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Ayodam

Ayodam

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Ayodam
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  • @nars said:

    or on the contrary, you could grab a tape

    If she spams teleport it’s tough to find a tape because you can only retrieve them from active TVs. Obviously when she hits you while holding a tape you receive condemn & the tape breaks. What I’ve observed is that they’ll go back to spamming her teleport which makes it difficult to find an active TV so you can retrieve a tape. And mind you three other people are looking as well.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497875#Comment_3497875

    griefing/sandbagging are against the ToS, which are your stated fallbacks for if hookicides were removed. and for the last time, there is no forcing when there is a disconnect button. All there is is the consequences of your own actions.

    It’s very difficult to prove though which is why BHVR seldom enforces that rule. You just never really know in a game where toxicity is inborn when a person is intentionally griefing or sandbagging.

  • Actually yes. They have wallhacks. Can you imagine if they hit great skill checks consistently?

  • How do you know people aren’t actually trying to 4%?

  • Maybe so killer mains don’t complain that bits are OP?

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496675#Comment_3496675

    It actually has been made slightly less bad with the addition of made for this.

    Not saying it's a good perk by any means but it can be useful in a stealth genrush build, I muck around with it occasionally.

    No mither, mft, iron will and that perk that increases repair speed while injure ( i forget the name) sace you time vecause you won't be wasting time getting healed

    Having mft up all the time is kinda handy if you know how to run chase well and you can use the endurance of healing another surv to actually take protection hits. High risk high reward. I've actually pulled off the mft endurance protection hit once or twice with it and it always surprises the hell out of killers 🤣

    Like i said it's by no means a good build but it can work and it's kind of fun, change of pace from the usual gameplay style.

    Someone told me No Mither doesn’t stack with Iron Will…

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496675#Comment_3496675

    If you're confident (and good) enough to stay injured using No Mither has basically no downsides. If you look at the current meta it's really not rare to see survivors stay injured the entire game, so you might as well bring no mither if you feel like it.

    And it's also really good in anti-hook swf that are somewhat competent.

    So if you make a build to work around it? You need MFT, Iron Will, Resilience, and probably something else.

  • @AbsolutGrndZer0 said:

    Most players don't know how to use it. But if you do, then yes it's a VERY good perk, even more so now with Made for This.

    How does one properly use No Mither? Please, educate us.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496177#Comment_3496177

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496182#Comment_3496182

    To make the perk use, you need the 3rd survivor to keep killer busy.

    Sabo build only need 1 teammate (you) to help the down survivor, more reliable.

    Sabo builds are also pretty useless. Hooks spawn too close now.

  • @Hex_this said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496126#Comment_3496126

    Forgive me if I'm wrong here but isn't the point of a balanced game where things can be countered on both sides so there's a balance? If the only counter to stealth killers is one perk then isn't that fine?

    Perks are there to counter things and work in your favour and to be honest as a Ghostface main I've never had problems with survs running SC though that might be just my own experience.

    Like yeah the nerf happened and I'm getting used to it now but isn't the point of perks to counter something?

    Tbf people view survivor & killer perks differently in this game. Killer perks are meant to enhance a killer’s gaming experience and give them an edge in trials. Survivor perks exist to create goofy effects that shouldn’t really tilt the match. If they do, it should be in a way that handicaps survivors. That’s why you see so many threads where people ask for survivor perks to be weakened but say killer perks should be buffed. Or threads where people try to convince survivors to run poor quality perks (like Boons). It’s also why that person you’re responding to basically said SC should only work when you can see the killer and the killer can see you, even though you’d be better off running an aura-reading perk.

  • @Ghoste said:

    As a solo player, I don't find it's worth using perks that rely on the Killer slugging, because if they don't, then my perks are wasted. I could see it being decent in a SWF though.

    Anytime I’ve ever brought perks to deal with slugging, the killer doesn’t slug. Anti-slugging perks are just too much of a gamble.

  • @Raconteurminator said:

    She was an unimportant side character that was promoted to duo-protagonist late in RE5's development; bland and forgettable outside of the times her AI would screw you over. I platinumed the game, played it for hundreds of hours, but still can't remember a single thing she did in the story. I don't see her selling many skins.

