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BenOfMilam

BenOfMilam

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  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3117954#Comment_3117954

    Do you understand the incremental nature of the development of the engine?

    There are a few major improvements but beside that it's the same. It's not like moving to Unity, Godot, Lumberyard ...

    The C++ API has very little differences.

    And of course you can open an UE4 project in UE5. That's the first step for the conversion of the data. I've done it on several projects.

    When all is said and done ...

    https://docs.unrealengine.com/5.0/en-US/unreal-engine-5-migration-guide/

    Take a good look at the C++ section.

    You'll also note it wasn't possible between UE3 and UE4.

    thanks for informing me!

  • @Paz said:

    Honestly? Survivors never seem worried a bout my fun so I dont really care a bout theirs. I use "un fun" things on purpose these days, its done to me so why not, right?

    You are part of the problem

    @dugman said:

    Legion is boring to play against since it benefits the killer to hit and run

    Today I learned killers doing "hit and run" is "boring". Does that mean I'm allowed to just tunnel one survivor to death then?

    Also how exactly is Legion getting any downs if they're not "engaging" with the survivors?

    Yes, having the killer hit you and then run away while you stand still and mend for 12 seconds several times in a match is boring. I would rather get hard tunneled the whole game, because at least you get to go on full length chases. Legion is generally considered to be the most boring killer to play against for this reason.

    By "engaging" I mean the player is interested in the game and not falling asleep at their keyboard. It's a buzzword people use to refer to how much attention people pay to a game while they're playing it. Legion is the least engaging killer to the point that if I'm in a Legion match, I open up Youtube and usually have time to watch a 30 minutes video since I don't really have to pay full attention to the game or don't want to.

    ...did you even read the post?

  • @Oscarnator said:

    He’s so easy to counter. If you want chase interaction camp a pallet and don’t drop until he hits you. You stun him out of his power and he has to chase you. And honestly just spreading out. It’s the best strategy against any killer. Can’t do anything about the SoloQ teammates that are gonna feed him tho.

    Problem is not strength, Legion is weak.

    Problem is he is boring to play against and games against him feel kind of like a waste of time and simply take too long.

  • I play something like 8 to 1 killer games to survivor games. I enjoy both roles equally, but killer is much more active and engaging. Plus it's nice to be 100% of your own team.

    I main Deathslinger, my yee-haw echoes deeply into the night. Over a decade of playing shooter games makes him very comfortable to play for me.

    My main survivor is Ace, because he reminds me of my uncle lmao

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3117518#Comment_3117518

    The license price doesn't change with the upgrade.

    When you upgrade the engine, there is a conversion. Worst case scenario, some code needs to be adapted but it's never very different. It's not like if UE5 was an entirely new engine.

    https://forum.deadbydaylight.com/en/discussion/comment/3117550#Comment_3117550

    Changing engine, no. Upgrading the version, yes. They've done it in the past.

    https://forum.deadbydaylight.com/en/discussion/comment/3117600#Comment_3117600

    But was it because of an engine change, or just because they tend to mess-up a map or two after each new release?

    https://forum.deadbydaylight.com/en/discussion/comment/3117779#Comment_3117779

    It is, they've done it in the past.

    https://forum.deadbydaylight.com/en/discussion/comment/3117829#Comment_3117829

    It would be surprising. The engine doesn't suddenly becomes slower with upgrades. UE5 is a power-house. It can do way bigger scenes than its predecessors. It implies it potentially can do the same scenes faster.

    UE5 is not a different version of UE4, it is a new engine. Like UE4 is not simply an upgraded UE3, it is a new engine.

    You cannot use UE5 to open a project initially created in UE4. They are two different game engines.

  • I usually just mute the in-game audio and then turn it back on when the game starts

  • After the ups and downs with MMR, I think it's finally working. it was so bad when it first went live, but we're finally in a place where MMR actually works most of the time.

    Ranks were kind of always a crapshoot, which wasn't really a bad thing in and of itself. The chaos and stupidity was a blast, but I'm a fairly competitive person so I prefer to consistently go against good players.

  • You can actually keep BT on, it actually got buffed and it's much stronger than it used to be. The basekit diet BT is usually not enough, especially since we are in a tunneling meta.

    DH is not really that bad, but it's much harder to use now. I prefer other exhaustion perks for the consistency.

    Off the Record is great to keep yourself from getting tunneled off hook.


