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BenihimeWrath

BenihimeWrath

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BenihimeWrath
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  • I literally just don't kill survivors anymore. People will call it smurfing, but thats only with the understanding I'm doing it to win, which since all survivors escape it means I, in fact, lose every game.

    I just go for 8 hooks and get maximum irritated with survivors that just let their teammates die on hook.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/302083/coup-de-grace-and-dead-hard

    Imagine the meltdown if bloodlust affect survs and doesn’t affect killers.

    K cool, wasn't even talking about bloodlust, survivor main.

  • Just to clarify, did they bring Haddonfield, or did they just get Haddonfield?

    If they just got Haddonfield then thats whatever, also I'm not sure why they are playing that comp style as a streamer (running extremely early, playing intensely safe) since that stuff does not make for really entertaining gameplay unless I'm missing something?

    But if we are comparing apples to apples, you did the killer version of playing comp style. Strong patrol, proxy camping.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2718976#Comment_2718976

    What, if you just never ever run and Dead Hard every time you can for no reason? Sure.

    We'll say realistically each survivor would only dead hard maybe 5 times, thats still 20 dead hards a match, but killers only get 5 slightly longer lunges. This is why I said the bug awhile ago is more comparable.

  • @Grandpa_Crack_Pipe said:

    How many times does someone Dead Hard a game?

    Theoretically, in a devs perfect match of 10 minutes~, each survivor will have been able to use dead hard 15 times each. 600s/40s.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2718386#Comment_2718386

    I think deliverance could be a bit more consistent, since you just need to get a hook rescue before getting hooked yourself. It would definitely be similar to flip flop+power struggle, but even that isn’t terribly strong; both perks are kind of underwhelming, and I wish they’d buff both of them so they could stand up for themselves.

    Unfortunately there will be times where you get hooked before you can get an unhook and then its just a dead perk. I would say its consistency scales with the skill of the user. It would be nice if perks were more powerful in general, but the devs seem to be focused on needing multiple perks to accomplish one specific thing really well.

  • But how else will devs add infinites and god loops in for their precious survivors without breakable walls?

  • Sounds good, but doesn't work well

    In practice it turns into a perk that forces people to cleanse, like thanatophobia.

    You could try combining it with fearmonger to make the exhaustion more punishing?

  • If you have headphones, then spirit. If not, then clown. Never buy twins unless you also buy the funeral veil head cosmetic.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2718355#Comment_2718355

    I like that idea too, but it seems so underwhelming; incredibly situational, don't you think?

    Well I mean, no less situational than deliverance right? Seems like it would be a similar combination to flip flop + power struggle.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2718334#Comment_2718334

    Well, you have earned the kobe and DS is just there. Getting to that point when everybody's dead is the same as getting to the point when everybody's alive, so I don't see necessarily why it being at the end is the problem--sounds more like a critique of slugging out DS, to me

    Honestly if it were me I would have just added a perk that gave you endurance when being unhooked. (Like self BT.)

  • When you are the last survivor the first and second hook stages are bypassed entirely. This is because when you COULD kobe as the last survivor, all it led to was getting downed and slugged for 60 seconds to wait out DS. (Or until you bleed out for the audacity.) The only reason you physically see them is because the animations still have to resolve in order despite the hook stages being 'complete'.

  • Well to put it in simple maths. There are 40.4 stalk points in each game, evenly divided amongst the survivors. So that means each survivor is worth 10.1 'stalk'. It takes Myers 5 stalk points to ascend to the next tier. So normally this means a myers, assuming full stalk, will get about 7 tier 3s over the course of an entire match. (5 for tier 1-2, then 35 remaining for 2-3.) However with the full tombstone AND fragrant tuft of hair adds 400% stalk to reach tier 3. That means in order to get to tier 3 you must consume roughly 30 stalk points, 5 for tier 1-2 and then 25 for tier 2 to 3. So a myers must stalk roughly 74% of all points in the match in order to get the instant kill, perma tier 3.

