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BenihimeWrath

BenihimeWrath

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BenihimeWrath
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  • I would suggest just saving BP from the challenges where you can and holding it for later down the line when there is a killer/survivor you want to level up. I believe there is a pinned discussion in the general discussions that has that information for the 4th chapter.

  • @johndeen33 said:

    https://forum.deadbydaylight.com/en/discussion/263952/gens-feel-really-faster-now

    If every survivor was on a gen from the beginning of the match without 0 interceptions from the killer it would take 3 minutes to finish all of them. (Not taking into count finding gens and running to new ones). If you manage to get ONLY 1 HOOK in 3 minutes then I'm sorry to tell you but it's most likely your fault that the games are ending quickly.

    I think your math might be mistaken. It takes 80 seconds for a generator to be completed solo from 0 to 100%. If 3 people are on 3 different generators, that means it takes 80 seconds to pop 3 generators. So I'm not sure where you are getting 3 minutes, because 80 seconds is not even a single minute and a half.

  • They couldn't do this, for multiple reasons. Mostly for balance purposes. Could you imagine a huntress with monitor and abuse/infectious fright with a standard 40 meter terror radius? (32 base + 8 from M&A). Furthermore, you may want to check if after the match to see if trickster is also running M&A because trickster's base terror radius is only 24m, minus the 8 while not being in chase, thats only 16m. He'll basically be on top of you before you notice, which sounds like what is happening to me.

  • @joeyjordisonsnipples said:

    killers have no right to complain about survivors gen rushing when they tunnel through decisive, bt, and protection hits. Some killers even just say get better at the game, with this being said, killers should be good enough to go after good survivors or charge through strong loops. killers should get better.

    There is no single action, perk, or game plan more effective than immediately tunneling 1 survivor to death as early as possible in order to control gen speeds. The only remotely effective gen defense perks are ruin, and corrupt intervention. All others are so worthless you might as well use perks to end the 1v1 faster/more efficiently than bother using them.

    So really, killers acting the way they do is a product of gen speeds, not the other way around as you are trying to suggest.

  • Just be good enough at looping that the killer doesn't chase you. As a killer the way to winning isn't by 1v1'ing the strongest survivor on the team, its by removing the weakest link. Which I presume is why you are specifically being tunneled, the killer has judged you to be adequately below them in skill enough to be targeted out of the game.

    If you are having problems with this I would suggest Kate's Windows of Opportunity which will give you 1) Beginner levels of map sense and understanding of pallet/window spawn locations. 2) Intermediate levels of chaining structures/pallets/windows together. and 3) At high skill levels it allows you to know what resources are left when playing solo queue.

    When I play survivor solo I actually run a build of Bond, Windows, Alert, and Detective's Hunch. All the information allows you to make the correct choice at the correct moment, relieving the need for second chance perks entirely. Although, lowkey, Borrowed Time is super nice and sometimes I sub out Detective's for it if you like going for the super safe unhooks.

  • I've had a lot of games lately where I'll load into the map and maybe 20-25 seconds in a generator will pop tinkerer. Its enormously discouraging, now I just d/c if 2 generators pop with no hooks. I might as well just take the 5 minute break instead of trying to finish out the match.

  • As a killer main I've learned that showing survivors mercy is not kindness. They don't want your mercy, they want you to be a piece of crap. That way they can feel justified being crappy back at you.

  • Hilariously I just accidentally used lightborn because it was on my billy when I went to get his crown. I had a survivor D/C when they couldn't blind me.

  • Corrupt intervention should definitely be base kit.

  • Survivors certainly aren't doing themselves any favors. I think I have had probably 6 survivors with good sportsmanship in the 4 days the event has been live.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2333012#Comment_2333012

    The weirdest one to me was when we had 4 cakes up and they just gen rushed me and bolted for exit gates a$ap. Like... I felt a little blue balled. Luckily I get more cakes than they do, or my disappointment would have lasted longer than 30 seconds.