    Here's some strong synergies as survivor I've found:

    Circle of Healing with Botany Knowledge lets you heal yourself at full speed. Bring a perk or item that can help you quickly find totems to avoid wasting time, such as Detective's Hunch.

    For the People with We're Gonna Live Forever is fairly strong, you can instantly pick up a survivor and give them Endurance.

    Gen rush perks are very helpful since we still live in a slowdown meta for killer. Prove Thyself is the all time classic, but bringing strong toolboxes with Streetwise and Built to Last is a good choice too.

    If you like Kindred, Open-Handed is a pretty good choice. It also works with Situational Awareness, and you can run Prove as your fourth perk to rush gens with randoms.


    Killer perks to be wary of:

    Be on the lookout for the Pentimento + Plaything combo. The counterplay is to not cleanse your Plaything and risk being oblivious the whole match. Depends on if you prefer doing gens at -30% speed or sometimes getting snuck up on. Keep in mind that cleansing your totem means cleansing it again afterwards, costing you around 28 seconds of time not including running around.

    Pain Resonance + DMS. Just let go of your gen whenever the killer downs someone to avoid having your generator blocked. I've heard you can let go and avoid the scream if you let go on reaction to seeing the hook animation begin, but never tried it.

    Save the Best for Last is a monster now. Try to take protection hits if you are the obsession, just in case.

    Full aura reading builds are relatively common now with Lethal Pursuer. Try running the buffed Distortion if they give you trouble.


    P.S. Killer is much stronger now. Survivors can't bully the killer anymore (especially with Save the Best for Last), it's simply too dangerous for them. That being said, try to avoid playing weak killers unless you are running a particularly nasty build or you are very good with them.

  • As a hobby game dev, changing engines during post-launch is not something that is physically possible. What you would be referring to is a sequel.

    Of course, if someone can show me an example of a game that changed engines in post commercial launch, I would love to read about it and learn.

  • @Rise432 said:

    "Nurse is overpowered cause Nurse players in my game run overpowered things"

    Now bring a basekit Nurse to rottenfields or lerys with 0 slowdowns and watch her struggle. The issue isnt Nurse, its the players playing her.

    Its no different playing Blight with alch ring + speed, Hag with MYC + mint rag. Spirit with mother ring etc. Stop blaming the killer when its the players: and no "but Nurse ignore all mechanics and defense in the game" is not a good argument or is true in general

    you can stomp with nurse if you have no perks and no add-ons, even if you are bad with her. nurse is just broken.

  • there's a bug with certain perks that gives you bonus blood points for starting a Conspicuous Action, players are exploiting it to gain large amounts of blood points

  • Once, I got auto-aimed into a tree with a survivor standing right in front of me. I stopped chasing so I could beat the ever-loving ######### out of the tree, then the survivors joined and starting pointing at the tree to shame it for it's transgressions.

  • @fulltonon said:

    Low BP gains are detrimental for the game, if anniversary events were always active, game will be actually a lot more fun and interesting for everyone.

    Increase in player count during anniversary is not happening because "it's a big event" or "it's a limited big bonus", it's happening because game is actually much more fun, and decrease in player count is happening because after knowing fun and game variety of having lot of BPs, playing with pitiful usual BP gain is just boring, and even feel slightly dumb.

    actually very good take

  • Plague and Demogorgon, since they play loud and annoying sounds in your ears constantly so it's hard to tell where survivors are.

    Freddy, since the filter makes it hard to see.

    Oni, since I am irredeemably terrible with him.

    Legion, Pig, and Pinhead, since I dislike slowdown spam playstyles.

  • People vastly overestimate their own skill and seek to blame outside sources for their losses

    Camping and tunneling are part of the game, and there are strategies and perks for playing around these playstyles

    Deathslinger is extremely strong, most players are simply bad at him and refuse to learn

    Nurse is unhealthy for the long term stability of the game's balance

    Speaking of, Dead by Daylight is relatively balanced, but it is balanced around people playing to win in the most effective way possible (which players are not doing)

    Survivor is still quite strong, even in solo queue. Players are just entitled and give up too easily

    Perks for slowing down gens and speeding up gens are problematic for game balance

    Dead by Daylight is NOT a party game

    Edit:

    Oh, and basement is too strong for what it is. A killer that plays close to basement is nearly guaranteed a win

    Also if the other team is playing to win, and you are not, it is guaranteed and obvious what the natural outcome of that should be

  • @Sepex said:

    I love how you boast your ego in the very first sentence of this thread.

    It's not ego if he can statistically verify it.

