BenOfMilam
BenOfMilam
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it would make finding those random perks you never use much easier
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Identical to the one that I came up with. Not sure if there's a better way to do this one, since you already save so much in it
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what? His cooldown is insanely long on his power lol
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369641#Comment_3369641
I'd go a step further and have all negative status effects removed when unhooked while using Resurgence.
imagine you're playing against tier 3 myers and you just cure your exposed lol
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It's decent at totem defense when combined with Thrill, and anti-heal when combined with Sloppy or other Hemmorage effects.
...but so is Infectious and it's a better overall perk and isn't tied to a hex.
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Oni is one of the few comp viable killers.
In other words, he is often played against some of the best players that have touched DBD and he comes out on top pretty often.
Oni is fine as is.
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Dull Merchant legit just needs to removed from the game.
BHVR doesn't walk back on changes very often, let alone entire chapters, but boy howdy this girl needs to GO.
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8 gens is an easy band-aid to apply, but the repercussions are pretty extreme imo. Macro strategy becomes a lot harder for killer when it's already the most difficult thing to master as killer.
Faster gens over time could be a perk. Like every 60 seconds, you gain a token that lets you repair gens 2% faster. Would do little to nothing most games, but lets you make a comeback in a 3 gen.
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The real solution would be to rework the gen control killers (Sadako, Dredge, Freddy, Skully, and Knight), and/or nerf gen kick perks and buff all non-gen kick regression (Pain Res, Pop, Ruin, ect).
CoB and Overcharge could be brought somewhere healthy if they had some kind of activation requirement other than just having the perk equipped. Like chasing suvivors for X amount of time or getting X amount of hits and then you get one use out of them, so you can't just sit in your 3 gen and kick gens until the cows come home.
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Huntress, Deathslinger, and Wesker. Also Nemesis. There's just so much back and forth, playing around their power and little mindgames and jukes you can do.
Also Bubba, because of the tension. Every chase has a good chance to be your last.
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He should be able to place blocks of stone to alter the map and limit survivor movement, but the survivors can break it by punching it enough times.
Also he should be able to sprint to increase his movement speed, but it drains a special hunger meter. He can refill the hunger meter by killing pigs that wander around the map and eating their pork chops.
If he jumps off of a high place, he can use his hang glider to traverse the map. He can also build a tower with his stone blocks so he can quickly make use of his hang glider.
He can also dig a hole in the ground and hide, so he can ambush unsuspecting survivors.
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@Emeal said:
Ill take option 2.
I already argued for it in my own post here:
Its not really that strong of a nerf, it just ensures that DH play makes the gameplay progress. Pallets/windows or smarter play being a requirement of a good Dead Hard play in the future. No more DH to save resources, especially when its such a good time waster of the Killer in the right hands. Preserving the fun and normalizing gameplay is a good thing and a good compromise.
would you like fries and a drink with that?
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@Seraphor said:
- Would have been fine for the old Dead hard (was actually my go to suggestion before 6.1) Now though, it would make the perk too weak, what's the point in tanking a hit if you just guarantee another one in under 10 seconds anyway?
- Would make the perk virtually useless, see above.
- Nobody who uses Dead Hard would like this. It sounds like a good idea for a fair perk based on protection hits though, whether it's for Dead Hard or not.
I think there could be a few other options though.
- Dead Hard could have a telegraph. Not for when it's about to be used, that would make it too clunky, but a sort of tell that indicates if a survivor has Dead Hard available. It could be as simple as showing the killer if a survivor is Exhausted, or giving Dead Hard a unique running animation while injured, if it's available to be used.
- Adjust the duration of Exhaustion timers. Currently all Exhaustion perks are 40 seconds... why? Make Dead Hard a 60s Exhaustion, meanwhile, Background Player could be 20s.
I did a little thinking on number 1 & 2.
For number 1, the Hindered actually brings it roughly on-par for other perks in terms of distance gained. I'm too drunk to do the math right now (deepest apologies), but most Exhaust perks gain you around 4 meters of distance if you activate them right in front of the killer and you both hold W in the same direction. Current DH is the exception to the rule and gains you around 12 meters of distance, because the killer moves so slowly while doing the weapon wipe animation (and therefore cannot hold W to catch up).
