII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687409#Comment_3687409
They can, but most won’t actively bodyblock you and get downed since Killer has the option to just tunnel you out. But now it’s 5s stun, who cares, it’s a free escape. :(
This seems nonsensical. DS is currently at 3 seconds (1.4 after animation). With a 5-second stun duration, survivors now have 2.8 seconds of actual stun duration. No other perks have changed. What is a difference or 1.4 seconds doing for survivors..? I’m totally confused.
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@OmegaXII said:
If bodyblock doesn’t get changed, the OLD BT, DS, Unbreakable Meta is literally back.
Along with Buckle-up, FTP combo, it’s basically old Instaheal LMAO
FK I absolutely hate that🤬
What stops that now? Can’t survivors use these perks (including current DS) to relive that meta?
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686768#Comment_3686768
But do you think its good for the game in terms of fun for both sides?
Survivors running in a straight line isn’t an insurmountable strategy for any killer in this game. I believe the devs are working on QoL for killers based on killer feedback, which is great, but I also know the devs have to give survivors some way to survive their matches. Maps are smaller (favors killers), loops are weaker (favors killers), and several survivor play styles have been nerfed (healing, stealth—favors killers). They have to give survivors something. And pushing the envelope with more survivor nerfs—eliminating the hold w strat—doesn’t mean survivors play with yet another handicap. It means survivors stop playing altogether (a la Deathgarden).
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Maps are smaller, loops are weaker, and most killers have an anti-loop ability (teleportation, dash, ranged attack, some sort of loop denial). There are a few maps where looping is better than just running in a straight line (Badham) but I think survivors are being conditioned to run in a straight line and that’s honestly the better strategy. Why gamble looping on Badham (GoJ has terrible loops outside of main) when you can hold forward on one of umpteen maps that has really bad loops? Holding forward doesn’t guarantee survival but it might be the difference between a 5 second chase and an 8 second chase. And within those three seconds a generator could be completed.
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@Aven_Fallen said:
Yes it is. A certain content creator (once again) trying to talk things strong which are not strong does not change that.
IIRC he said when DS was nerfed it was weak and did like an experiment to show that it does virtually nothing against most killers (not just Nurse and Blight, but most of them). Now he’s saying that same untouched perk is somehow good… against killers those same killers—some of which have received buffs? 🧐
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@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685764#Comment_3685764
Ranged killers aren't that ferocious, and if you stay alert in areas with no cover, you'll get injured, but you'll be able to buy some time before going down. As for the nurse...I understand.
Not true. I eat as Huntress and Trickster on that map.
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@rocket_widget said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685248#Comment_3685248
The only argument I have to this is that while it's completely normal to play perks that counter the meta, you can't really counter basic gameplay.
Killers are made to catch you. That's why bloodlust exists. You can't loop *forever*.
While no one is gonna agree with each other on the far sides of the arguments, I think that the gameplay style and the perpetuating of same is a problem.
Bloodlust came about long ago as an answer to infinites, which no longer exist. Bloodlust was meant to go away with them. If killers were ‘meant’ to always catch survivors the kill rate would be at 100% because no survivor would be able to escape a trial… since they’re ’meant’ to be caught.
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I must be quite fortunate because I just don’t run into these early game survivor-giving-up-on-hook scenarios everyone talks about. The only time I see survivors die early game is when they’re tunneled out. Ask me how often that happens.
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@Mandy said:
Can confirm we do play on Live servers, many of us play very regularly sometimes together as well, a few of us also have many thousand of hours and have played since Beta.
Players experience can differ a lot as well, once may perceive something one way and one may perceive it as something different.
Do some of you prefer a specific role over the other? Do any of you have a favorite killer or survivor that you main when you play?