    It’s implied she was Chris’ love interest. But I reckon there have been a few of those.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495782#Comment_3495782

    Nerfing something because it's popular is the dumbest thing...

    To be fair they did ‘buff’ unused survivor perks—like Calm Spirit and Pharmacy—somehow, by adding drawbacks to them. Idk.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495703#Comment_3495703

    Same lol I ended up just wasting time running in circles around one until it switched on and I immediately jumped on it. Was almost fully Condemned so had no choice.

    Another difficultly solo survivors will face is not only finding a TV that's on, but also having team mates who understand that you might need the TV more than they do. If I have team mates ridding themselves of Condemned as quick as they can and yet mine is building as I can't find a TV while trying to do gens as well, then I'm screwed. Good teamwork is hard to find in this game.

    The solution is SWF. That’s what BHVR wants.

  • I can’t think of any other game where bad ping rewards the player with it. Every other game seems to basically punish you for bad ping. Not this one, though.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495572#Comment_3495572

    Did they give any reason for nerfing it to remove the useful information stuff? I know they said the visible heartbeat was why they removed the TR indicator, but SC USE to be pretty good at telling if you have the killer's attention.

    IIRC their explanation was that Spine Chill working as an AoE-type perk (versus working when the killer has line of sight) was a bandaid till they got the visual terror radius up & running. They intended to nerf it because it was widely used (they claimed). It was overhauled with a bunch of other popular survivor perks.

  • @Ryuhi said:

    Use midwitch/the game offerings and wait for a wesker (shouldn't take long) is probably the idea. Still a stupid long time for one match.

    His absurdly wide terror radius?

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495307#Comment_3495307

    If that was the only issue people had with the perk, why not just address THAT instead of gutting the information part as well though?

    They did. Spine Chill has been nerfed a couple of times and the first time it lost the vault speed boost. The second time it lost the non-LoS detection. Now it lights up if a killer has LoS on you but the issue people have is that generally if a killer has LoS on you, you can see them as well. Thus no need for Spine Chill.

  • I think what makes her tough for solo queue to deal with is that you’ve gotta grab a tape from an active TV, her teleport can turn a TV off, and if you have a tape she’ll hit you for two condemned stacks and destroy the tape. Your condemn doesn’t go away until you retrieve another tape and then place it in a TV. So you’ve gotta juggle gens but also several tapes and also be able to loop / avoid being hit. It’s a lot to expect of solo queue.

  • You can only put tapes into televisions that are on. If she’s teleporting around the map (which gives survivors condemn) it’s difficult to find televisions that you can drop a tape in. You definitely have to do some searching.

  • Didn’t one developer or something say if DBD makes you upset play somebody else’s game? Lol. Guess that’s what the devs think of survivors being camped and BM’d

  • The perk Dead Man’s Switch is a good counter for this. It’s a Deathslinger teachable.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494202#Comment_3494202

    Decent survivors usually notice that playstyle and push gens.

    There is a reason why Bubba isn´t considered a top tier killer.

    ‘Decent survivors do X’ is a weak platitude killer mains posit to explain away poor game mechanics that benefit killers.

    And while I don’t know what ‘top tier’ means to you I do know the Cannibal performs quite well. Per the dev’s stats he outperforms several other killers.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492385#Comment_3492385

    Most likely. And I bet most of the Killers who complained about Prove Thyself did not even know what it actually does.

    @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492385#Comment_3492385

    Yeah the fact they aren't adjusting all other BP perks (and nerfing a perk that helps Killers more than Survivors) was what led me to believe it was a 6.1.0 styled popularity nerf (by complaints or usage). The 6.1.0 popularity nerfs were among some of the worst thing they have done that I've seen. Old Pop/ruin/DS/IW only needed single nerfs, and that can be seen with Pop shifting from 25% max (of 80s Gens)/ 6.1.0 20% current (of 90s gens)/ 7.0.0 30% current. Heck, they buffed pop whenever the gen has ~67 or more seconds on it, and arguably if no gen is that progressed, you didn't need the slowdown. Prove is a Killer perk even at 15% with and without the BP bonus.

    It’s usually better for survivors to spread out on gens rather than cluster together. Even with 3-Gen situations Prove wasn’t the best choice. It’s even less now.