    Tombstone piece on the other hand only increases the stalk required to get to tier 3 by 150%, however this is permanent. So for every tier 2 to 3 that a tombstone piece gets, it costs roughly 12.5 stalk. Just barely enough stalk for 3 tier 3s, and once the myers uses the tombstone piece it automatically consumes 10 stalk (or drops myers down to empty tier 2, whichever is accomplished first.) The drawback of the Piece can also never be overwritten by the fragrant tuft of hair, it will always consume 10 stalk.

  • If it was truly a hacker then it probably doesn't matter, as I've heard of hackers being able to change their console of connection to whatever necessary in order to get into games or to snipe. So for all you know he could have bought it from good ol' steam and was just slapping the globe on his name to blame it on lag or whatever other things that subtle hackers blame their visible hacks on.

  • As far as I know, its not considered griefing because there is a knowable, terminable end to it. That is to say, the 4 minute bleed out timer. (Likely less than 4 minutes after a whole game at least.) Its not like you found someone hiding in a corner and then just body blocked them forever.

  • If a nurse is using all gen defense perks then thats a nurse thats insecure in their play. That means they are probably still learning. Should take that with a grain of salt, tbh.

  • You aren't good at the game just because you hold W and comp drop every pallet.

  • I don't even bother using an exhaustion perk most games. My basic build is WoO, IW, BT, and SC. The only time I even think about DH is when I think "Man if I had DH right there I would have made it" which usually lets me know I messed up there somehow. Either by greeding, making a poor read, not taking distance etc.

  • After the mori nerf I would be fine if the ebony was made a Very Rare offering instead. Like at best it saves the time it takes to walk to a hook x3.

  • I'm pretty convinced that anybody who says she is bad now just doesn't own headphones.

    Or how to mind game with the whoosh noises.

  • Theoretically propagating attacks like PH's Punishment of the Damned would be a good counter against dead hard, that is if dead hard was working intentionally and wasn't giving survivors free damage immunity post I-frames.

  • @TheMadCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714175#Comment_2714175

    If you don't take the game "seriously", why do you care that much about grades?

    Also, I don't think doing your best to win and having fun are so different. I do my best to win and I have fun doing it. I don't like the argument "casual = fun, serious = unfun". I'm serious when I play, even if I always appreciate some laugh (like that moment the Killer and I stared at the Gates because of Bloodwarden, and we waited the timer to be out for me to die while Bloodwarden was still active).

    Being serious doesn't mean I bully. I'm not sweaty. If I see the gens are flying and the Killer has only a couple hooks, I find a new objective like cleansing all totems, opening chesties, running around to visit the map...

    Please, stop telling having fun is not compatible with being serious. I respect the way you want to have fun tho, if playing in a more casual way is fun for you, I encourage you to do so. We should play the way we want as long as we respect the ToS (and each others IMO, but some players like to bully no matter what).

    Because 250k BP adds up pretty quickly when you need 10 trillion BP every new killer/survivor. If playing your best to win is your way of having fun then thats fine. But I don't really care about winning in DBD, its not very often that a win is 'satisfying' to me as a killer. Simply because what usually happens is MMR ######### the survivors so there is 1 very weak link on the team and a lot of times they'll get their 2 hooks super early on into a match and if I wasn't pulling my punches that survivor would probably die with something like 3-7k BP. In truth being 'serious' is incompatible with how I have fun with the game, and thats just my truth.

    @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714024#Comment_2714024

    I mean, I don't know many people who go out of their way to get killed every single game they play

    Well actually... If a killer doesn't hook me I'll just stay until I die of EGC. I don't want MMR as a survivor either.

    @Myla said:

    I don't know about you but it's hard to double pip as a Survivor. You basically have to be interacting with the killer and doing every objective as far as I'm aware. That could be entirely random when sometimes Matches could end before 8 minutes or you get chased the entire game things like that are multiple variables.