With the Hindered effect your post-hit speed boost would make you travel a shorter distance during your speed boost, but the killer is still moving extremely slow during the weapon wipe. So you would gain closer to the normal amount of distance other Exhaust perks give you. 25% might be way too much, the right number is probably around 15% to 20%.
For number 2, It's actually not so different from dodging a hit in the open with old DH. Killer swings, survivor DH's, killer whiffs, survivor walks like three feet and gets hit anyway. Only difference here is that the survivor can't dodge the killer's power with DH, and Save the Best will hard counter it (so it would be worse than old DH by a mile). I still think this is an inferior option, since taking such a fun perk to use away from survivors is kind of lame.
I'm curious to hear your thoughts, as I greatly value your input.
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@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366250#Comment_3366250
Pop isn’t necessarily bad but is laughably outclassed by Pain resonance. 15% total is better than 20% current in most cases and you don’t even have to kick the gen (Plus it’s synergy with Dead man’s switch)
Yeah, I agree. Pop isn't bad, there's just a lot of better options.
I do think it's weird that people don't run it with CoB/Overcharge tho. It has decent synergy with them.
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@Reinami said:
It needs an actual downside/activation condition beyond "get injured"
The one i would propose is:
- After being injured for 40 seconds, dead hard activates, and lets you do the same stuff you currently can do. After being healed, or downed, the perk will decactivate.
This basically means that if you get hit and the killer can down you in the next 40 seconds, then you don't get use out of a dead hard. It means that it can be countered by playing well and doesn't reward the survivor unless they play well. However, it also gives the killer a chance to decide to abandon the chase so they don't have to deal with dead hard. If i hit a survivor, and haven't seen them use an exhaustion perk, i can assume they have dead hard, and if i have a hard time hitting them in the next 20-30 seconds, i can just abandon the chase and go after someone else instead of continuing to commit and risk them using dead hard.
It also is tied to "while injured for 40 seconds" rather than like a "40 seconds after being hit" so that after you get unhooked you can start increasing your timer to get dead hard, or if you want to stay injured due to a perk like "resilience" or you are running no mither for some reason.
I actually really like that!
Edit: I bet that if that got implemented, about a year later you'd see newbie killers complaining about how you can't tell if a survivor with No Mither has Dead Hard fully charged or not haha
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@Seraphor said:
- Would have been fine for the old Dead hard (was actually my go to suggestion before 6.1) Now though, it would make the perk too weak, what's the point in tanking a hit if you just guarantee another one in under 10 seconds anyway?
- Would make the perk virtually useless, see above.
- Nobody who uses Dead Hard would like this. It sounds like a good idea for a fair perk based on protection hits though, whether it's for Dead Hard or not.
I think there could be a few other options though.
- Dead Hard could have a telegraph. Not for when it's about to be used, that would make it too clunky, but a sort of tell that indicates if a survivor has Dead Hard available. It could be as simple as showing the killer if a survivor is Exhausted, or giving Dead Hard a unique running animation while injured, if it's available to be used.
- Adjust the duration of Exhaustion timers. Currently all Exhaustion perks are 40 seconds... why? Make Dead Hard a 60s Exhaustion, meanwhile, Background Player could be 20s.
What if Dead Hard made you 50% louder while injured?
Observant killers would notice that you are much louder, and have DH. Even more observant killers will notice that you have DH + Iron Will, because you are slightly quieter than normal.
It's not as good of a tell as a unique animation, but would be very easy to implement since you don't have to make new art assets.
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Running Save the Best for Last makes DH actively benefit you by giving you more stacks faster. Also largely makes DH irrelevant since you catch up so quick after a hit.
Don't need to play a specific killer, just need to run Save.
For M2 killers that can't get good value from save, maybe try a perk or add-on that makes survivors exhausted? Fearmonger is the most consistent, but Blood Echo has a niche if you are playing a killer that people stay injured against (e.g. one-shot killers).
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Main building has three strong windows, one weak window, and one or two weak pallets. About par for the course in terms of main buildings.
Everything else about the map is unchanged as far as I'm aware.
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@Doomzilla said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366220#Comment_3366220
He also put Ruin and pop in there… at all. L take.
"perk is slightly nerfed, therefore it is completely unusable garbage trash"
Try running Ruin or Pop for a few games. They are still decently strong. Ruin more so, Pop less so.
I find that Ruin is great since you can be more efficient with your time instead of stopping to kick gens all the time. Lets you tie up more chases earlier in the game, putting exponential pressure on the survivors since you are chaining downs AND the gens are regressing for free.