  • It would make sense as a counter to a strong power (such as hag traps), but on wraith it's just kind of weird.

  • I personally am in love with the idea of "anti-map" offerings. Don't want to go to Giddeon's for the third time today? Burn a Jigsaw piece, and it's impossible to roll that map now.

  • @HugTheHag said:

    I for one know I don't watch the killer enough during chases, but that's because when I do, I run into every wall and any object with collision that's in my path :')

    Monkey brain can't pay attention to two things at once !

    (Seriously, I'm working on it)

    the trick is to angle your camera so you can see a little bit ahead of you and also see the killer behind you.

  • I like the idea of Rookie Spirit, it's just hard to get good value out of it.

    It also really doesn't need any sort of activation requirement, since other similar and less conditional perks can reveal generators for you or your teammates without having to be activated first.

  • @RatbasterdJr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115398#Comment_3115398

    Because majority of people don’t have issues with the points you’re making. I have gone against multiple killers running full slowdown and been completely fine.

    So have I, but that's not the problem. I've played against four old dead hards, four old DS's, four Unbreakables, two Proves, two Adrenalines, and still 4k'd. It's not an issue of "oh I won so I guess it's not actually an issue."

    The problem is that it's boring to play against a killer like Legion or Pinhead stacking slowdown. That's it, that's all it will ever be. Boring games die, and I quite like Dead by Daylight and don't want it to die. So I'm proposing solutions to make the game more fun, and therefore less likely to die.

    It's not an issue of strength or power. Just like afk pig and other issues in the past that have been solved. It's about keeping the game fun and engaging. Nothing is fun about playing the same match for nearly half an hour.

  • @RatbasterdJr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115355#Comment_3115355

    I’ve tried; but it’s like conversing with a brick wall. Your points have been made out to be invalid, and you just keep going lol.

    You have good points, but so do I. There's no reason to hop on name calling and being whiney when I don't fall over like a dead cat to every argument you make.

    Here's my points:

    Stacking regression stalls out the game and makes it way more boring and lengthy than it needs to be.

    • Counter Argument: Killers need regression to compete with Prove and other gen rush perks
    • Refutation: Killers are doing just fine against Prove with no regression perks by winning chases quickly

    Winning one chase and chunking a gen for 30% is too much reward for something that is also your main objective. Pop was nerfed for a reason.

    • Counter Argument: Eruption, Pain Resonance, and Jolt are too conditional to be used like that together.
    • Refutation: Eruption requires you to kick a gen, which takes very little time do and is convenient if you are patrolling gens anyway. Pain Resonance is held back by having poor RNG on occasions, but taking chases in the same area repeatedly ensures survivors will go down near your scourge hooks. You can also run Agitation. Jolt's 32m range is actually extremely generous, and you can ensure it goes off by sticking close to gens. The conditions for these perks are very lenient and easy to proc repeatedly.

    Stacking regression perks carries unskilled killers and wins matches for them that they otherwise would have lost.

    • Counter argument: Eruption, Pain Res, and Jolt require the killer to be doing well to get value out of them.
    • Refutation: Dead by Daylight is designed so that the killer will inevitably get downs. This means even if the killer is fairly mediocre or bad, they are still going to get decent value from these perks multiple times per match... barring matches where the killer chases one survivor the entire match and struggles intensely. These matches are outliers, and largely not relevant to the discussion of normal Dead by Daylight gameplay.

    Stupid counter arguments:

    • lol you're bad
    • lol your team is bad
    • lol if the killer is winning, they are obviously good and there's no possible way that they're getting carried by perks

    Does that about cover it?

  • @RatbasterdJr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115339#Comment_3115339

    I’m actually convinced you’re either delusional, have no idea what you’re talking about, or in denial of your realistic skill level. Maybe all three.

    way to contribute to the conversation in a meaningful and helpful way

  • @RatbasterdJr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115301#Comment_3115301

    if a killer is getting one down per minute, against a SWF, then that killer is really good, or your SWF is terrible. 😂

    One down a minute is doing terrible as killer. It's actually beyond terrible. One down every 30 to 45 seconds is what I would call "good pressure"

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115261#Comment_3115261

    The perks you are complaining about only help the killer if they are playing better than you.

    Also for the gen to lose 25% regression, it would have to be hit by eruption and pain res. Eruption incapacities you for 25 seconds so it's highly unlikely you'll get hit with pain res for it to get auto blocked by DMS since a killer can't carry a survivor longer than 16 seconds before they wiggle out.