    As a Killer if you're competent it should be reliably easy to snag a pip or double pip more consistently than survivor.

    Perhaps I don't mind doing all the objectives, but I've found it to be incredibly easy to pip as survivor, even when playing solo. I've been an iri 1 survivor all the last 4 months by just casually playing and as per my comment just above, I never allow myself to escape ever either. As far as pipping when it comes to being a killer, under these circumstances I find the pips to be very slow, but at a certain point I just end up going back and forth on pips, usually around gold 2 or 1. If I was actually killing survivors it would be a different story, you can basically face camp pips to iri 1.

  • I ran into an interesting SWF that was running 4 No Mither, 4 Soul Guard, 4 Unbreakable, with the last perk being different. Exponential/Dead hard/Saboteur/DS

    It was a lot of fun farming and meme'ing with them tbh.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2713959#Comment_2713959

    Doesn’t sound to me like I’m the one taking the game too seriously.

    I changed the way I play precisely because I didn't care to take the game seriously. If I took the game seriously I wouldn't care about sweating because winning would be all that matters but I would prefer to have fun. The pocket of survivors I find myself in seems to be good players that don't care about escaping. So essentially we are playing the same playstyle, casual, but only I, as the killer, am being punished for it.

  • If you are good at getting unique hooks, then plaything. If not, then dead lock.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714021#Comment_2714021

    I dont even get your "argument". If you dont know what to say as a response, better say nothing instead of making up nonsense.

    Imagine if survivors couldn't pip past gold unless they escaped. The whole community would have a meltdown.

  • @Aven_Fallen said:

    So your Job is to kill Survivors. You are not doing it on purpose, because you want to face weaker players instead of players which are somewhat on your skill level. And then you complain about not getting Pips when you are not doing what you should do.

    Riiiight... I mean, play as you like, but dont complain if you dont get the rewards if you do nothing to earn those rewards.

    In normal gameplay, I would even say it is easier to pip as Killer. I get more Double-Pips and Blackpips as Killer compared to Survivor.

    I bet you are the kind of survivor that comments on face camping threads and says they'd rather face a killer that face camps instead of farming.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/301629/if-grades-are

    What i don't understand is that you say this to shroompy

    "I do my part just fine, I get 8 hooks most games which is often many more than I see other killers complaining about on these forums, as well have nice long chases, lots of injures and power usage"

    And then you say this to Dugman

    "First of all, I'm 'throwing' to not face super sweaty sweat squads so I can actually enjoy playing a game."

    By your first reply you have an easy time the way I'm reading it, but then you talk like you face so many sweaty squads.

    To me this sounds more that you are intentionally throwing just to bully survivors a lot if you ask me.

    If you want to pip then you need to kill simple as that, and going of at your first reply, that should not be a problem at all.

    Its because I did face a lot of sweaty squads for the first 2 months that I played normally. The last couple months I've been playing in the way I described. Even now at my supposedly 'low' MMR I face SWFs quite often, who aren't necessarily sweaty but are still good players. Theres not as much bullying going on as people seem to think, not all good survivors care about escaping and they aren't punished for that.

    I think the thing everyone forgets is that new players don't start at 0 MMR, they start at 1100 MMR, assuming my MMR is 0 from not killing any survivors for 2 months straight a high MMR killer is vastly more likely to get new players to bully than me. 0 vs 1100 vs 1900 MMR.

    I'm not sure how this derailed into talking about my playstyle when the point is that this is probably affecting a lot newer/less experienced killers and that the systems that engage players should be just that, more engaging and rewarding.

  • @dugman said:

    I’m not sure why you’re expecting sympathy when you’re saying you throw games so you can go against lower rated players.

    First of all, I'm 'throwing' to not face super sweaty sweat squads so I can actually enjoy playing a game. Get over yourself its not that serious.