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It’s going to be something significant and to think otherwise is naive. If the devs were just going to remove that the perk wakes survivors from the Dream State, they wouldn’t add the perk to the roadmap. That’s such an insignificant blip it could be included in a hotfix. Certainly not important enough (if this were in fact the only change) for the roadmap... where big features & changes are announced.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684025#Comment_3684025
even though it’s been confirmed (I think by Peanits? Or maybe Mandy, or even Cote on stream) trials are evaluated as 1v1v1v1v1–which is probably why the kill rate and win rate, per Nightlight, differ. Since the two are tethered the kill rate should be what the win rate is.I feel like there has been a lot of confusion on this lately.
BHVR doesn't have a win rate for the game. It's a concept the community created and when the devs talk about it they are usually reflecting that same community creation. The game gives you multiple metrics to evaluate your performance - blood points, pips, kill/escape, etc. What you want to be your win condition is largely up to you, though the community has created a standardized metrics - 1k or less loss, 2k draw, 3k or better win. If we're only using MMR as our metric, kill rate and win rate are the exact same thing.
The 1v1v1 nature has two purposes - survivors don't have to be a team, they are allowed to played completely independent if they so wish. You can't issue a report for someone being a bad teammate. But that doesn't mean survivors who play as a team are somehow playing wrong - altruism points are a thing. If you want to play the game where you are out for yourself, BHVR is cool with it, and if you think it is appropriate to sacrifice yourself for the others, BHVR is also cool with it.
As an aside: the lack of win conditions was even more stark is their other asymmetrical game Deathgarden - lacking win conditions seems to be a design philosophy of theirs.
MMR necessitated some type of win condition, thus the escape/kill metric. But even there survivors have a team element - whether you gain or lose MMR is dependent on if you escape/die, but the amount you gain / lose is influenced by the result of the other survivors. So from an MMR stand point the game is not team focused, but team influenced.
Well said.
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@caligraph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682752#Comment_3682752
dark theory only effects a small area, in which theres a limited number of pallets. if your totems in a deadzone it wont do much, and if its not by a window loop then it'll be worthless once the pallets run out. not to mention you need to set it up which takes plenty of time. The 2% is strong but its held back by all the setup. Mft had all the benefits of dark theory with almost 0 limitations or time loss.
If you’re strategic about boon placement you can position dark theory in advantageous spots. Plus, its effect lingers for 4 seconds after leaving the perk’s AoE. And it affects all survivors in the match. Not just one.
MfT required the user be injured and could not pair with exhaustion-based perks… unlike Dark Theory.
2% is not strong. I’d argue 3% really isn’t either.
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@MrDardon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686156#Comment_3686156
There shouldn't really be big maps in the first place.
Survivors have a hard time traversing those maps cuz of their low base movement speed, so to get an unhook they need to travel 20+ seconds sometimes to get just 1 unhook.
Killers who don't have mobility can't keep up with 4 Survivors as well as all gens because they're way to slow for those maps.
Big maps are just bad for both sides in general.
If large maps hurt survivors, do small maps (like Midwich) help them? Curious.
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@HexHuntressThighs said:
I never let Ace/ Adam/ Tap/ Haddies go ever. The people who play them generally annoy me and I’ve grown to despise those characters. I won’t slug them though unless I have to. But I’ll never give them hatch. And tbh Renatos are getting annoying too.
Adam, Tap, and Haddie are pretty uncommon. Haddie and Tap I don’t really ever see but Adam players generally seem altruistic and helpful.
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I’ve pointed out before she’s still exceptionally good at 3-genning. I’d argue in many ways she’s improved at it because she can essentially survey the gens and remain undetectable for the entire match. And people who play her know that. Your results don’t surprise me at all.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683966#Comment_3683966
Yes that's true but they are not equal. Idk where you're getting the information killers have a 70% win rate because afaik that info has not been released and isn't evident anywhere.
Even on Nightlight the average win rate is 50% almost exactly at 49.68%.