    I've had multiple games of 5 cakes up with less than 6k points because of the masterful hold W simulator so far ahead that neither of us was getting anything out of the chasing. It is honestly such a ball ache.

  • Survivors are exceptionally terrible right now. All I get is toxic tbagging/clicking and all of them expecting to be able to farm off of me without me getting any hooks or anything out of it. I can't tell you the amount of survivors that just leave when I'm trying to get deviousness points at the gate, even though they'll sit there and WAIT until EGC ends if I don't come chase them out because they are all apparently time wasting scumbags of the highest order.

  • Personally I'm farming a lot during this event (killer main), just because it means a lot less hours played overall to be in the same spot I want to be. I just dropped 7 million BP on demo to get BBQ as my literal last perk. So far, this event, the only survivors I've really cared to kill were a group that popped a generator in my face with my STBFL Demo and I just felt like they needed to appreciate the lesson. I've only really accidentally killed survivors by miscounting hooks, or not noticing that their team let them get to second stage. The smallest group of survivors I've killed was because they wanted me to, I presume so they could go on to the next game because, like you, they didn't want to farm. Perhaps this killer was doing the same for you, I don't want to just assume.

    I think a lot of players attribute things to malice that just aren't. I think you need to realize that people don't like to grind, and will do what they can to ease it, like farming.

  • In case anyone was curious, BBQ and chili ended up being literally the very last perk I unlocked on Demogorgon. 7 million bloodpoints.

  • @Dino7281 said:

    Yeah, I agree it is annoying when you have lot of perks. I had to use 5 million on Nemesis, but if anything like that would be implemented, it should depend on number of perks you have rather than fixed rumber, so players with less perks can't just choose what they will get next.

    I genuinely would not care if someone with fewer perks was able to specifically target 1 perk to get because they don't even have 50 total yet. It basically suggests they would get that 1 perk anyway on the way to leveling X killer to 50 since there are so few to begin with. That just means, to me, they can make whatever build they want and it will increase play engagement to the point where they grow their account into needing the blacklist with such a high cap of blocked perks.

  • Honestly I've mostly played killer the 2 days the event has been active, so far literally every game has been an absolute waste of a cake for me. Gens done in 4 minutes, everyone out, routine as clockwork. Most abysmal experience I've ever had playing DBD. Most games I can't even fully stack BBQ before everyone is gone.

  • To be honest not only should they not implement this, but they should actually shift some of Ghostface's addon power into his base kit, particularly the cooldown addons.

  • Honestly I wish survivors would chill out, I wanna farm so bad but it seems like all the survivors on are edge because of the last few weeks.

  • I think that all 4 survivors should spawn on the exit gate farthest away from the killer.

  • I agree, survivors won't farm with me at all. This event is completely ruined.

  • Where are all these games in which survivors d/c? I've been playing killer all day and have not had a single one.

  • And remove one of the few avenues that survivors have in order to express their skill? I don't think so.

  • Brighten it like the PS4 version? Excuse me what? I play on the PS4 and I can literally stare at dark corners of the map, looking straight at a survivor, and not be able to see them at all because they are the exact same shade as the stupid corner.

  • I wish there was a way to more actively use the zombies as an ambush tool besides them luckily being in the exact same region of the map you and a survivor are in for some cheeky surprise plays. The problem with that is the intensely high possibility of proxy camping using the zombies, so zombies would have to be programmed to actively move away from occupied hooks in order to add something like this, most likely.

  • So recently I was facing this Billy on Hawkins, he had devour hope and was able to get it to 5 stacks while concealing devour hope. Without even knowing what it was, I ended up breaking it so he slugged me, no hooks on me at this point, until I was almost dead(as in if he waited a few more seconds I would have bled out). Killing the rest of my team, and then popping me on the hook for the one hook. And the whole time I couldn't stop laughing because of how much energy this dude was spending being mad at me over a game. Like, if a killer slugs you then just get up and refill your drink, or go to the bathroom.