Pop is more questionable, but I've seen a lot of the best killers in the game run it in high stakes games and come out on top.
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Go watch some of the literal thousands upon thousands of videos people have made where they win while using bad perks or even straight up no perks. Not even against bad survivors, against strong survivors on strong maps.
Try playing without perks for a few games and see how well you do. The difference is not that big in most cases if you are playing sweaty and trying to win. In pub matches, you can just kind of do whatever and win most of your games if you know your killer.
Comp is the only time that you need meta and skill to win. Most of the time you can do fine with just skill.
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I just DC in the loading screen if I see the Skull Merchant tooltip pop up. I don't want to vs an M1 killer for 40 minutes lol
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@TigerSnake said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366218#Comment_3366218
You just put in Coulrophobia as “viable”. Opinion discarded.
It's extremely strong for slugging, and is decent for general slowdown. Seriously, try it out.
Survivors pretty much can't pick up survivors in your TR unless they are 99.9%'d with Unbreakable.
It's viable in it's niche, it's just not a perk you see most run.
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@TigerSnake said:
So you want every good regression perk to get nerfed and make every killer especially the weak ones suffer immensely? Hell to ######### no! Call of Brine and Overcharge are fine perks which are very much needed for other killers besides Skull Merchant to stand a chance. Take them away, and killer will be in a very abysmal state with no good perks period, for 3 gens or not.
Strong slowdown:
Pain Res, Corrupt Intervention, Deadlock, No Way Out
Decent slowdown:
Git of Pain, Jolt, Dead Man's Switch, Eruption, Plaything + Pentimento, Ruin, Pop Goes the Weasel
Viable but low-tier slowdown:
Coulrophobia, Sloppy Butcher, Thrill of the Hunt in a totem build, Oppression + Surveillance on a mobility killer
You have many strong options that aren't CoB or Overcharge. Stop being overdramatic.
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honestly, every day is a 50/50 at any hour. either sweaty games all day, or meme games all day.
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Holy necropost. This is almost 2 years old!
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Seriously, they don't pay that broken washing machine enough for all the work it's putting in!
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I used to run Stridor to counter old Iron Will. Then they indirectly nerfed Stridor by buffing Iron Will, and later nerfed Iron Will.
It's kind of just a feel-good perk for listening to survivors breathing on the other side of walls and such. It's not very strong, but I'm quite attatched to it.
As for the bug you are having, it's likely that some survivors are so quiet that Stridor doesn't make them that much louder. Using it against loud survivors like Bill, Jeff, and Ash is VERY noticable.
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Best SM build is to play Knight instead.
He's much better at holding 3 gens (the only thing SM is capable of doing), and he has much better chase in general due to actually having a power.
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364281#Comment_3364281
Apparently it's more killer doing their job meta that sucks. Killers should be walking clowns who only scare people but never harm anyone at all.
Killer's job is to kill people, not babysit generators.
It's the survivor's job to stare at gens half the game.
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Gen kick meta sucks.
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@Witchubtet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364126#Comment_3364126
So the Game is only Good If it’s fast and survivors only gotta loop a Killer who slows down to use their power? That’s some boring gameplay on par with Face camping.
What are you even trying to communicate to me?
I never said any of that or implied it lmfao
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@EvilSerje said:
She is not "bad for the health of the game", she is just.... nothing. No actual power, no actual appearance. Game gained nothing, and won't lose anything if she disappears for some reason. That's the most problem.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363958#Comment_3363958
I don't know how you managed to do it, I cannot place drones near half of gens, and definetely can't put them close. And there is no indication where I can put them, just walking with power button held looking when prompt appears... Plus they go on standby very fast, but you can activate only one at a time.
This killer makes the game not fun for survivor. It's too easy to loop her so it's boring, and the only thing she can realistically do to try and win stall out the game for twice or three times the length of a normal match.
She's bad for the game in the same sense that Forever Freddy and Forever Legion were bad for the game, and in the sense that Condemned Sadako and Knight are also bad for the game.
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@TigerSnake said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363969#Comment_3363969
Yeah, but this is BHVR we’re talking about. We’ll lose gen kick and get nothing in return.
That's not the point lol
There's already a lot of good slowdown perks that aren't CoB or Overcharge.
