Ayodam
Ayodam
About
- Username
- Ayodam
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
This idea is so wholesome. Unfortunately, this community isn’t one where it could work. Sweaty players would simply invade the casual queue and ruin it. There are several threads floating around about how killers lobby shop for easier matches. This would just make that a lot easier for them. One huge reason why MMR sucks is /because/ of lobby dodging.
-
@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445029#Comment_3445029
I mean gens already fly fast enough as is in lobbies that actually know what they're doing and the 2nd part of this perk helps prevent that. Having perks that just legit enable faster gen speeds is not good design itself and now this perk actually offers a trade off to make it more balanced despite intentional design or not.
It’s not even a high-risk, high-reward perk. As @Crowman pointed out it’s just a net loss.
-
@Nazzzak said:
It provides slowdown, as the person exchanges a toolbox for a short-timed reduction in gen repair. Effectively, one person is rendered pretty useless for a time. People felt that the original perk provided too much benefit for no downside, so they've given a downside. I don't see an issue with this at all.
It’s a net loss. That’s the issue. But it’s really an issue because there are superior perks that survivors could (and should) bring to push gens. This is like Potential Energy: it might have niche uses. But deriving value from it costs more than what it yields.
-
@IWasLeft2Die said:
It is baffling to me that most players seem to think gens are going by too quickly and so they release a perk that does have potential to further the problem...
Most players don’t think that. Killer mains on the DBD forum say it.
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/377777/so-scavenger-is-now-a-killer-perk
It's become significantly clunkier, but I can see opportunities for this.
Pair this perk with, for example, Inner Strength or a boon. Hit your five skillchecks, refill your toolbox, and while the penalty is active, go deal with a totem to maintain efficiency.
It's still a good distance from joining Autodidact, No Mither and Potential Energy in the 'what is this killer perk doing in the survivor section?' category.
Tbf one could just as easily synergize Potential Energy and No Mither to ‘work’. This new perk is more aligned with those than you think.
-
Why not they leave this a basekit feature of his kit but like allow survivors to rid themselves of torment? That seems balanced.
-
Some people complain about it being busy visually. Other people say while it is small it’s gonna be tough to find stealthing survivors.
-
I guess it’s the same point behind bringing medkits. 🤷♀️
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444191#Comment_3444191
If you wern't mentioned and it means nothing to you. Move along...
I just wanna know why y’all are arguing. Damn. There’s no need to lash out at me.
-
@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444038#Comment_3444038
No I didn’t try to tell you to feel different. I am saying that there are multiple different situations that can make you feel like this.
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444148#Comment_3444148
Not for me the "gen rush", hard face camping & tunneling off hook feel the same to me. I can't think of anything else that compares in the game.
What are you two on about?
-
@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443922#Comment_3443922
This! Not everyone feels this, but most killers do. The regression and gen-kicking left went away, the hyperfocused gen-rushing stayed, and it is now that much harder to keep the pressure up in any way. You need down after down after down and even one bad chase can toppel and jeopardize your entire run. The stakes are high, so is the tension, and even slight, or just imagined, slights can push a killer over the edge and to vent some heat.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443903#Comment_3443903
The killers are definitely no pure, innocent souls, and outside of the game most survivor players most definitely don't eat little children, but inside of The Fog, there are definitely a lot of survivors who make it their greatest joy to torture the killer and show them who is boss. Of course its just a game, but especially when the tension is high, rubbing it constantly in that you won by a hairs breadth will eventually make a lot of killer players lash out in a toxic way. I am sure that a lot mostly nice killer players have felt and experienced this themselfes, so they can relate and talk about it here on the forums. There sure are just mean-spirited killer players who don't need an excuse to be arses, and there sure are survivors who never ever BM the killer, but in the vast majority of the games the script is flipped, and be it just a tactic to get the killer to waste whole minutes on your top-notch looping skills.
Ideally a down should be an inevitability after a certain amount of time, but likewise tunneling and camping should be detrimental to the killers successrate and be severely limited, but at the moment we are far from that, so lets try to make the game bearable for all out co-gamers.