    You win by not letting it get to you.

  • @Clevite said:

    No no no....nothing basekit. Except cypress mori.

    No free kindred, no free ruin, no free Corrupt.

    The chess match is in synchronizing a build with your skill and playstyle.

    Heres a real hot take for you. I think BBQ, Ruin, and the BP part of we're gonna live forever should just be baseline.

    • Double bloodpoints for everyone for obvious reasons, rewarding killers for spreading their attention to all survivors baseline, and encouraging altruistic playstyles baseline.


    • Baseline aura reading as a built in anti-camping mechanic that gives new avenues for survivor perks to interact with a killer while simultaneously increasing the skill cap of killer by allowing them to identify perks based on when they can see auras, reduce aura exposure to 3 seconds and allow perks to block it innately. Baseline range of activation reduced to 32 meters.
    • For example Distortion will always block it, but it will not consume any tokens. Other perks could be Repressed Alliance, blocking your aura when a generator you've blocked is active. Left Behind/Sole Survivor blocking your aura when you are the last survivor. Empathy, For The People, Babysitter blocking the aura when near teammates. Self-care, Bite the Bullet blocking your aura while healing. (Keep in mind this would only be for the BBQ-esque auras, all other killer perks would work as intended.) Giving windows for survivor skill that more easily fit into their perk choices consistently throughout the match. OoO would prevent any perks from blocking their aura no matter what. (Again, only for the BBQ-esque auras.)


    • Ruin with no hex totem baseline to provide a small cushion of gen defense and also reward the killer for generating pressure, thereby reducing the necessity of such perks, passively buffing other perks. Encouraging build diversity. Tune remaining gen defense perks down to be more reasonably in line, reducing their overall feeling of oppression.
    • Passively reduces the compulsion to tunnel/camp/slug gratuitously as each second of pressure on a survivor is now much more valuable than previously, reducing the need to actively suppress nearly the entire team for effective gen pressure at any given moment. Simultaneously increasing the weight of every decision a survivor makes while repairing generators, making the objective more engaging overall.
    • Remove kick as baseline ability, have it be unique to those perks that require breaking a generator.


    And before anyone comes in here with an ad absurdum argument of "Well then people are just gonna stack 4 defense perks or 4 tracking perks on top of X/Y". Yeah, obviously some people are going to do that, but that shouldn't cause other, more healthy avenues of gameplay to be shut down just for the fringe minority of cases.

    Also if you want to talk about chess, you should probably consider that there are 69,352,859,712,417 possible games to be played after just 5 moves. And chess is an infinitely more simple, and balanced game compared to DBD.

  • Most of the times I get messages from people its because of something I did as a killer, and normally for behavior I had to do for a rift challenge.

  • The irony is that dead hard can be used to dodge things like infectious fright screams or doctor's static blast because of the I-frames but survivors only use it for distance.

  • To be fair, I don't know how a perk like this is allowed to exist with how garbage totem spawns are to begin with. Survivors like to say that they'd be running all over the map, but don't seem to realize that its going to give mathematically a shorter distance with each cleanse like an inverse dejavu. And thats before you even start pairing the perk with things like inner strength or MoM to become a protection hit god.

  • I'm not sure what there is to complain about to be honest. Wraiths power is meant to negate a survivors ability to hold W against him in the first place, so IF you get lightburned by a firecracker or flashbang his power is literally the counter to their counter.

    This is before you consider the fact that the stun/blind of both flashbangs and firecrackers are just... silly. I can't tell you how many people have tried to flashbang save against me and just end up giving me tinnitus. So far I think the only successful use of it against me was when 2 survivors were pressuring a gen at the base of a hill hook and even then I traded the Leon that dropped it for the Jill on my shoulder.