Deadlock, Corrupt Intervention, No Way Out, Pain Resonance... maybe you can make an argument for Jolt, and Plaything + Pentimento.
Point is that gen kick is extremely boring.
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@TigerSnake said:
People like you are going to be the reason we lose Call of Brine and Overcharge and I don’t like that.
Good. Gen kick meta is boring and probably one of the worst things to ever come to this game.
Bring back Pop Goes the Weasel, bring back Ruin + Undying. The games were a lot more fun, because the killer had to be chasing survivors to secure the win.
Now? You can just stand in your 3 gen for 20 minutes and take potshots until someone goes down.
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Isn't that still less than Mother-Daughter Ring speed? lmao
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362372#Comment_3362372
I was in scrim nights once, under a different name, just wanted to try it out.
Educational is a good word to use. I haven't gone back yet but I had a good time the first run through
feel free to hmu if you ever feel like making a survivor team. I have a playstation friend that is really into comp play, but it's been slow finding two more survivors.
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@Spectralfx said:
Thanks I'll try that, any recommendation for perks?
I usually play Oni, Knight and any killer with stealth mechanic, those don't feel playable atm.
I do have Bubba because I wanted his perks but never played him really.
I would suggest strong chase perks, since that is what's giving you trouble.
Spirit Fury + Enduring is an all-time classic instant chase ender. Bamboozle will help you out a lot in strong loops.
Hostage-taking survivors really like to hide, as well. Nowhere to Hide, Darkness Revealed, or any other consistently reusable aura reveal perk will help. Something like BBQ & Chili or Bitter Murmur won't help much against hostage takers since you won't be able to meet the perk's conditions for the reveal.
If flashlights are really giving you a lot of trouble, try putting on Lightborn or Franklin's if you see two or more flashlights in the lobby. Franklin's is the better all-around perk, but Lightborn is 100% consistent in protecting you since you have to have hit a survivor for them to drop their item with Franklin's.
Playing Bubba is mostly learning how to run tiles without bumping into something. He's very straightforward and easy, a very relaxing and chill killer to play.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362366#Comment_3362366
Gilded, preferably.
As an aside, I think I saw you on scrim nights, I thought you played super well!
thanks man, I actually got bodied so hard haha.
It was an educational experience. Chat and Tofu helped out a lot in telling me what I did wrong, so I'm excited to have a chance to play again.
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@Shroompy said:
cool story bro
You have truly contributed so much to this thread. You are a paragon of forum users, an avatar of engaging discussion and discourse. Would you like your plaque to be engraved, or gilded?
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@Steakdabait said:
also the lower tier of the perk will randomly give you more than 1 stack
damn, really wish I didn't P3 Twins so I could test this out lol
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This is exactly what this game needs right now. A new game mode, some kind of breath of fresh air.
The game is getting stale with two flop killers in a row and the tedium of gen kick meta. We need something... spicy.
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Firstly, DC'ing is likely making the problem MUCH worse. DC'ing lowers your MMR, and smurfing to bully new players is very popular in this game.
I would advice playing a killer that is very good at securing kills. Specifically, Bubba. Getting just one down can easily turn into a guaranteed kill via camping. So even if you are getting juiced super hard and held hostage by a bully squad, you can just Bloodlust 3 and get a down with your chainsaw and then camp that player to death.
I'm not suggesting you camp out of spite, but merely force someone to die so you can get the game to end sooner. Survivors will stop trying to hold you hostage if you kill someone.
Also record your games and report the players that do this. It is a bannable offence to hold a game hostage (e.g. playing in such a way that extends the duration of the game indefinitely).
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Here's an actually reasonable nerf:
Dead Hard makes you Hindered for the duration of your post-hit speed burst. So you get less distance for a successful DH than for a normal hit (maybe significantly less). Instead of being able to run like 10 meters after a DH speed burst, you run like 5 meters.
Perk is still viable and fun to use, just a lot weaker since it's not really extending the chase by much.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361722#Comment_3361722
Saying slinger is “really strong” is a stretch. C tier killer at best. Hold W and it’s easy wins against him.
eh, maybe I'm biased. I have like 1.5k hours on him, so he feels strong to me. I only have trouble against comp teams, which absolutely destroy me because my macro game is very bad.
Hold W really doesn't work against a good Slinger, unless you are on an indoor map and can keep LoS broken for very long periods of time. You can predict when someone is gonna leave the loop (hint: it's when you would leave the loop if you were them), and then get a cheeky shot in. If they are just holding W on edge map or something, it's not difficult to get people to accidentally juke into your shot or get stuck on a wall.