    Secondly, just because I'm doing it intentionally doesn't mean it doesn't happen to killers who are still trying their best. So I ask again, why does a killers objective hurt their pipping so much more?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/301629/if-grades-are

    I’ve had afk killer matches. Done a 2 or 3 gens, bones, chests, left and no pip. Where as, matches where I get a gen done, had a couple of chases, maybe saved someone from hook but ultimately died and pipped.

    TBH, I actually like that, in the latter I actually feel like I’ve accomplished something even if I do die. I see it as teamwork, so even if only one person escapes (and it’s not me) I feel I’ve played my part.

    This isn't really a thread to disparage that its right for survivors to be able to pip even though they died. I think its great that survivors aren't really punished for it, I just wish killers had the same luxury. I'm frustrated that the changes to MMR and grades had criticism deflected from them by the community by saying just playing your way will cause things to settle you where you belong and everything will work out and that grades were now just a measure of how much someone played the game and nothing more anymore. So far, none of these things have turned out to be true for me.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/301629/if-grades-are

    when your role is named "the killer" I think its pretty reasonable for the devs to think you're gonna do your part

    I do my part just fine, I get 8 hooks most games which is often many more than I see other killers complaining about on these forums, as well have nice long chases, lots of injures and power usage. How come killers can't do everything right, but still 'lose' at their objective and be rewarded for that, but survivors can?

  • I've noticed this from both sides as well.

    I have to tell you, as a killer that doesn't really kill survivors anymore its really frustrating when survivors will greed a generator instead of saving and letting their teammate die. I don't appreciate being forced to gain MMR, because normally it means the very next person I hook immediately gives up so I just straight up stop playing because I don't want the last 2 to give up too.

    And as a survivor it feels like about 80% of the time other survivors kill me/get me killed more than the killer has anything to do with it. (The other 20% WoO carried me too hard and I get face camped, so I claim that.)

  • I basically have to play spirit just to have any semblance of fun anymore. Survivors are sweating so hard you absolutely have to play a high tier killer to not break your back every game. I don't even kill survivors anymore, I just wish they would all chill the ######### out.

  • I just stopped killing survivors, I get 8 hooks and then farm afterwards. If survivors act sweaty I just sit in place until they chill out, or the game ends and I go on to the next. Its not worth the extra 2400 points a game. It sucks that you can't really pip after silver though.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2712243#Comment_2712243

    Lucky Break's timer DOES go down while you're healed

    That doesn't sound right, I'm pretty sure it should only go down while you are injured.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2712364#Comment_2712364

    But is this a validation thing, or just the way Dead Hard works?

    Well its been confirmed that the consumption of these powers is not intended, with that in mind it would seem to me that the activation of damage immunity should also not be intended. This is because DH has its own I-frames already built into it.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2712343#Comment_2712343

    But mixed in with that are Pyramid Head and Plague, who, as far as I know, aren't adversely affected by false positives.

    So I looked into this more, and apparently PH and plague are both having their powers Damage Immunity Duration triggered on failed powers with Dead Hard. Thats 1 second and 3 seconds respectively where survivors become immune to their power. So if a survivor dead hards in a straight line, they SHOULD go down to Punishment of the Damned, but are not currently. Similarly with Corrupt Purge, 3 seconds is more than enough time to dodge 1 entirely charged puke, which only lasts 1.875 seconds.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2712343#Comment_2712343

    But mixed in with that are Pyramid Head and Plague, who, as far as I know, aren't adversely affected by false positives.

    I had heard PH was affected as well, but its hard to know whats real and whats not.

  • @Shirtless_Myers said:

    How to tell someone is new to the game in a single post.

    What are you talking about, its been confirmed that dead hard validation has been consuming these powers to the detriment of their specific killer. Like victor not passing through survivors and dropping dead at their feet with the successful hit cooldown, or nemesis going into his tentacle 'hit' cooldown instead of the missed cooldown.

  • I've gone against her personally a few times, mostly right after her release.

    However I have been seeing A LOT of pain resonance, and I can't blame them, its also my new favorite regression perk on every single killer.