  • @Hex_this said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493909#Comment_3493909

    Sadly the heartbeat doesn't help me much in terms of figuring out how close the killer is sometimes when I can't hear very well because I'm usually trying to focus on hitting skillchecks. :(

    I believe the way the visual terror radius works is that the closer the killer, the bigger the heart & faster the heart beat. It may not be as intuitive to perceive as Spine Chill, but perhaps with time you’ll find it a suitable alternative. To note the visual terror radius doesn’t have the ‘wallhack’ feature of old Spine Chill and doesn’t work against killers with hidden terror radii.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493906#Comment_3493906

    I can´t follow your logic here.

    If killers get to higher mmr ratings, due to the lower skill floor, then they are matched against much more skilled survivors, which put them in their place.

    Killers can & do still win at higher MMR by camp-tunneling. It’s just harder to pull off. They smurf to face survivors at lower skill brackets because those tactics are much less risky against weaker players.

  • It’s fine. Survivors have Red Forest.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493353#Comment_3493353

    The Problem with solo is, that people still dc/suicide for no reason. Bots might help IF the devs also find a way to reduce the suicides.

    Can´t balance properly, when more than half the matches contain a dc/suicide.

    The problem with solo is matchmaking & the fact that killer has a much lower skill floor than survivor so even a newbie can basically camp-tunnel their way to an MMR bracket where they don’t belong. Then they smurf their games or lobby shop till they find newer or weaker in some other way survivors to bulldoze, perpetuating the cycle.

  • It’s random, people are going to experience different rates of X or Y effect.

  • @mizark3 said:

    The logic behind removing the BP bonus makes sense, if not fully thought out. They don't want to make you feel like you need a perk for BP. The problem is people feel like they need PT for BP, because Objective BP is so poorly distributed as others have mentioned.

    If you 0->100% 5 gens solo, you'll get 6250 Objective BP... across 4 Survivors, only 6250 BP in one category is obtainable. Ok to be fair, 2 people hard open gates for another 1250 Objective BP each, but that only bumps it up to 8750BP split across 40000 maximum, or roughly 22% max. Technically you can duo a gen to each get 625, and ~1300 Co-op BP, for 3850 total a gen across 5 gens, which still including gates can only reach 21750/40000 Survivor possible, or just shy of 55%. So everyone is expected to get ~16 Great Skill Checks (or 96 good checks each) on gens each in order to make up that deficit, but even that cuts into the co-op BP since that is based on time spent, not progress made.

    That doesn't even take into consideration that grouping up on gens is typically the worst thing for Survivors to do, as when the Survivors solo 4 gens and the Killer interrupts a gen, the Killer displaces 1 person. If the Survivors group 2 and 2 on gens, and the Killer interrupts a gen, the Killer displaces 2 people, which gives them a greater chance to snowball pressure into an early victory. Nearly every Killer benefits when Survivors group up in one way or another, even if only by the simple virtue of twice the chance of an early hit.

    If they basekit the co-op bonus of the perk it would go a long way to helping the BP numbers for Survivor, from 25/s to 50/s (this would allow the 5 duo gens and gates to reach ~80% max BP, Skill Checks and Slowdown can make up for the remaining 20%). Note that Prove Thyself also gave this bonus BP for duo heals, even if it would only grant an extra 175-200BP total with no heal modifiers for a single heal.

    The only strange thing is they aren't also removing Distressing, Hex:Thrill of the Hunt, Beast of Prey, or No One Left Behind's BP bonuses. With the justification given, and not adjusting all the other perks alongside it, that leads me to believe this is another bad 6.1.0 styled popularity nerf, and not a nerf to something actually powerful or deserving. People can run Deja Vu like others said, or Overzealous with a boon, and get far more value (overall, as well as) on gens than using PT.

    I believe they nerfed Prove because killers complained about it, not because of the slight bonus it provides.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491711#Comment_3491711

    https://forums.bhvr.com/dead-by-daylight/discussion/384526/why-haven-t-windows-been-fixed-yet

    It is a latency issue.