    And I'm not talking about killers who can't even hit m1s. I played against an artist post 6.1.0 who chased me for about 2 gens (hitting me twice since I dead harded one of their hits), before they gave up and tried to chase my teammates until they eventually got their first down at 1 gen left. Being able to apply 25% regression to a single gen at that point in the game wouldn't have helped them. They spent too much time trying to get their first down that we had much more time to finish the last gen.

    You can think "bad" killers are being carried by perks, but the truth is that these perks only perform well when the killer is playing better.

    my b, I was talking about jolt + pain res. it's 23% which is... not that much less than 25%.

    A killer doesn't have to be playing better than you 100% of the time to win chase. The game is designed around survivors having to inevitably takes hits and downs at some point. Pallets are permanently destroyed, windows get blocked, killers get bloodlust. It can take a while, but even goated 4k+ hour survivors are going to go down.

    Not to mention that there are some chases where skill is simply not a factor. Sometimes you're doing a gen in a dead zone (because you need to break the three gen), and you get chased off it. All you can do is hold W and get hit, then you run into another dead zone and get hit again. Is the killer better than me because I am not a precognitive psychic? No, I was in a dead zone the size of Texas and I'm not currently running Windows of Opportunity. Survivors will inevitably go down, a match with 1 or even 0 hooks is an anomaly.

    Yes, I do think bad killers are getting carried by perks. A killer that is playing abysmally and getting one down at one gen is having a rough match, and it's pretty obvious I'm not talking about killers that are losing are magically making all the generators go to zero. It's killers that typically play quite bad and normally wouldn't stand a chance against a coordinated team, but they're able to repeatedly buy themselves time at least once a minute. I'm talking about games where if the killer didn't have those perks, they would have 100% lost very quickly.

    They happen pretty often. Killers that whiff at every window and pallet, stand in front of hook for 20 seconds only for the survivor to get unhooked anyway, try to tunnel a survivor that they really shouldn't try to tunnel, ect... but because they have so much extra time from stacking slowdown and regression perks, it doesn't actually matter that they make so many mistakes. They buy back all the time they wasted and then some. That's the kind of game I'm talking about, and they are very frustrating and unfun.

    It's like getting dead hard'd and ds'd by a survivor that clearly could not loop properly last patch, but you just lose because the other person is running XYZ perk.

  • @RatbasterdJr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115245#Comment_3115245

    I mean look at what you just said… if I’m in chase long enough for the killer to get BL3 TWICE, there is no reason that 2-3 gens shouldn’t be popped. And I can tell you, a bad killer will not inevitably win the chase. I have ran bad killers who stupidly commit, for 5 gens. From the start of the match to the exit gates being opened. They can bloodlust all they want, I’ll just keep forcing pallet breaks. Sorry man but it just sounds like either your skill is lacking in chase, or your team isn’t doing gens. Don’t know what to tell ya lol

    My problem isn't "skill issue + get vibe checked + ratio," it's not even a problem that magically only I'm having. I have no problem in chase, usually killers realize they need to drop me and they start ignoring me. I typically have no problem with teammates getting on gens. It's also not like I'm losing every game as survivor or my team is struggling to escape, I'm just sick of playing the same match for 20 minutes every other game.

    The problem is when the killer is at least decent and not asleep at the keyboard, they are inevitably going to get downs. Those downs then buy minutes at a time from having multiple slowdown perks. So if the killer is getting at least one down a minute (which is terrible time efficiency btw), they can keep the game stalled out long enough to kill someone and make the game take even longer due to the team having lesser effective generator progress per second.

    We're not even going to talk about also camping and/or tunneling on top of that, which takes little skill or effort and exponentially compounds value from slowdown perks (and exponentially compounds how much I want to play a different game).

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115226#Comment_3115226

    They really aren't though. If you are seeing gens losing a ton of progress to pain res, surge, or eruption. Then the killer is getting downs frequently which means he's winning chases faster than you can finish gens. In which case he gets rewarded.

    If the wraith was truly bad at chases, you can easily finish multiple gens between the few chases he has.

    I've played games against killers who were legit bad at chases and they end up with 1-2 hooks by the time all 5 gens are completed.

    Gens take 90 seconds with no slowdown and no speed up. Even a very mediocre to bad killer can win a chase start to finish in that time. Then if they happen to go down in the wrong place, it's "boom boom" and you lost 25% progress on your gen and it's blocked by DMS.