    1. Survivors do not always spawn at exactly the farthest point from you, there is a specific amount of distance that you can get a feel for. Especially on some maps like the ones shaped like an "I" where a single survivor will often spawn on the same side, opposite corner to you. Try to keep an eye out along sight lines for the generators behind you as well, as good survivors will choose to rotate at the beginning.
    2. If you are having trouble getting chases after an initial hook, proxy camp the hook a little bit to see if you can intercept the person going for the unhook first. This applies pressure to greater portions of the team, forcing a 3rd person to go for the unhook. And if you down and hook the initial unhooker, then you'll be forcing 100% of the team off of generators because now the 4th survivor has to save the one you just hooked.
    3. Try to get a better feel of when you should commit and when you should abandon chases. Sometimes a survivor is just going to be better than you, they are going to make all the right reads and it will feel like they are living in your head. Just abandon chase and leave that survivor to later. Or if you want to get better, only chase that survivor and just acknowledge that the game is lost, but you'll be better as a player for it.
    4. I would never use Ruin, ever. Always pick a gen regression perk that cannot be lost. If you can afford the iri shards I would advise you immediately buy the artist and unlock the new best regression perk in the game, Scourge Hook: Pain Resonance.
    5. Sometimes the games are unwinnable. Unfortunately, unless you are playing a very high tier killer, as a newer player games against higher skilled survivors will feel, and perhaps may be, unwinnable for where you are at right now. The best thing you can do is think about what mistakes you made, and what decisions you could have made better. But consider that sometimes its just a flat gap in hours played, there are things about this game that you can only learn by playing it.
    6. Also, I would take survivors tbagging with a grain of salt. All 3 visual interactions a survivor can have (tbag, point, beckon) can seem antagonistic depending on what mood you are in. However, having played A LOT of ghostface I can tell you nothing gets survivors tbagging faster than a tbagging ghostface. So maybe just think of it as them saying GG and go on to the next game in a better mood instead of beating yourself up.

    PS. this comes from a killer main that doesn't bother killing survivors anymore, since MMR is not fun.

  • I'd be okay with DS' timer not going down while in chase, similar to how Lucky break's timer does not go down while you are healed. That way a killer could still wait it out after downing them, but if a survivor is getting tunneled then they won't lose it right after playing well.

  • I never kill survivors anymore really, even if one annoys me I'll be especially sure to let them go so they can gain MMR and face sweatier killers for their punishment.

  • For me its WoO, Iron Will, BT, and Sprint Burst

  • I think its a strong addon that rewards a killer player handsomely for a good execution of skill. (Hitting survivors with bottle.) The only change I might ask for is that the hindered effect of his bottles is reduced slightly so there is more wiggle room for skill to play a part. (By the addon, not basekit.)

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/2710221#Comment_2710221

    "A 3 gen situation is a failure of the survivor team's macro decision making,"

    Yes and no, how do you break a 3gen from the start if the Killer refuses to leave those 3 gens? If the Killer is roaming the map and the Survivors fix a gen in the cluster, this is with the current game mechanics.

    With increased base regression? how do you force a Killer to leave a cluster he doesnt want to leave? First of all a 3gen allows the Killer to camp the hook AND patrol the gens since anyone downed will be invariably hooked in the cluster, right now with normal regression draining 12 hook states of 4 Survivors is hard so a 3 gen right from the start is a suicide because with slower regression eventually the gens will get fixed, even if it takes 5 minutes for 1 single gen, a tap here, a tap there slowly until you get 100% in one... with double regression? thats a whole different thing, as I said Ive been in 3gens with Ruin and it was impossible, gens regressed way too fast.

    Now, if that regression would decrease once gens start to get fixed it will make Killers think twice and force them out of their turtle or they face a 3 gen with 0 hooks and base regression, which I already said, its breakable even if its extremely slow and dull.