    So the killer and survivors are not in perfect sync with each other. All of our individual clients send data back and receive data from the dedicated servers. The server needs to interpret these multiple "realities" of data and try to give back the most reasonably compromise of the actions taking place. So say you're fast vaulting over a pallet or through a window and the killer swings at you, the server needs to quickly see which of these actions has priority. From what I understand in most situations it goes with the outcome that hits the server first unless they both get there around the same instant in which you it tries to give a compromise result.

    So the compromise usually ends up being hit during/after successful fast vaults and pallet stuns. It also goes in the other direction when killers will hit a survivor, get a blood effect and scream, but the survivor doesn't go down or a seemingly perfectly lined up grab ends up just being a hit or a total whiff. That's the server trying it's level best to make a "fair" result due to the differences in latency.

    I think BHVR (Peanits specifically) recently said the hit validation latency prioritizes the killer’s perspective. So there shouldn’t be scenarios when it looks like a killer got a hit with those effects yet the game doesn’t recognize it as a hit. I guess maybe it happens but it’s not supposed to.

  • There aren’t any perks that really help when stealth killers are Undetectable, but aura-reading perks are helpful when they are not in stealth. Beyond that basically the only counter is good situational awareness.

  • Isn’t that an issue of latency/lag? If so it’s because it prioritizes the killer’s connection/perspective. So if on the killer’s screen it looks like you were hit, even if on yours it looks like you cleared the window & were outside of hit range, you will get hit. I heard that this works for survivors when it comes to like hook and Gen grabs but I don’t really think that’s true.

  • Not really a nerf since it was an unintended bug. Dream pallets don’t work with Smash Hit or any other survivor pallet perks. Why would they work for killer pallet perks?

  • I love facing Nurse and I’m no longer ashamed to admit that. She’s a fun killer to verse.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490891#Comment_3490891

    I've seen a few survivors mains (well they claimed to be ) announce their departure in a grand fashion around here in my time. To be fair to the OP their "Goodbye" post is fairly tame compared to the usual. There is none of the rant and rave a lot of them have.

    That’s fair. I’m suspicious mostly because OP blamed specific things for his departure... Like common things players in these very forums complain about & say drive them away: 1. X killer (Trapper and Pig) isn’t ‘viable’ like Y killer (Nurse, Blight, Wesker or some other fairly strong w/high as hell kill rates killer)—even though all of those killers have similar kill rates. 2. Survivors leave matches prematurely instead of playing for the entertainment of others (DC or failing to escape when on hook; bonus points because he told us solo queue isn’t really that bad; it’s survivors ‘giving up’ for apparently no reason at all that is the problem). And while he did top it off by 3. insinuating his games aren’t fun anymore because (I’m assuming his killer games) aren’t challenging for him, I just don’t believe this was meant as anything more than the same buff X nerf Y dog whistle empty threat guilt trip to BHVR threads these posts always are.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490891#Comment_3490891

    Or perhaps they just want to say goodbye to a game they loved but can't find enjoyment in anymore.

    Your point may have had merit if someone had specifically made an account for this, but evidently that's not the case.

    I appreciate the alternate perspective but I’m not buying it. His gripes were certain killers aren’t viable (Pig, Trapper, Hag etc) even though that has been debunked, he has lost interest in playing A-tier killers (Wesker and whomever else he named) that he presumably does really well in his matches with, and the reason solo queue is bad is because survivors DC or give up randomly; not because of its inherent issues—rampant tunneling/camping, bad MMR, etc. Maybe we’re both right.

  • @pseudechis said:

    Sure have fun doing other things.

    One question though, I’ve never understood why people need to post an I’m quitting message.

    I mean yeah if your not a fan of some changes sure sounds like you’ve just played a lot of it and are tired of it. But why announce it?

    Its not like this is a tight community of close friends, or do people just attach that much emotional weight to the very inconsequential decision of playing a different game.

    I can’t recall in 1989 writing a letter to the neighbourhood telling them when I finished Mario that I was going to sell the cartridge because I wasn’t going to play it again.

    It just strikes me as odd.