I was with you up until the bias shined through. Then you lost me. I don’t believe it’s “the vast majority of games” where survivors are terrible and killers are just these innocent victims of online harassment/bullying. I rarely see BMing survivors *or* killers. I think most players in general play without intending to irritate others. But I think when killers BM it’s much worse. So that should be weighed more heavily than if a survivor teabags or whatever, slow clicks their flashlight.
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443768#Comment_3443768
Why is it always that if Killers behave like ######### that someone comes up with an explanation that it must have been the fault of the Survivors before?
Like, Killers are the pure souls of this game, it is not possible that one of them is acting like this on their own. Meanwhile, Survivors eat little children.
It’s even worse on DBD Reddit.
-
@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443457#Comment_3443457
I played a lot of survivor so I translated my timing onto other players or how I got baited and it just worked.
Idk I have never before seen a killer say they prefer old Dead Hard to Sprint Burst. Maybe if you mostly play Blight or Nurse I can see Sprint Burst as the more frustrating perk. But even then…
-
@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443489#Comment_3443489
If every map had around a 60% KR, then the game overall would be balanced as the goal is for killers to have around 60% KR.
Dead Dawg can be one of the better maps for killer without being killer sided.
If every map had a kill rate of 60% the aggregate kill rate would be approximately 70-73%; much higher than the 60% BHVR is shooting for (and has) now. The 40% of survivors who escape their trials often do so on maps that favor survivors. Dead Dog favors killers and that’s OK. But it isn’t balanced, nor does it really need to be.
-
@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443454#Comment_3443454
One thing to note on this. If the map kill rate was like 60%, that would be considered balance as the KR the devs are aiming for is 60%. You would need to hit 65% KR on a map for it to be truly killer sided.
I don't remember what the last stats were, but just saying that it being the 2nd highest kill rate map does not correlate to being killer sided if the kill rate of the map fall in line with the kill rate the devs are balancing for.
60% isn’t balanced. The devs have expressed how they want the game to *slightly* favor killer, which is why they’re aiming for a 60% kill rate. Or, in other words, an average of 2.5-3Ks per match. A map where 60% of survivors who play it die isn’t balanced. It favors the killer. And that’s fine.
-
Your idea sounds similar to the killer perk Blood Warden. Thing is, you’ve gotta down & hook a survivor while the others are in the trial & after the exit gates have been opened.
-
@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443448#Comment_3443448
Never did I say I was a killer main but pop off I guess. I was against the dead hard change because, as I said, I liked it more than Sprint Burst.
Why? It was so much tougher to deal with than survivors Sprint Bursting away.
-
@thrawn3054 said:
If I remember correctly it has the second highest kill rate. We can debate the various points of the map that favor either side but in the end the results speak for themselves.
This.
-
I think Dead Hard—especially pre-6.1-nerf—outclassed Sprint Burst. But I mean I kind of figured once Dead Hard was nerfed killer mains would begin complaining about other exhaustion perks.
-
@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442255#Comment_3442255
Lobby dodge => slightly longer queue time
DC upon killer conformation => completely ruined the match for everyone involved left behind.
Notice the difference?
lobby shopping causes more damage than “slightly longer queue times.” It also harms the MMR system. There was one guy here—he’s probably someone you’d find agreeable—who admitted that he lobby shops specifically to pair with much weaker survivors. Then he destroys them. So it’s certainly more caustic than your dismissive platitude about queue times, hon.
-
@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442435#Comment_3442435
Yes.
Maybe I worded what I typed poorly. But I'm just saying that we don't know how slow the build up is at the farther points up to the 16m limit. The reason the zone needs to be larger than just facecamping range is so that killers can't just stand just outside the facecamping zone not solving the issue.