I think Nightlight perceives matches as 4v1–even though it’s been confirmed (I think by Peanits? Or maybe Mandy, or even Cote on stream) trials are evaluated as 1v1v1v1v1–which is probably why the kill rate and win rate, per Nightlight, differ. Since the two are tethered the kill rate should be what the win rate is.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683207#Comment_3683207
Yeah I don't think we need to increase the kill rate radically at this time.
If the win rate info is showing it's 50% then it should be fine where it's at. Considering all we have access to is nightlight for info, as far as we can tell the game is pretty balanced right now overall.
Although my only concern there is the win rate potentially being inflated by people giving up and such, hence SM being at the top of the list despite not being great. So the actual balance of the game when people are playing normally is quite different. But I think that's a whole different conversation.
Ignoring the issues with Nightlight does it at least consider matches with DCs? I know BHVR does not but since these often end in the deaths of those remaining survivors I’d love to know what the true kill and win rates are.
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@graveyard_7777 said:
I wish the perk was just limited to 1 survivor. Like if I'm Legion and the gens pop and everyone has adrenaline it kinda blows.
If you’re Legion why aren’t the survivors in Deep Wound when Adrenaline procs? Then, it’ll be like they haven’t really healed at all because it’s just going to take away the Deep Wound effect.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683166#Comment_3683166
He just got done with a 250+ game solo queue experiment where he concluded it's basically impossible to carry solo queue games and at least half of games have serious problems caused by lack of communication; that by and large the game is absolutely miserable for solo survivors in particular. i feel of the most popular killer main content creators he's been pretty good (particularly recently) at advocating survivor QOL changes.
I watched the video Ryuhi shared. Not sure if that is the experiment you’re referencing. Near the end, Otzdarva mentions issues he saw while playing survivor but he didn’t actually advocate for improvements to the survivor role. He just mentioned specific issues, and even hinted that these ‘issues’ may be what keeps the 60/40 split that he says the devs want (but when the devs wanted a 50/50 split last year he still complained about how miserable playing killer felt). In any case, his killer videos are much more in-depth and in them he tends to propose good changes.
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@Seraphor said:
People asked to make it more chase oriented, they did.
In theory, not in practice.
Every SM still plonks their drones right next to a gen, and then immediately returns to that gen the moment their drone is deactivated.
Right? Like the changes to her kit didn’t make her worse locking down gens. Why do people pretend otherwise?
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@Nos37 said:
Add the anti-face-camp mechanic to endgame?
Sure! Remove the hatch...
You said it yourself. Killer doesn't deserve a "free kill" at endgame when the killer has just about lost.
Survivors don't deserve a "free escape" when they've just about lost.
Hatch isn’t a free escape; it’s RNG-based without an offering (that the killer can see by the way) and actually still favors the killer who is more likely to find it first.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682586#Comment_3682586
I doubt backfilling would explain the frequency with which I got these games. Thanks for your contribution though. Whatever happened, I hope it will return to normal soon.
Either way, I have decided I won't play for a few days. My frustration undoubtedly made some of these matches harder than they needed to be.
I mean if you’re burnt out from one role, you could always try your hand at the other. Not sure if you like solo queue but I always advocate for at least a duo SWF.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683007#Comment_3683007
Nah, it is just that everything gets turned off in Endgame. Just so the Killer can feel somewhat good about a pity Kill.
Yes, I understand that there is nothing else to do at this point, but it is funny that Killers think it is fine that they suck all game and then think they deserve that one Kill.
Okay, let me write in an addendum to the rulebook here:
- If the killer has hooked a survivor in endgame and they have not killed anyone else, the killer must immediately walk away from the hook and stand in the corner, staring at the wall until the timer runs out, for they have not met the SKILL QUOTA to earn the kill and thus do not deserve it.
- I deserve to escape though, because I'm way better at the game than them even though I let myself be put in the loss state in endgame. That doesn't matter.
I’d like to ask.. how does one allow oneself to Be put into a loss state in endgame?