    I'm not talking about killers that can't even land M1s, I'm talking about killers that let shack window get vaulted three times and then complain that survivor is OP.

    I really don't like the idea of players being carried by perks. It's quite boring and frustrating, like you're playing a trading card game and you're losing to someone who has never played before because they're using their brother's $5,000 deck.

  • @RatbasterdJr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115226#Comment_3115226

    A bad killer will not get a 4k because of 4 regression perks. If they can’t succeed in chases, they won’t utilize those perks. Simple as that dawg.

    The killer will inevitably win the chase, no matter what. This is intended design. They can bloodlust 3 someone twice and get a down, despite really only holding W all game. Then, it doesn't really matter that the chase took forever since they can buy themselves minutes at a time with slowdown and regression perks.

    I've seen it happen, and it's really frustrating to play against. We're not even gonna get into face camping with Deadlock, ect.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115180#Comment_3115180

    If the wraith is bad in chase and the regression perks in question require the killer to win chases. Then your team not finishing the gens is not due to these regression perks as a killer taking too long to finish chases should see multiple gens pop before he can even get value from any of those regression perks.

    That's kind of half my point, I suppose. A killer can play very badly and still 4k simply because they buy themselves so much extra time. It's like survivors stacking second chance perks last patch: despite actually being really bad, they still win by virtue of "out-perking" the other team

  • @RatbasterdJr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115180#Comment_3115180

    we just gotta agree to disagree. I’ve tried eruption, but I feel kicking gens is a waste of time early game. Jolt has been a nice perk for me, pain res is nice when the hooks have decent spawns. I see an average of atleast 2 proves in every match, and the survivors fly through gens. So I don’t really see the issue you’re having. Especially if you’re playing SWF.. there’s no reason regression perks should hurt y’all that bad, unless y’all just aren’t doing gens, or y’all suck in chase.

    You mentioned 5 min games… it sounds like you basically want to be able to gen rush all 5 gens with no chance at being slowed down and hit the gate and dip. What fun is a 5 minute game lmao?

    That's fair. My issue is mostly that playing against a Legion (or XYZ killer) with four slowdown perks for 20 minutes is simply so boring. Especially in back to back matches, it can get very draining.( and yes, my teammates will happily exclaim "I cleansed all five totems, guys! :D" when we have three gens left and everyone is on death hook.)

    I have no trouble controlling gens even with zero slowdown perks, so I'm never seeing gens fly in my games.

    I also don't like games that are so short I never get to be chased by the killer. Don't make up random things about me and argue with the imaginary version of me that only exists in your head. There's a happy medium, about an 8 to 12 minute game. Too much less is too short, too much more is too long.

    @Yippiekiyah said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115143#Comment_3115143

    What about Prove Thyself giving 30%+ repair speed for survivors just doing their objective.

    literal whataboutism lmfao. Prove is problematic, but at least it's risk/reward. Grouping up as survivor is pretty much always the worst possible play you can make, and Prove encourages grouping up. Two guys without Prove finish a gen in 52 seconds, two guys with one Prove finish it in 46 seconds. Not the end of the world, but it becomes an issues if you stack it with other perks and items

  • @RatbasterdJr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115143#Comment_3115143

    i just have you literal counters to all the regression, and reasons why it’s not always reliable to run. And you completely ignored my last portion. It is so easy to run a killer for multiple gens when they have no chase perks. And if a killer can’t get consistent downs, their regression perks become useless. And again, prove thyself is a counter to regression perks. My buddy runs prove and we usually have a gen done before the killer when finds a target. THAT is why killer can stack regression. The survivor has every tool to counter a full regression build, they just chose not to. Avoid solo q and pick up a SWF. SWF does not care about regression perks lmao.

    You don't need perks to win chases. Seriously, you don't. Most killers have powers that are strong enough that they don't really need any help in chase, to the point that there really isn't a big trade off for those killers to run all slowdown perks or even no perks at all. Weaker killers want things like Bamboozle or Enduring + Spirit Fury to deal with difficult loops, so the only time using a chase perk instead of a slowdown perk is a good choice in terms of cost-effectiveness if you're playing an M1 killer like Wraith or Ghost Face.

    You can't counter Jolt if you're the one on the gen, or if the survivor getting chased is getting zoned out and forced to loop near the gen or take a down when they otherwise could loop the killer for 30 additional seconds (not to mention 32m is a decently large range, although it shouldn't be reduced since it already can be hard to activate on certain maps).