That can’t work because the point isn’t to eliminate camping; the purpose of this change, like with basekit BT that doesn’t really stop tunneling at all and synergizes terribly with other anti-tunnel perks, is to give survivors a small chance at continuing to play the game. If BHVR were serious about anti-camping measures (face or proxy), they’d function as strictly as they do in other assym games.
-
@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442393#Comment_3442393
The farther out of the 16m, the slower it builds. How slow, we don't know. But you need to have a slightly bigger range so killers can't just camp outside of "facecamping range". A killer who sits at the 17m+ mark does allow survivors to make trades compared to the killer standing at 8m.
If I understand the dev stream then it doesn’t build at all beyond 16 meters. If a killer is 17 meters away and camps the survivor isn’t receiving progress toward the self-unhook.
-
@MrPeanutbutter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441801#Comment_3441801
The 60% kill rate in top 5% MMR is people who play this game 16 hours a day and does not represent what you should expect if you are a casual player. Don’t let people make you think that you are the problem if you’re not playing up to that standard. Most of us here just want a fair, fun match and not a brutal sweat fest every time we play.
You’re probably, for whatever reason, getting matched against a lot higher level players and more SWF teams. Crappy matchmaking and unfair advantage of SWF is to blame, not you.
They can’t be matched with an in exorbitant amount of SWFs b/c 4-man SWFs are like 4% or all survivors teams. There’s just no way this person is facing SWFs like that. And that says nothing about them being good SWFs.
-
@meatshield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441763#Comment_3441763
I wait at the exit gate until they all done their generators on that map. It's to be hoped for the devs to see their statistic on which map killers struggle the most.
Omg I faced a Blight who did this. He didn’t chase or do anything all match. He even like refused to face or acknowledge us when we went near him. Then when all gens were finished he just opened the gate and faced the wall. It was super weird. Was it you?
-
The killer DCs are obviously petty but is it so uncommon for survivors to DC against Nurse, Spirit, and Artist? They’re all really good killers who generally dominate their matches.
-
@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441503#Comment_3441503
LMAO YOUR RIGHT OOPS. Ran the numbers HOLY. If it were 7.5%, it would add 36s if everyones injured. Seems fair enough considering healing is all it takes to nullify it.
Maybe pre-healing nerf. Not now.
-
I just wanna thank every survivor who has ever been camped but held on despite that so the others could complete gens. They hit every skillcheck to keep that killer near them (via proxy or facecamp) and that is a Big Survivor move. Maybe it was too late for them but in their own dire situation they recognized that there was still time for the others. And when it was over, well, thanks to BHVR’s lousy bloodpoints distribution they left the match with 5-10K bloodpoints. But in my book they were still winners.
-
@Adjatha said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441190#Comment_3441190
Otz can those 100 game 4k streak basically every killer. His opinion is not a reasonable approximation of the normal play experience.
Irrelevant, but I’ll bite. Otz usually faces pretty subpar survivors, and seems to be a more casual/easygoing streamer. I’d say his takes are pretty valid & generally reflective of what most people think about these killers.
-
@foods said:
condoning and encouraging survivor dcs is pretty disgusting from bhvr, replacement bot will even reward survivor teams with an upgrade in some cases
all while killers are forced to play out boring matches vs bots
Have you played custom games with bots? Lol. They’re definitely not an ‘upgrade’ for DCing survivors.
-
@Adjatha said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440719#Comment_3440719
Politely disagree.
Killers can camp hooks just as easily as he could camp cages. Easier, in fact, because the cage would go very far away right off the bat, while killers can just stand next to a cage immediately. It takes no longer to uncage them as to unhook them. The ONLY difference was no Borrowed Time and no Decisive Strike. His cages shut off two survivor perks.
Also, he could never 'quick spam' rites of judgement. If you've played as and against him, you may be aware of the many, many limitations of his power. To whit:
- it takes time to plant the blade, during which you cannot turn at all.
- It requires Torment to launch the attack, which drains while you move, attack, and from putting down torment trails, meaning you could very well not have enough gas in the tank to even use the power when the opportunity to do so arises.
- The blade plant also creates one of the loudest sound warnings in the game.