    For reference, I was once in a game in Suffocation Pit against a Huntress where 5 gens where on the mine shaft side of the map and only 2 spawmed on shack and we got 5gend badly, you could say "you guys are dumb, just fix 3 gens on the shaft side" thing is Huntress refused by all means to leave that side of the map, we tried to lure her, we tried to split push going 2 per gen, 1 each gen, we tried a ton of things, nothing could get her out of there, everytime she chased us out of there after a hit she would just stop at the middle, refill hatchets and stand guard again, at the end we found the hatch (thanks to the bump), 2 suicided, 1 dcd and the last 1 got hatch, this was with base regression, imagine twice as fast.

    P.D. this isnt even taking a weakened form Corrupt as basekit.

    Because survivors can still gen tap for almost no risk whatsoever. Lets say for example 4 survivors are in a 3 gen. It takes a killer 2 seconds to a damage a generator, not including the time it takes to travel (likely minimal anyway since its a 3gen) its very easy for a survivor to come straight in behind them to tap the gen. Worst case scenario the killer turns to try and stop them, but that survivor just flees into the part of the map with nothing, so the killer immediately abandons chase and has to re-kick the gen. That easily bought 6-8 seconds for 2 survivors to work on the gen on the far side.

    As far as the huntress game is concerned perhaps there needs to be better spawn logic so 5 gens can't spawn on one side, but I don't see it as something that should happen or that happens often.

    Unfortunately I think this is the better option than flat out making generators take longer.

  • @cantelope said:

    https://forum.deadbydaylight.com/en/discussion/comment/2710117#Comment_2710117

    The cost would be having to use a perk slot. It's not having it both ways. Double ds basekit is without cost. Single ds with perk slot is.

    Your entire suggestion is still far worse then just teleport the survivor away. That's my point.

    And yeah, if I decided to reply to this hours later via someone else's post then acted condescending about it I doubt you wouldn't see it as my bad.

    If you have nothing else to say I'm happily finished with this.

    The perk slot is the cost to HAVE DS, thats not the same as the opportunity cost to specifically use it for body blocking.

    Also, as I said in another comment, even if it wasn't made base line I still believe it should activate on both hooks considering all of the (rightful) restrictions placed on it.

    @HectorBrando said:

    Ruin regression baseline cant be done without tweaking because it would be almost impossible to break 3gen situations (especially 3 Survivors vs 3gen scenario), the only way it could be implemented is if decreased the more gens get done or if maps dont have as many 3gen openings as they have now.

    With permanent X2 base regression games would devolve into a turtlefest where the Killer would just race towards the biggest gen cluster and defend it with his life while clearing pallets in the nearby tiles but if it decreased the more gens get fixed it would force him to get out of the position to protect the regression.

    Ive been in 3gen situations with Ruin active and it was literally impossible to fix a gen, I know Ruin gives the autokick effect and this change you suggest would not but still, even if it takes 10 seconds for each kick the increased regression makes it very hard to fix anything against high mobility, ranged Killers or Doctor.

    A 3 gen situation is a failure of the survivor team's macro decision making, similarly to how its a failure of the killer's macro decision making to chase a survivor for 5 gens. If a survivor team gives the killer their 3 gen without a fight before hand, then they make it extremely difficult for themselves to finish out the game thats just how it is.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2710117#Comment_2710117

    Roger that. I've heard a few similar proposals with regards to basekit Ruin regression, so I didn't want to make too many assumptions about where you stood on the matter.

    I really wish BHVR felt more comfortable running weekend tests that explored alternate mechanics. Make an alternate game mode, name it an LTM--available for weekend only--and see what people have to say about it. Worst that happens is people don't enjoy it, so they take it out of rotation and keep the popular LTMs on loop.

    I think they are hesitant to do that because too many people take it as 'this thing will definitely happen'. I remember the meltdown that the bloodlust experiment brought.

  • @cantelope said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708936#Comment_2708936

    I never brought up collision, I said all DS would be used for is to bodyblock, and it would be because it is now. DS lasts longer than Borrowed Time afterall. I never argued removing collision.