    Also the match you are talking about just clearly displays how low of a tier the Wraith actually is. The team was upset that True had gotten A SINGLE KILL as wraith. It also displays how survivor sided the game really is when 4 competent survivors play together, and the reason its so in favor of survivor is because most of them are potatoes that add up to roughly one decent opponent on average.

    If you watched Dowsey's commentary of the match, he even makes a point at the end that Oracle was playing by tournament rules. That means things like all unique survivor models, and maximum 2 count for a perk on the whole team, even though Oracle only ran 2 BT, leaving a total of 15 unique perks used. So they, the survivors, weren't even in their 'most powerful form' so to speak.

  • Honestly I think the most hilarious part of this is that old Undying was supposed to be the band aid solution for these terrible spawns, and they nerfed Undying before fixing them. You can clearly tell where BHVR's bread is buttered.

  • @Chagi said:

    Yeah, i agree, this game is broken indeed, cool kids bragging on a forum how skillfull they are but when the good teams hit em with the ol' razzle dazzle they start to smash their keyboards/controllers XD

    I agree the game is so survivor sided in order to compensate for the fact that 3/4 or 4/4 survivors are potatoes that when 4 actually competent survivors get into the game together that its nearly impossible for anything a good killer to do. Thankfully most tournament teams are scrimming and aren't among the general populace for the most part. Unironically most of us can say its an experience issue because we remember being at that point in the difficulty curve. Ultimately at the end of the day you don't need all the experience in the world, you need more experience than the team you are against.

  • This might come as a shock to you, but some of us play the game just because we think its fun and we don't need any skinner boxes to keep us playing. Furthermore the 'grind' as you call it only punishes the people that play the most hours in the game in the first place. As the more you play, the more perks you have unlocked and the longer the 'grind' becomes. I've literally just gone 3 million dry back to back to back on myers for infectious fright, BBQ on nemesis, and ruin for blight. Thats 9 million blood points for nothing but 3 perks, which is absolutely insane.

  • @STARS_truck said:

    https://forum.deadbydaylight.com/en/discussion/comment/2303465#Comment_2303465

    Eruption is also not guaranteed. If the gen is completed while you're in a chase that's tough luck.

    I mean, okay but you could also say the same thing about Surge as well?

  • Eruption also has no range of effect either and cannot be stopped by any interaction from a survivor besides just not going down, Surge is only 32m which in some maps might not even touch a generator if a survivor is smart enough.

    Honestly this is more of an argument that Eruption should be stronger for having to kick so many generators before you get any amount of payoff whatsoever.

  • In terms of survivor formations, the most common is the 3|1 spawn, followed by the 4|0 spawn, then 2|2 and lastly the fabled 1|1|1|1 spawn. More commonly what happens is that survivors with enough hours in the game realize the spawn they are in, and then rotate around the map quickly to find the next gen spawn. This leads to newer killers to mistake the survivor spawn to be less favorable to them than it actually was.

    As a rank 12 killer you probably have not even yet mastered looping around all the tiles in every map, let alone any mind games that you may be employing at the moment. Unfortunately, the learning curve for killer is very sharp, the burden to entry to the role in general is very high. Conversely, this is why killer powers are often very simple to pick up.

    There is no substitute for practice when it comes to DBD. I would suggest maybe making some friends through the survivor side and try to get them to scrim with you so you can gain experience in an environment with less pressure.

  • But if they make other generator defense perks viable how will survivors cleanse ruin in the first 10 seconds of every match?

  • Its pretty simple, when the wraith is uncloaking he only moves at 1.6 m/s, or if my math is right only 40% of a survivors default run speed. During this time is when you are supposed to gain distance from him which is what the lunge is supposed to compensate for so its not impossible for Wraith to hit someone. Wraith's have to get very close to you as well to successfully hit out of stealth, so you should be able to see the shimmer of him as he moves if you are keeping your head on a swivel. (Within 20 meters of yourself of course.)