- While down, PH's horizontal movement is throttled to a fraction of normal mobility and he cannot turn at all if he is not moving forward or backward.
- It also gives the survivor a bright red Warning Beam Danger Zone that shows exactly where it will be hitting, which lasts until the attack is finished (a luxury which PH himself does not enjoy).
- It then takes time to activate the shockwave, and further time for each segment of the shockwave to travel forward, during which time, PH cannot turn at all.
- The attack only has a range of 8m after all of the segments have deployed, and is less than 1m wide, allowing survivors to move left or right and instantly avoid the entire thing, making it totally useless in the open and only useful in limited passages and narrow corridors.
- PH suffers a cooldown afterwards, regardless of if you hit or not, which is 50% longer than the default miss cool down. If you're interested, it's also longer than Huntress' hatchets, despite that attack having a massively greater range.
Those are all limits he started with, none of those were added afterwards. The nerf was to tack on a 1 second cool down between putting your sword down and being able to attack after you pull it up. The goal of which was that you couldn't put the sword down, they dodge to the side instead of running forward, then you lift it up, turn unencumbered, and swing at them.
In compensation, they made the cooldown of his ability slightly faster (2.25 seconds instead of 2.75). For reference, the delay on a successful melee hit is 2.7 seconds and a missed melee hit is 1.5 seconds. The upshot of which is that it's actually MORE able to be 'quick spammed' than before the nerfs, but it's still worse than just making a default lunge.
I'm not even going to get into how totally worthless Torment Trails are. Suffice to say, making the punishment auto-apply Torment is the ONLY way you're going to see tormented survivors unless you're playing against brand new players.
The belief that Cages are some be-all, end-all, along with a fundamental misunderstanding of just how unwieldy his shockwave is all contributes to people claiming he's S-tier or A-tier or something similar. They even include him in the "Tournament Level" killer lists, despite the fact that nobody would ever actually play him over real tournament-level killers.
He's a B-tier killer. His main attack his awkward, his paths are atrocious, his cages are insanely over-hyped, and his add-ons are the literal worst of any killer in the game.
You can certainly play him and play him well. But if you were playing actual S or A-tier killers, you'd have a much, MUCH more reliable performance.
That being said, if he EVER gets the add-on pass he so desperately needs, he may very well get to A-tier! You're essentially playing with no item buffs, which makes almost every single killer massively weaker than they are otherwise.
Otzdarva places Pyramidhead in A-tier. 🤷♀️ And has since he began making lists. Maybe Pyramidhead is b-tier for you. But he isn’t a b-tier killer.
-
@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440722#Comment_3440722
The game does not often favor unpredictability as there are only a so many ways to approach doing things. Loops are fairly binary with one good way to run it and a bad way to run it. A lot of your play style is dictated by the power you have and while technically every killer can attempt to use every strategy you're at drastic disadvantage when doing things too far outside of what your power can effectively assist you in doing.
Unpredictability doesn’t start & end with looping. But contextually, being unpredictable while looping could be as simple & easy as breaking chase for an easier target.
-
@[Deleted User] said:
Everybody hits a skill wall where the things that previously worked for them stop working. It happens to everyone periodically until you essentially reach the skill cap. If you posted a VOD, I'm sure people would give you tips or be able to point out the mistakes in pathing/power usage. There definitely shouldn't be a consistent theme of chases without downs across multiple games on any killer. Something is going wrong if that's happening.
There's very rarely a scenario where I break off a chase because I can't down someone. I might stop a chase because the time investment won't be worth it or it's going to an area I don't need to defend, but it's not a capability issue.
This is what so many killer mains fail to realize. It’s a game of attrition. You don’t always have to mindlessly chase one survivor until they’re down. Have some strategy, yet be unpredictable.
-
@Adjatha said:
And then they nerfed PH three times in three weeks after release, and gave him the worst set of addons of any killer in the game, all for the crime of his cages being able to side step DS and Borrowed Time. To this day, he's still the most over-hyped killer in the game and people are still demanding that they be allowed to use their perks through the cages.