    I only see people who primarily play killer do this. I suspect they believe if they announce on the forums (and they think the devs peruse these forums regularly) that they’re quitting because X was difficult or bothersome for them as a killer—just like OP has done—BHVR will buff killers or nerf survivors or do whatever it takes to help killers flourish more easily in their matches. It’s basically meant to guilt the devs into making changes so that the people leaving (again, I’ve only seen killer mains do this dramatic leave announcement thing) are convinced to stay. Think about a kid trying to guilt trip their parents into doing what they want. It’s that, except with adults.

  • @JonOzzie16 said:

    I'm glad they're gone. I can't count how many times I had teammates just rebooting the same totem and wasting everyone's time.

    Killer mains still want survivors to do that now. That’s why they’re trying to convince survivors in this forum that Boons are still worth running. They know it’s basically a time-waster with little to no effect on their (killer) gameplay. Lol

  • Adrenaline isn’t the reason Freddy struggles. There’s a long list of reasons but that perk definitely isn’t on it.

  • @Zokenay said:

    Only two problems i have with it, it shouldnt wake you up against Freddy, and it should at least lose its heal effect if the survivor is hooked.

    But that’s thematic. It’s a shot of adrenaline, of course it’s gonna wake a survivor up. Lol.

  • @Xernoton said:

    Circle of Healing is still strong but not as versatile as other perks are. Shadow Step is underrated. It can be really powerful in the right hands. Exponential is good but situational.

    Overall boons aren't bad. They just aren't as good as they used to be and definitely no no-brainers, which means other perks are more appealing.

    The only Boon that changed was CoH. The others are untouched. And none of them are good enough to be ran tbh.

  • @CrusaderNella said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489685#Comment_3489685

    I wasn't even stopping them. As I said, they finished the first gen before my first chase was even done.

    I got 1 hook and they all were still healthy, and they decided to give up.

    If you think that is a stomp, then I am very worried.

    So they cheesed the match. Gotcha.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490390#Comment_3490390

    i think boon:shadowstep is better then lucky break but it is worse then distortion. its perk that is under-tuned because it is missing few effects. the two effect it is missing is ability to remove blood marks(only no mither does this) and it is missing 100% iron will to be a good perk. shadowstep could have game-changing effect, but it is least useful out of the boons blessings.

    Lucky Break is versatile in a way SS isn’t. And it really does circle back to the boon being in a small, finite range. You can’t guarantee that you’ll be in its radius when you need the effect. But Lucky Break can work anywhere.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490386#Comment_3490386

    that is general issue with all boons. they have too little radius to be used. the problem is that if you buff their radius to good level such as 40 meters, then killer will complain about fast healing from COH and you will get more complaints of MFT+DT haste stacking then you do currently. so boon are under-tuned so killer do not complain about boons like they did in the previous COH era.

    Fair point. Eh. All of the Boons are outclassed by individualized perks now (Lucky Break, Inner Healing, Exhaustion Perks, Made for This, etc). Boons can be situationally alright in SWF but even then they are usually just a time sink. A waste.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490378#Comment_3490378

    dark theory can be ok because your teammates might be running MFT so it has synergy. it might save them in a chase at the cost of you setting up a boon, so slower gens. the other boons are bad and not worth the time.

    The issue with DT and MFT though is that DT has a finite range. Even if you managed to keep the killer in a 24-meter area for a while they’d still eventually bloodlust you down. Tbh though I didn’t see the killer who faced that person with DT and MFT fall for that. Didn’t look like he (it was a Pyramid Head) struggled at all to catch & down the survivor.

    Frankly, I don’t mind if Boons fade away. They only exist because killers wanted survivors to have some other objective that didn’t involve gens. Now that survivors aren’t messing with them, they can focus on completing gens.

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490357#Comment_3490357

    And five seconds was proven to be effective at preventing tunneling. Three seconds is one Nurse blink of distance.

    Not even that. It’s like 8 meters of distance. Nurse’s Blink can cover up to 20 meters.

  • I’ve seen Dark Theory once or twice since MFT became a thing, but I don’t really see Boons much anymore. I do see more players running Inner Healing, though. At least there isn’t friction between those who like(d) booning & those who like cleansing totems anymore.

  • This thread: When you get a 3K + DC and are still upset because the survivors weren’t civil about being stomped.

  • If you don’t escape yourself your MMR drops. Survivors do not win or lose as a team; they win individually. And your personal MMR rises or falls in conjunction with this.

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