    With that said, it sounds like the Wraith was playing correctly. Wraith's power is meant to diminish a survivors ability to just hold W against him. So after getting a hit he is supposed to cloak back up to recover distance quickly. So if you are just holding W against him, you will go down quickly. You need to find a loop which cannot help him with his constant cloaking and uncloaking. Jungle gyms in particular are effective structures. A Wraith that is constantly cloaking is not gaining bloodlust, as becoming stealthed immediately drops chase.

    I think you just need more practice with the buffed Wraith as they've significantly shifted power from his addons into his base kit, which probably makes the transition feel jarring, but in the end its healthier for the game that killers are less dependent on their addons.

  • Devs, please just add the ability to downgrade the graphics that are on PC to the consoles. I'm getting tired of staring straight at a survivor but the shadows are so dark they are the exact same shade as the stupid wall.

  • You... You know you can run him into literally anything on the map and cause him to tantrum right? Like all of these people are saying to use windows and junk, but in reality the true counter to Bubba is tight looping. Bubba, like a other of other killers, is meant to be good at 'contesting' that is to say, threatening multiple survivors at once. Other killers that are good at contesting are ones like Oni, Hag or Huntress. This is not the same as being good in the 1v1 chase, even though they appear similar.

    If you, as a player, decide not to deal with the contesting power of a killer then that is your prerogative to adapt your playstyle. Ultimately its your entitlement, believing that you are OWED the ability to save all your teammates that causes you to be upset about this. The unfortunate matter is that in the scenario you described there is no other objective to defend but the hook.

    Furthermore, your argument about the one button goes to the ad absurdum as nearly every power in the game takes management by 1 button to deal with it, and comparatively everything that survivors do only takes one button. So by your own logic, everything survivors can do should be nerfed because it only takes 1 button to do it.

  • Considering the current baseline generator repair vs regression dynamic with regression speed being 1/4th the speed of repairing a generator I believe adding a 2.5% lost progression on damaging a generator baseline is appropriate. 2.5% being 1/4th the amount of progress lost when a survivor misses a skill check. As a generator takes 80 seconds to be repaired that means each second spent repairs 1.25% of a generator, thus it takes just 2 seconds to undo the lost progress which forces survivors to go even in the time commitment with killers. (Before modifiers. e.g. Brutal strength, multiple survivors repairing, toolbox) I believe this change will slow generators down passively, disrupt gen tapping in an interactive way by opening survivors up to punishment which also opens up pathways for skill expression by survivors in response to it. While also meant to make the baseline kick more situationally worth using depending on the flow of the match, but not necessarily so strong as to always be the right choice.

    Alternatively Ruin could be baseline:

    • Ruin with no hex totem baseline to provide a small cushion of gen defense and also reward the killer for generating pressure, thereby reducing the necessity of such perks, passively buffing other perks. Encouraging build diversity. Tune remaining gen defense perks down to be more reasonably in line, reducing their overall feeling of oppression.
    • Passively reduces the compulsion to tunnel/camp/slug gratuitously as each second of pressure on a survivor is now much more valuable than previously, reducing the need to actively suppress nearly the entire team for effective gen pressure at any given moment. Simultaneously increasing the weight of every decision a survivor makes while repairing generators, making the objective more engaging overall.
    • Remove kick as baseline ability, have it be unique to those perks that require breaking a generator.
  • Yeah I've noticed this problem ever since the new content patch dropped that grabs have been super buggy and most of the time I'll be caught in the middle of one when survivors just run away. Its really disgusting not being able to punish survivors greeding generators/unhooks in my face.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2292164#Comment_2292164

    Nothing. Killers will have to suck it up as long as they're unwilling to let go of camping as a potential strat, because anything implemented to slow down gen speeds will make camping more effective.