I don’t really see people complain about Pyramidhead these days, but a lot of his nerfs were actually fair. Remember when he could easily camp the cages because they didn’t move away when he got close to them? Or how he could quickspam Rites of Judgment? Or the other things that made him super unfair to face? Add-ons notwithstanding, Pyramidhead remains an A-tier killer despite those features changing.
-
@Carth said:
Genrushing is prominent because it is the smartest way to "win" as the survivor team. Much like tunneling and camping is the smartest way to "win" under the assumption the survivor team will make more mistakes and reduce their efficiency on gens to try and save the person on hook.
The idea people will stop camping/tunneling/genrushing if x happens is silly unless x is so massive in scope it renders a new strat more effective.
It experienced a surge following the healing nerfs, and I think that’s largely because… well, survivors aren’t healing as often now. And why would they? It’s a long process & the smart play is to invest that time in completing gens. Killers wanted healing nerfed—what did they expect survivors would do? Stand around waiting to get downed?
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440064#Comment_3440064
Very true!
It was almost a challenging game lol
Almost? I assume you tore them up after this. Lol
-
@mizark3 said:
Probably about 25-50% chance of any happening to any player in any given soloq match, (before endgame) so a quarter of that for me specifically. This bumps to 75-95% when narrowing it down to Anon Killer players and what I will call VPN Killers.
VPN Killers being Killer players who are clearly in the wrong region, and are either VPNing to get a lagvantage for sketchy hits, (like Weskers grabbing you around corners/through walls, not just the window/pallet bug) or just to play in a far different region. They aren't limited to camping/tunneling, they more often than not intentionally bleed out (be that the full 4 minutes or the even more scummy 3m59s then hook) and otherwise deliberately try to make the game as annoying or torturous as possible.
If I could view the (steam) profile of the Killer before the game like Killers can view Survivor's, I would instadodge all those Anon/VPN lobbies in soloq (console/other PC platform players are fine though, just Anon and a clear language on the profile that isn't remotely in your area).
As far as when I'm playing Killer, I only intentionally tunnel map offerers (when I can confirm they were the one who offered the map). I might accidentally tunnel someone off hook if everyone else hides and they are the first person I find, but never for the express purpose of targeting the unhooked Surv.
I only camp the final 15s or so if they were clearly genb4fren greeding, and that is the only way I could punish the gen greed. Technically I did do a facecamp 'experiment' where I brought a decked kit with the express purpose of facecamping, to show it is busted, and got an 80% kill rate doing so (~90% if you don't count hatch escapes). That was a long time ago though, after Reassurance got added to show it really didn't prevent the majority of wins from facecamping.
I’ve been saying since its release that Reassurance doesn’t stop camping.
-
@[Deleted User] said:
It doesn't happen that often to me, but I'm also typically strong in chase. I see it happen all the time to teammates who are weak in chase. There's not much downside to doing it as a killer because most survivors can't play in a 3v1. They'll heal while someone is in a chase and then try to work a gen when someone is hooked and and the killer is free to patrol. I don't know how people expect to get gens done doing that. Why not work a gen together during the chase and then heal when that person goes down and split up after for save? It's kind of mind blowing to me.
Can you carry a team while in chase?
-
@Nos37 said:
Old Ruin's gen regression from missing Greats was not changed because of its values. It was changed because it heavily punished newer players who struggled with skillchecks and console players cannot land greats as easily as PC can.
Yet, they kept the skill check in Decisive Strike?? Newer players needed the anti-tunnel the most, but are the most likely group of players to miss its skill check requirement.
I guess they didn’t remove the skillcheck for DS because it would be too oppressive for killers otherwise. Even now, at 3 seconds worth of stun.
-
@nars said:
been saying this for YEARS. ADD A COMPETITIVE MODE.