If you have good knowledge of the killer, you can pretty much land a shot at anytime if you have LoS (and sometimes when you don't). He's strong rn because the meta is finally friendly to him, when it's been very hostile to him pretty much since his release.
His synergy with STBFL lets him end chases against healthy survivors in sub 15 seconds. Kind of a big deal when most chases are expected to last around 45 seconds.
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I'd like Slinger to get an add-on pass. He has like six good add-ons and two mediocre add-ons, four of which are just better/worse versions of each other (two reload and two stun), and Iri Coin and Prison Chain. Many other add-ons are both redundant and useless.
He has four add-ons that do functionally nothing. ADS movement speed and reeling speed. The bonuses are so small that they do functionally nothing. One add-on for +5% ADS movement speed and one add-on for +15% reeling speed would be fine.
He has three gimmicky stealth add-ons that are largely unusable, two that do virtually nothing without Monitor & Abuse and one that makes him undetectable for a very short time that only procs at a time when you can't capitalize on the stealth. Whiskey should make you undetectable after being in ADS for a few seconds and make you walk slower in ADS, and Marshall Badge and Hellshire Iron should just both do something different.
He has two mangled add-ons, when he should really only have one that covers both cases. He also has two mending time add-ons, when he doesn't benefit much from deep wounding survivors and then leaving them to mend. The mangled add-ons should be combined, but the mending add-ons are prolly fine as is even tho they aren't that good.
And he has one meme add-on, which is fine since it's a meme add-on. I'd prefer if it was more gimmicky and made you change how you play, like that one brown plague add-on.
His brown missed shot add-on and brown reload speed add-on could be made basekit and it wouldn't make him much stronger, just more comfy to play.
That's about all I got. I made an add-on pass for him sometime ago, I pretty much said all the same things.
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It's pretty boring. The killer comes around a corner and you get hit with no warning and you're just like "oh, okay." Then you hold W and he can never catch up, forcing him to go hit someone else while you heal back up.
Killer never gets a down, game ends really fast because there is just no pressure to speak of.
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Slinger is still really strong. Like, REALLY strong. He's just a lot more difficult since you can't look at people and instantly injure them lol
Instead you have to actually go for mind games and win them, or go for unpredictable shots over, around, and through objects. He's probably one of the most fun and interactive killers, imo. He's more like Nurse than he is like Huntress. Huntress is mostly aim skill, and Slinger is constant mind games with some hold W (which he also has to mind game lol)
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honestly, yeah. This game is really obnoxious on console
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if you think someone has auto dead hard, miss your swing purpose when you obviously won't hit. They will dead hard 100% of the time, because the script forces them to dead hard when you M1 while near them.
A legit player will realize you aren't close enough to land a hit with a non-lunge, and will not dead hard (but a jumpy player might panic dead hard anyway).
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357330#Comment_3357330
I've put 3K hours into TF2 and probably a similar amount into CoD. 2K into Overwatch and Siege.
I've never been called the amount of slurs I have in DBD.
I've never had a streamer witch hunt me in any other game.
I've never had people DDoS me repeatedly outside of DBD.
I've never had people put me on a list and make a group specifically made to boot me off outside of DBD.
I've never met people who are so genuinely toxic ALL THE TIME outside of DBD.
It's not all bad. For all the bad, there are some real gems in the community and I'm lucky to have met them.
That just blows my mind. Not saying you're making things up, I'm just astounded that our experiences are so wildly different.
I would get targeted/blacklisted in Halo for getting top score too often (I would get DDoS'd and kicked from the lobby often if people recognized me), and in a couple small games where I became known as a tryhard. So I know what it's like.
A lot of the toxic people in DbD are definitely full-time psychos tho. I've been in a lot of different circles in the many years I've been playing this game, and there's people that will completely lose their mind and call you evil if they find out you play a killer they don't like. Or just a casual conversation quickly devolves into some unhinged nonsensical rant or how they are in love with a fictional character.
I just chalk it up to "adult sized children" and move on. DbD is an absolutely massive game, consistently top 30 on Steam. Games with big playerbases will naturally have lots of insane people just due to the sheer number of people playing.
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It really hurts my ears. At least you can still slap people on hook to stop them from screaming.