    If you had actually responded to me without me having to make a new post I would have argued at that point why not just have the survivor run off playing the sonic invincibility music instead of either of your suggestions. It'd be better. Hell just have the survivor teleport away. Still better than double ds, but that would have required you replying.

    https://forum.deadbydaylight.com/en/discussion/comment/2708984#Comment_2708984

    You seem to have missed my point. I don't care what pulsar said. I pointed out op refused to directly make an argument, and is now hilariously try to argue points I never made but other people did, and it's apperently my fault because I'm supposed to be constantly checking this one thread to see if they indirectly addressed something I said.

    Your argument is "BUT PULSAR SAID THIS!"

    I dont care what pulsar said. I care what op did, and it doesn't help your point.

    "DS will be used for body blocking"

    "Okay, so what if survivors lose collision so they can't body block you when they have DS"

    "I NEVER MENTIONED COLLISION."

    Good argument. But can't have it both ways, you can't say "Survivors can body block, but for a cost" and then turn around say body blocking would become a problem. The cost of a survivor body blocking with DS is they get downed and slugged for 60 seconds to bypass DS. And because you, as a killer, know EVERY survivor has a DS EVERY TIME they get unhooked, you know how to play accordingly. And if you say they'll use the free BT/DS to body block and still not go down, please refer to my response where survivors with BT lose collision.

    Also, I did respond to you, I just didn't link you in the post where I did because I used someones more recent reply which covered the same stuff. My bad I suppose.

    @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2709053#Comment_2709053

    The OP never went into detail, but I believe they want Ruin basekit as in "not a hex that can be cleansed."

    I'm speaking for myself when I say, I think a 100% or maybe 150% regression when not working on a gen is worth testing as basekit. I don't know if the OP thinks 200% regression basekit is balanced, but I certainly think its too strong.

    Personally, if 150% or 200% Ruin Regression was basekit and not a breakable hex totem, I think it would surpass current DS in strength. I've played too many games that end with 4 or 5 gens remaining and Ruin still active to believe otherwise. Therefore, a buff to DS and BT would feel appropriate.

    Just my two cents

    I edited the main post to clarify, but yes I was suggesting that ruin regression be base line only but a killer physically still has to go damage the generator unless they have a perk like jolt, eruption, or pain resonance that starts regression remotely. Where the only difference with the hex is that the hex does it automatically. Ultimately the change is meant to have more back and forth possible between survivors and killers over the main objective. Without straight up making the generators a grueling, long slog, and rewarding killers more appropriately for generating pressure. Currently you strictly need a gen regression perk for anything meaningful, which results in a system that its always the wrong decision to damage a generator without them. A poorly designed system indeed.

    @Pulsar_Pain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708910#Comment_2708910

    Dude, now come now if you consider the worst possible situation even a single DS can carry the game, even if killer its a Pro with S tier perks because this game its basic unbalanced, i think there are other problem to resolve.

    Base kit its a good idea but before it many perks need nerfs and other game mecanics too.

    I'm not considering the worst possible situation, because such a situation is an outlier and not indicative of normal or average gameplay. To me, worst case scenario is that a few more slugs with DS make it out the exit gate, but if you aren't killing people before the gates are open thats sort of on you making poor macro decisions for the entire game up until then and thats okay that just means there are things to get better at.

  • @Superyoshiegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2709078#Comment_2709078

    That would make Deliverance almost completely useless then, seeing as almost every match has at least one Hex perk in it.

    Did soul guard make unbreakable useless?

    @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708896#Comment_2708896

    Play is shifting to more camping given how less efficient its becoming to chase. Survivors have a ton of tools 1v1 that often make chasing a complete waste of time or rather too big of a time sink to be practical. The alternative is to make survivors come to you and hook trade.

    Even if your goal is just BBQ stacks you'll often get them quicker and easier by hook trading via a camp than committing to chases all game.