Let sweaty killers and survivors duke it out with full meta loadouts, while the silly casual lil scrumbly bumbly players use lithe+QaQ for the funnies.
im ready for the inevitable trapper to radiant videos
What failsafe stops sweaty players from entering casual lobbies? I can think of at least two active players in this forum (not this specific thread) who would abuse the hell out of this. And they’re not alone.
-
@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438549#Comment_3438549
That's pretty evil. I see Sloppy has become almost a core perk for killers now (I see it all the time).
Yup, capitalizing on the healing nerfs. Lol. Killers will tell you they’re no big deal and yet everybody and their mother is running Sloppy Butcher and/or some sort of add-ons that affect healing now.
-
@Caiman said:
Love Dredge. Best original killer they've made. Next, Singularity is gonna be his metal/meat bro. They're the anniversary horror boys! BFFs!
They really did knock it out of the park design wise with the anniversary killers.
-
I understand your frustration, but the way you described a hopeless situation at the end of your post… well, people have different opinions on what that is. Mayhaps these teammates of yours who ‘give up’ on hook believe the match is lost when they’re hooked. Maybe they see that as a hopeless situation because they see their teammates doing frivolous things. You dunno. 🤷♀️ It’s not always griefing. Sometimes people just don’t like the playstyles of players they’ve been matched with. If it’s really a bother to you, you should try SWF.
-
@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438853#Comment_3438853
You would in this state of the game, but when killers ask for survivors to chill and interact that means survivors chasing the killer, with flashlights. Ain't no way survivors are winning this game.
It's not that hard to understand, if survivors play around wanting to be chased and stuff, they cannot come back from it. A killer having no deaths by EGC can come back and end up with 3k-4k. The second scenario is more common than the first.
Right now killer has comeback potential at all stages of the game, survivors don't. Once they lose 2 people they can only tie or lose.
You do fine in solo, how about your team? Do you get out 3 of you as consistently as you do fine or do you refer to you individually. Cause you escaping and everyone else dying isn't a win for your team. Killer won that game.
Tbh when there are three survivors remaining and 3-5 gens they’re probably going to die. I see them struggle sometimes with even 2 gens remaining.
-
@RaSavage42 said:
It seems that players are still all over the place when it comes to Killers
At the start of the game there was:
No Gen kicking
Slower vaults
No vault blocking
Gens being repaired in 60 seconds
BNP's instantly repairing Gens
Sabo'd hooks being destroyed for the entire match
Now:
Kicking Gens cause .25 charges per second, and 2.5% instant lose of progress (all of which don't solve a thing)
Even Perks that add more to kicking Gens
Faster vaults... even a vault blocker (and 2 perks that do the same thing with different conditions)
Sabo'd hooks come back, but Sacrificing a Survivor destroys the hook
More Killers, Survivors and Perks were added to the game
So:
It's safer to say that the game is stale... Playing different Killers with the same perks on all of the maps gets boring after awhile... there should be an unranked gamemode and a special gamemode (2V8 or 5V5) to give players new things to do
Rather then blame Killers for how they play... how about looking at how Survivors play and BHVR's balancing... Yes there are ways to play Killer without Camping and Tunneling... same can be said to Survivors that Gen Rush, get Quick Saves
Both sides want easy games... so when something happens that makes them think about how to play the game they get mad and vent on whatever social media they have
“Gen rush” isn’t a thing, it’s something Tru3Ta1ent made up. And what is a ‘quick save’?
-
@Nebula said:
Playing against nightfall on an actual TV is the equivalent to the old The Game bottom floor a couple years ago. It’s irritatingly dark especially on indoor maps like Midwich. If you don’t have windows or bond it’s kind of wraps. The screaming is super grating too.
I think it’s a super cool idea as a concept though.
@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438512#Comment_3438512
Indoor maps with Nightfall are a nightmare to play.
I love playing Dredge and bringing survivors to Midwich. Lol. It’s good times, especially with Devour Hope & Sloppy.
-
@mustdogen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438376#Comment_3438376
No, the slow meta was
Pop+pr
Pr+dms
Ruin+undying
Etcetc.