    You can't counter Eruption unless you have perfect comms and teammates that actually listen, which 99% of players don't have.

    You can't counter Pain Res without body blocking or sabo, which is generally not even a good play in the first place since it can give the killer free snowball.

    DMS is reasonably counterable, but there's nothing stopping the killer from just forcing you off once they have someone on hook.

    Prove Thyself is not a counter to gen regression. Sure, you can do gens a whopping 6 seconds faster than you could without it, but there's actually nothing stopping the gen from getting nuked from orbit by regression perks while two guys are working on it.

    I pretty much only play swf if I am playing survivor. What if I want to play solo queue, though? Should I just go ######### myself instead?

    @Crowman said:

    Eruption requires the killer to have kicked that generator. Which even with the faster kick, can still put you behind in a chase as you need to down a survivor to get the Eruption po. And I have had games where I try to go for Eruption value only to have a gen I kicked finished before I got my down. I would say the 25 second incapitation effect tied to Eruption is the problematic part of this perk not the regression.

    Jolt requires you to down a survivor near a gen which is easier on some maps than others. Like good luck hitting more than 1 gen on Red Forest. Jolt also only works on M1 downs so a lot of killer who primary use their power cannot get value out of this perk.

    Then Pain Res requires hooking a survivor on the right hook. Which scourge hooks are really hit or miss as sometimes you get great spread of scourge hooks. Sometimes they are all on the other side of the map. Maps with multiple floors also make scourge hooks a pain to pull off at times. Though Pain Res is likely a bit overtuned atm and I wouldn't mind seeing it nerfed.

    I don't really see regression stacking perks to be an issue as many of the regression perks require specific set up from the killer that can be out of their own control at times. Not to mention the examples you picked from require the killer to down survivors in order to apply regression on gens.

    The only thing that might need to be looked at is Overcharge and Call of Brine stacking, because being able to stack multiple increased base regression got Overcharge's buff nerfed before going live.

    If a killer is kicking gens in the middle of a chase, they've got bigger issues than trying to get their Eruption proc.

    True, Jolt only works on killers that rely on M1. Which is, what, over half the killers in the game?

    Scourge hooks are indeed pretty hit or miss, but when they hit, and hit, and hit and there's literally nothing you can do because you're not a precognitive psychic and brought sabo and also happened in the right place at the right time when you should actually just be doing gens (then they just hook him on the other scourge hook close by)... doesn't feel good to play against.

    The reason why I am so against stacking regression perks is because it makes matches that would take 5 minutes into matches that take 15 to 20 minutes. Especially on killers with built in slowdown like Legion, Pinhead, and Pig. Not really that fun or enjoyable to slowly lose to a frosty eye Wraith that is terrible in chase, but is winning because the match has taken so long that there are no more pallets on the map.

  • @RatbasterdJr said:

    “At no cost of the killer”.

    Jolt is awarded for winning the chase and downing a survivor. Take the killer away from active gens and it becomes obsolete.

    Pain res is rewarded again, by winning chases. Not always reliable as the spawns are random and you can get useless pain res hooks. I’ve gone entire games without getting pain res value because either they all spawned on the outskirts, or survivors just happen to never go down near them.

    Eruption again has to be activated by kicking a gen, then winning a chase.

    DMS is easy to counter, get in the habit of letting go of the gen just before hooking, then get back on it.

    I’ve personally never ran all four, I typically either run jolt + PR, or PR + DMS (because survivors still stay on gens for whatever reason.) Or I run full chase builds. But running all four regression perks leaves a lot of killers lacking in chase ability against a strong survivor that is skilled in chase, so I think full regression is hurtful, especially against prove.

    It is, indeed, at no cost to the killer. The killer is pretty much downing and hooking survivors 24/7, and only occasionally kicking gens if they have a high percentage on them. You are being disproportionately rewarded for something that you're supposed to do anyway by getting massive slowdown on top of that.

    It's kind of silly, but imagine if survivors had a perk that speeds up their gen repair speed for every window or pallet they vault in chase. On top of doing good, they are also doing exponentially good and will be able to slam gens much better once they break chase or get unhooked.

    I also don't run these builds, because they are low risk and high reward if you play a killer that has strong chase potential (and I'm a gambler at heart).

    @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115121#Comment_3115121

    Feedback and Suggestions is the correct section for your post.

    It's not a hidden and unreachable section, plus this is where the team comes to collect feedback.

    You're just doing your job and doing it well, no sweat home boy.