    Want to fix camping and tunneling you gotta make chasing worth the time sink and with split team gen speeds, poor gen regression, quick reset of spread pressure via hits due to uber healing boons and a meta of 1v1 chase extending perks with survivor friendly validation, chasing often isn't worth it.

    Built in BT is kinda trying to treat the symptoms not the cause.

    Before the pissy players chime in I'm not saying the game is survivor sided or killer is unplayable thats BS, but you'd be blind not to see that its pretty easy to be super efficient as survivor and easily reset killer pressure if you have 1-2 COH boons up. Whereas being efficient as killer can require some serious focus.

    I'll play 2-3 games and 8-12 hook everyone but after that my focus is spent and I can get a 3k camping it out and chillin for a few games.

    Its a shame that everyone takes it so personally because its so rediculous to get that upset over a game. Also even when you are doing the 8-12 hook game if you 3-4K half the time everyone calls you a tunneler or camper anyway just so they have someone other than themselves to blame for losing.

    In fairness I have another topic talking about some killer benefits as well. I just thought this perk would be a nice idea if you are getting face camped.

    @BenihimeWrath said:

    Should be baseline, the only difference in the Hex and normal gameplay is that the Hex does it automatically and a generator doesn't need to be damaged.

    Corrupt becomes a 'slow start' mechanic that prevents survivors from getting 3 free gens while a killer is still looking around.

    Higher regression allows for more back and forth between killer and survivor, gen speeds no longer a problem anymore and they weren't made just flat out longer for more boring M1 gameplay. And killers aren't forced to run 4 regression/gen defense perks to do anything worthwhile.

    Edit to clarify: I'm only suggesting that base regression be the same as Ruin, Ruin as a hex would still be needed to make generators *automatically regress*

    @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708896#Comment_2708896

    The thing is camping sucks but I don't think the meta shifts to hard camping because we killers hate it to but more often then not it's the best thing you can do. Every time some one comes up with a perk that is designed to prevent camping or tunneling all its ganna do is hurt the killers that play normal and thats a problem.

    And that other survs don't unhook is a sbmm problem I think. Your mmr doesn't care one bit if you did 4 gens alone looped the killer for five mins and unhooked everyone twice all that counts is escaping and that's bs the same goes for killers I can make you suffer all game long make the sickest mind games play like a God and just let 2 escape every time and I can stay nice low in mmr and torment lowbes

    Sure, at the moment, pure boredom is holding killers back from camping and tunneling comp mode style. However competitive human beings do have to reconcile their feeling of loss/losing so as time goes on (presuming BHVR doesn't make changes) the meta will turn more to camping and tunneling as the easiest, most effective way to generate pressure.

    But I'm not sure I understand your argument of how this perk would hurt a killer playing normally. If they deliverance, and you are playing normally as a killer, you probably wouldn't even notice or know they have this perk at all.

    I'm not sure if its an SBMM thing entirely as I've seen a lot of threads of new survivors complaining about face camping/tunneling and they were getting basically the response of "Do gens, let them die, if its you hold on for your team to do gens and then die." So it seems to be significantly rising as behavior in solo.

    @Bwsted said:

    That's a little restrictive of a condition. If it gave you endurance whenever you get off the hook by any means, I could see that working. It wouldn't be stronger than current meta stacking i.e. there would be no difference if everyone in a team ran this instead of BT, except for the self-unhooking case. But even then, it means you can't give endurance to any one else. It would just shift a build from altruistic to a more selfish one.

    Sure, the forum drama echo chamber would riot over this one, but it really wouldn't be a stronger meta. I'd just call it a side-grade in general and a qol for soloq specifically.

    Side note: endurance duration obviously shouldn't stack with other perks with the same effect.

    That could certainly be a better version. It would be nice not having to rely on your teammates to have BT themselves. It reminds me of when I was facing this one TTVer who tunneled me off hook and basically said "Whelp, should have had DS and expected your team to farm you".

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