    I guess survivors will just have to suck up being camped and tunneled in that case. The positions are symbiotic and the moment one side starts to inflict trolling or nonsense on another, the other feels vindicated to do the same, creating a vicious cycle. Ultimately the problem is that gens are finished too quickly. I performed an experiment with discordance, tinkerer this weekend to see how much survivors can complete before the first down and the time it takes for 4 gens to have popped/be ready to pop is only about 3~ minutes into the match. How do you expect competitive human beings to resolve this sort of math? Thats right, they'll immediately employ any tactic available to them in their attempt to win.

    Something also to consider, which it seems nobody else is, is that there would be only 4 generators to be completed with only 3 survivors, as that is how the game scaling goes. That means 50% of generators can pop before the first hook, and if the unhooker is safe enough then 75% of generators can be completed before 2nd hook, if not 100% because the first person unhooked immediately gets on a gen still injured. (A behavior that often happens, at least once a match I'll say.)

  • Part of the problem with the alien franchise is that the video game publishing rights belong to Sega, and if you wanted outfits and things for ripley then they'd have negotiate a second deal with disney because the alien franchise is owned by marvel studios. With both of these things considered, unfortunately an alien license is probably unlikely to happen.

  • It costs between 40 and 80k depending on your entity luck cutting off parts of the web. So I would say somewhere between 800k and 1.6m. Also if you are fishing for a specific perk, its been my experience that its better to buy all the level 1 perks than to just ignore them. For some reason as soon as the bloodweb shows you a perk it seemingly refuses to reroll if you skip to the next one.

  • I would say killer morale is not that much higher. In an experiment, I've been using discordance, tinkerer just to track how often survivors end up together on gens and how quickly they finish generators. The average time it takes for 4 generators to be ready to pop/have popped is about 3~ minutes into the game. I presume this is where the sharp increase of tunneling and camping has come from, all other avenues of 'normal' gameplay become swiftly shutdown when generators are going off that fast.

    In general I think both sides need to be more considerate of the others fun, as the two roles are symbiotic ultimately.

  • You do realize that nothing would change even if you removed this notification right? Killers would just stare at the survivor states until the unhook happens and then come right back anyway. It would be better to learn how to unhook safely, or use perks like BT to discourage tunneling.

  • I think they just need to remove the sprint burst from the infection hits, because all that does is actively discourage you from using his power in the early game and instead pushes you to play as man with raw fists to get any semblance of map pressure going. After that I would say he would be fine, assuming they tighten up the programming for the loops hes 'supposed' to hit over, but overall the rules of his power seem to be vague at best thus far. I can already see the youtube videos about which loops nemesis can hit over coming.

  • @OtakaChan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2288041#Comment_2288041

    Maybe they need to reduce the number of survivors in a match then. All I hear is how fast gens go. Make it 3v1 then and there's no more terrible snowball effect honestly. Games would last a bit longer then and people could earn more bloodpoints.

    I don't think thats the solution, I think the solution is to give survivors a genuine secondary objective. Some have suggested the mechanics from friday the 13th and other games where you have to gather the resources necessary to fix/fuel the generators. Others have suggested things like giving killers a dedicated hex perk slot, and now that one hex uses all dull totems in the game and just gets weaker with each one broken. Currently the only objective is to survive, by any means necessary and unfortunately that sort of objective doesn't encourage a lot of teamwork exactly.

  • Please do the math with me now. If a survivor is not dead when there are 3 generators left, then its highly likely that the survivors will snowball out of control barring any major throws from the survivor team. However, a killer is expected to lose 1, 2 or MAYBE even 3 generators for their first down if they are (bad)/new/unlucky/have an enormous map. The most immediately vulnerable survivor is the one that was just unhooked as they are already injured, and already down one hook state. Borrowed time alleviates this problem, and I suspect it will become 4 man meta soon because of the problems you are describing. Ultimately the issue is that competitive human beings have to resolve this math, and the important thing to remember is that they are not against you, they are for themselves. At the moment it is THE MOST effective way to manage generator speeds, way more effective than any perk or killer power that exists, and thats the unfortunate reality.

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