  • Hex: Plaything is pretty brutal.

    Most people don't understand how Trail of Torment and Deathbound work, so you can get a lot of value from those perks due to 99% of the playerbase not being able to play around them effectively.

    Hysteria is relatively consistent if you can keep people injured.

    Dark Devotion is too gimmicky and short lived to be all that useful. You have to get lucky for this perk to activate, then get lucky again to get value.

    Nemesis is very good for dropping chase and then surprising the survivor later.

    Monitor & Abuse is consistent, but not very strong.

    Furtive Chase is... a perk.

    Insidious is just worse than Trail of Torment.

    I think the stealth perks we have are actually very good in general, but having more would be fun and welcome.

  • mfw I try to make a useful discussion and it gets banished to Feedback/Suggestions where posts go to die

  • @JaviiMii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115050#Comment_3115050

    That would be super interesting to compare o: - Do you have a fixed swf group? (I decided against keeping track of swf because I play with very different people at very different skill levels - several-k-hours-comp(?)-players as well as just-installed-the-game-yesterday people - and while there are people I play with more frequently I don't have a fixed group. Given all that my swf matches are too all over the place to be useful, I think.)

    same here. I would get a group of four players that are interested in the experiment, then only track games with all four players present

  • Favorite: Deathslinger. My yee-haw echoes deeply into the night.

    Least Favorite: Demogorgon and Plauge. They play really loud noises in your ears all the time, so it's hard to hear footsteps and breathing.

  • I think I might try doing something like this in swf, so we can compare relative power levels of solo and swf with the power statistics

  • Here you go. Too lazy and too drunk to edit. My point is not that I am good with nurse, but that nurse's power is so ridiculous that it doesn't really matter how good or bad you are

    https://youtu.be/zIMqQP01rcA

  • @The_Daydreamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113755#Comment_3113755

    I understand what you're saying and it is not wrong in itself but you are just ignoring the problem. It's like someone is saying that clown is not strong and you are coming around the corner with "it is your fault for playing clown. Just play Nurse."

    But your part with "Saying you're not having fun with the game when you're not doing the thing that you only spend 1% of the match doing, well, it probably means you don't really enjoy the game in the first place." doesn't really makes sense to me. Generators are of course a core feature of the game - but not the only one. And I don't think many people enjoy holding M1 for over 10 minutes based of the votes up I got of my thread. At the end I guess you disagree with me here which is fine. But it doesn't bring the conversation any further.

    yeah problem is there is very little that can be done about the issue. Like I said, it's a 4v1 game and the killer can't chase everyone all at once. I'm not ignoring the problem, it's that the problem is impossible to solve. For your example, I would actually say "you need to play better and run strong builds to win with a worse killer", if you want a good idea of my character.

    I understand your frustrations with not being able to do the thing that you want to do in the the game, I'm not trying to be flippant. Just that no solution exists to the problem of "the killer can only chase one person at a time, so the three people that aren't being chased have little to do." I would personally make generators into some kind of mini-puzzle instead of having skill checks. Like a word game or a matching symbols game. Something more fun than "press spacebar every couple seconds." (the problem with that is doing gens would take more player attention, and be way more risky and dangerous)

  • @The_Daydreamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113727#Comment_3113727

    I don't know what your point is but solo q exist for a reason. And the problem is not the result of the match, even tho I am aware of the fact, that many here are not able to understand that.

    https://forum.deadbydaylight.com/en/discussion/comment/3113726#Comment_3113726

    Good for you that you enjoy most of your matches. Really, it is great. But that does not reflect everyones experience on this forum. And your experience does not invalidate my matches or feelings on this topic.

    My point is that missing out on team play and tactical fun and instead sitting in complete silence while you repair gens is not really anyone's fault but your own. Joking around with friends during the slow parts of DbD is more fun than staring at the repair meter go up by yourself.

    There so much more to the survivor side of the game than getting chased. Saying you're not having fun with the game when you're not doing the thing that you only spend 1% of the match doing, well, it probably means you don't really enjoy the game in the first place. It's an unfortunate truth of the game being 4v1. The killer can only chase one survivor at a time, so you have to wait your turn and help your team in another way.

  • Not in Dead by Daylight, no. But I pretty commonly get accused of using auto-clickers or aimbots in shooter games.