Before the 6.1.0 you really have lots of combo to choose.
But after 6.1.0 and every patch after that.
Killer literally have no perks could use now
@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438376#Comment_3438376
6.1.0:
KILLER PERKS
- Barbecue and Chili
- Removed Bloodpoint bonus
- Corrupt Intervention
- Added: Corrupt Intervention deactivates when any Survivor enters the dying state.
- Note: The perk still deactivates after 2 minutes if no Survivor has entered the dying state.
- Coulrophobia
- Added: Healing Skill Checks move 50% faster for Survivors under the effect of this perk.
- Hex: No One Escapes Death
- Eruption
- Increased Generator reduction when a Survivor enters the dying state to 10% (was 6%)
- Increased duration of Incapacitated status effect to 15/20/25 seconds (was 12/14/16 seconds)
- Dark Devotion
- Now triggers when a Survivor loses a health state by any means (was just basic attacks)
- Added: Once the Hex's effect is revealed to the Survivors, its Hex Totem's aura is shown to the Survivors at a range of 4 meters. This range increases steadily over the next 30 seconds to 24 meters.
- Pop Goes the Weasel
- Changed regression to be 20% of current progress (was 25% of total)
- Note: This is calculated after the new baseline regression when kicking a generator.
- Scourge Hook: Gift of Pain
- Added: After Overcharge is applied to a generator, its regression speed increases from 75% of normal to 200% of normal over the next 30 seconds.
- Overcharge
- Monstrous Shrine
- Reworked - This perk is now Scourge Hook: Monstrous Shrine
- Scourge Hooks
- grant 10/15/20% faster Entity progression if the Killer is not within 24 meters. Basement hooks count as Scourge Hooks. T
- Lethal Pursuer
- Added: Any time a Survivor's aura is shown for a period of time, its duration is increased by 2 seconds.
- Note: The new effect applies to the duration of the normal Lethal Pursuer effect, which means it effectively reveals survivors for 9/10/11 seconds at the start of the match.
- Knock Out
- Added: Recovery speed is reduced by 25% for Survivors under the effect of this perk.
- Jolt
- Removed the cooldown
- Hex: Ruin
- Added: Once any Survivor is killed by any means, the Hex: Ruin Totem reverts to a Dull Totem.
- While a generator is not being repaired by a Survivor, it will immediately and automatically regress repair progress at 50%/75%/100% of the normal regression speed.
- Increased Healing and Repairing speed penalty to 10/13/16% (was 7/8/9%)
- Tinkerer
- Added: This effect can only be triggered once on each generator.
- Thanatophobia
- Increased individual penalties for repairing, sabotaging, and Totem cleansing to 4.5/5/5.5% (was 4/4.5/5%)
- Increased maximum penalty to 18/20/22% (was 16/18/20%)
- Scourge Hook: Pain Resonance
- Removed scream effect on Survivors repairing the exploding generator, generator will spark to show regression
6.1.0 completely nuked the existing slowdown meta.
Eruption, Jolt, Overcharge and Gift of Pain became the new slowdown META. And it worked better than the previous META for a number of reasons. Also the Deadlock - Pain Resonance combo was restored.
- Barbecue and Chili
-
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3436328#Comment_3436328
I wonder if the gen kick meta/3 gen stalemate period had something to do with it
That and I think the healing changes as well. Those devastated solo queue, and they make up the lion’s share of kills.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438036#Comment_3438036
No, you're just not supposed to play hard and then complain when other people play hard.
“Sweat for thee but not for me.”
-
It’s deliberate that Dredge transports to the locked locker.
-
@Yippiekiyah said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437092#Comment_3437092
Reassurance isn't useless
Hon, it’s all but useless. Aven’s point is rightfully that survivor perks that show any promise are often modified to a point of weakness that pragmatically invalidates them. Reassurance doesn’t even efficiently handle camping. Heck, Kinship does its job better. And no one thinks Kinship is a good perk. Including you.