  • @The_Daydreamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113679#Comment_3113679

    I agree that tactical play are fun aswell. That's why I said "Interactions with the Killer" which does not declude what you've said. Now tell, what am I suppose to "call out" for my team. Didn't know we had voice chat for solo Q. All that information talk is not really interacting with anything. i am aware of those things but it doesn't change what I've said. But I am appreciating your input.

    https://forum.deadbydaylight.com/en/discussion/comment/3113697#Comment_3113697

    Glad for you I guess?

    Discord is free, my good sir. If you play a team game by yourself, don't be surprised at the results.

  • Also for OP, just make sure Task Manager mysteriously opens itself and causes your game to force quit every time a map offering for a map you don't want to play on pops up. For me, it usually happens on Gideon's and RPD.

    As for killer being hard, well, yeah. If you want to win, you have to play to win. It sucks to hear it, but that means playing stronger killers or leaning HARD into weaker killer's strengths. I won't suggest hard camping and tunneling since it's pretty boring, but a little bit of tactical second staging or tunneling survivors that are out of position isn't as scummy as standing in front of the hook for two minutes.

    Basically just avoid playing bottom tier killers and you should be fine.

    Here's my very spicy and totally not at all extremely biased tierlist. Basically my advice is don't play killers in C or D tier unless you are running a super strong or nasty build.

    HotTake.png


  • @versacefeng said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113675#Comment_3113675

    Just went straight in for the blind assumptions there eh.

    What else would patrolling mean in this context?

    gens. patrolling gens.

  • Trying playing Plague and literally be toxic by getting people sick

  • In my opinion, there's two fun parts of survivor. Getting chased, and tactical play.

    Tactically going down for a teammate on death hook so the killer can either take a free hook on someone that has not been hooked, or continuing to chase someone that is now very far away. You can even go as far as taking tactical deaths so it's very easy for your teammates to open the exit gates.

    Altering the gen spread by picking which gens to do first, so the gens become more and more difficult to defend as the game goes on.

    Bringing info perks so you can always make the best decisions possible.

    Making good callouts so your team is well informed on the killer's position and what perks or add-ons they are using (and what strategies to use against them), and which gens are getting done.

    Knowing who needs to go for unhook, who needs to pick up slug, ect. Making it your job to be your team's radio operator is an absolute blast. There's more to do in this game than just hold M1 on gens and stun Wraith with ten different pallets.

  • I'll try to edit out the queues so you don't have to sit through it or skip it lol

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113040#Comment_3113040

    I said that it's what I have a problem with personally. I'm not making an objective statement here.

    People always argue that "oh she ignores fundamental gameplay mechanics" and whatever but 1) she doesn't, not entirely anyway, the main problem is that nature of the mechanics she does adhere to changes based on add-ons and 2) we're really using "fundamental gameplay mechanics" as an argument against her? The same fundamental gameplay mechanics that include ridiculous window tile chains, force break pallets, Gideon Mfing Meat Plant, strong "don't chase there" main buildings, and maps the size of Jupiter? And things like map offerings, lightning quick self heal speeds, coordinated toolbox Prove Thyself squads basically getting a free gen at the start of the game, and more?

    Nurse should hardly be the topic of discussion that's been so rampant these past few months (again, outside of add-ons, which could easily be addressed in a day). Like excuse the shameless whataboutism but why can't we put the same energy we put into complaining about Nurse into complaining about maps, a topic that affects both sides and every single match of DbD? Is it just too nuanced of a topic for this forum?

    based and nuance-pilled

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/339092/everyone-is-thinking-it-im-just-saying-it

    She can get fixed when SWF gets fixed. As it stands she is the only killer that is capable of going against a SWF of this level:

    https://www.youtube.com/watch?v=dtENJZ_z0zw

    Even with that, it is an extremely uphill battle for her.

    I watched that video, I remember the nurse player playing very badly and missing most her blinks. Besides, if the answer to playing against the top 0.1% of players in the game (which are also using very strict self imposed rules) is bringing broken add-ons on a broken killer... all I gotta say is "skill issue." Gotta be the best to beat the best.

    That being said, Hens and co. would destroy me no matter who I played haha

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113348#Comment_3113348

    That is not the Freddy change I am talking about, and Slinger was fine as he was..

    And it doesn't matter whether or not those killers have sheer strength. Freddy can still be used effectively and Billy is still good, but both of them are so damn boring and feel very bad to play.

    That is what has to be adjusted, and that is what CAN'T happen with Nurse.

    oh you mean OG Freddy? yeah he was so cool and weird back in the day, I didn't care that he was kind of bad lol

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