Bwsted
Bwsted
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- Bwsted
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Comments
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Well, you're either right, or you have already reached the bargaining stage of grief. We'll find out which one it is in a couple weeks.
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I get run for 5 gens = must be evil swf.
Ok.
The ptb is for testing things. You're testing the killer against 'evil swf'.
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I mean, the only use it can have is if you go for a save against a hardcore camp. But you still need someone else to bodyblock for a duo save for it to work, or you'll just go down before being able to sprint assuming you dodge the grab to begin with (you won't have much room for unhook perks, see below). And they have to understand that you are the one who has to unhook. And you would need an entire build dedicated to it as well so you give something extra to the rescued, like BT and Guardian, or the killer will just ignore you considering you can outrun all the other survivors. That's a lot of conditions to find any meaningful use.
And if the killer is not camping, but comes back to the hook, again you either try to take aggro and now are exhausted and self-screwed, or you ditch your teammate to get tunneled.
It's not a good perk at all.
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I have some juicy iri shards for BHVR's bank account. I'm gonna make'em rich.
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Use CoB and Sloppy or a mangled addon. Hit, don't commit. You can kick sim a 3 gen exactly the same; you don't need Eruption with that build.
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And they all go in the pile of bad perks nobody runs. Strange indeed.
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The whole design is unredeemable. He is a 3 gen killer and that cannot change. There's no sensibile way to buff his guards without buffing his territorial strength, unless you literally make patrol time minimal. But then you'd have the whole chase be devolved to AI, which is even worse.
So, if you want to play as him, play the way he works, if you want to save yourself a lot of headache. He locks down an area while harrassing other portions of the map. That's his (awful) identity.
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Do I judge people for playing games with their friends?
I genuinely don't understand the point of contention. What's there to judge to begin with?
By the same logic, I could also ask if we should judge people for playing solo because they don't have friends.
DbD is the only community where having friends is a cardinal sin.
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Technically, they're disabled when gates are powered. So, before egc.
And I see no problem with basekit BT still working. I'm told basekit camping and tunneling work throughout the whole trial.
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Tell me when it's not tunnel day.
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@MeanieDeeny said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344274#Comment_3344274
Idk what this “you guys” and “arguments we” came up w are. Idc either way. I didn’t mind nurse before, and I don’t mind her now. She’s not my cup of tea, either way.
But..it’s hard to miss months of people complaining she’s too hard to face.. over and over, so it just seems misplaced to now have a post about her being too weak and not very good. Make up your minds. Weak nurse or tough nurse? Weak nurses IMO are likely someone doing a daily.
I maybe misunderstand, or the opinion that started this thread isn't that Nurse is weak, but many players are now struggling to adapt after the add on pass.
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In soloq it's harder, because matchmaking is worse.
In the old system, if you played at certain hours, you would get decent teammates. And yes, rank did have SOME correlation with skills, because you couldn't pip at red without being able to pull your weight.
But with mmr, you're basically rolling the dice every time. Add to that the gen kicking meta is worse for solos and that there's no real deterrent for tunnelling anymore and you get the picture.
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There's a real difference between double recharge or range and basekit Nurse. If you were used to spamming blinks with no real downside other than if you mess up you can just get repeat immediately, then you developed no sense of power management.
I'm still doing fine barring the deafening chase music. But I don't use addons in general. If you make yourself dependant on something, then it's gonna show when it gets taken away from you.
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There's a lot of grind still for beginners, especially on the killer side. If you don't want to just be a one-trick pony, it will take a lot of time to get enough stuff unlocked on the killers you want to play. And the rng nature of the process usually makes the whole ordeal even more frustrating.
What would I do? Remove perk tiers.
We also lack a mode that could let players at least practice the fundamentals (survive with bots ain't it). This affects survivors the most, because they have a lot of downtime in normal matches, whereas the killer gets to be in every chase. Compare that to an fps game, you don't go straight into comp mode, you can practice in deathmatch and even if you die a lot you get a redo in a few seconds. Inexperienced survivors just go down fast and then get to contemplate their life choices on the hook.
Add a 1v1 mode, or a 1v1 with bots with fast reset whenever downed. Also, AI would have to be improved. That could be done with machine learning algorhytms on real players' trials.
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It's more like an audibly groan moment, of the kind 'oh, it's one of those games, let's get it over fast so we can all move one'.
But I'll take it over them just going around and sandbagging teammates. In that case, it's not gonna be a fast game for the sandbagger. I always make sure of that.
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@FMG15 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343257#Comment_3343257
In my experience tunneling became a lot less rampant once people realized just how broken Eruption is. Once that perk is nerfed there is no overpowered killer perk anymore that acts as a safety net for killers so I'm already prepared to see the killer tunnel every match
Everyone has their own different experience and I'm not questioning yours, of course. In mine, tunneling is super common. As in, first survivor hooked literally gets re-chased immediately if unhooked even with bodyblocks. Eruption just makes commitment to chases shorter.
The reason tunneling went up was not ruin/pop, but simply because currently there's no deterrent, once you understand that all this unhook endurance system is faulty. You can disable all survivors defenses by simply smacking them immediately after unhooked if they have OTR (and you can tell when they have it by using your ears). And let's not talk about Undecisive Strike.
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Tunneling is rampant in my experience already. I don't see how that could change for worse if it's already the go-to strategy.
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It might be a hint that they might nerf WoO in the next meta shake up.
Otherwise, it's really random. And I don'treally buy into the theory of the secondary objectives. That would be a little optimistic even for the devs to slow trials down by buffing a perk which still won't find much use at all. Safe pallets are usually kicked anyway. Unsafe ones get mindgamed or bloodlusted regardless if they're up or down. That's why AMN really doesn't get much use. It's not the cooldown that holds it back. There are simply few opportunities to use it.
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+1.
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@Ithiria said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343081#Comment_3343081
I'm not sure if release Eruption was necessarily weak though, honestly.
I think what made it surge in usage was more traditional regression options like Ruin and Pop being nerfed, and synergistic perks like Overcharge being buffed. Nowhere to Hide being added was icing on the cake.
It's pretty often the case that something in a game is good, but is simply not taken because other options are better.
It wasn't weak. But there were other options that just didn't require kicking gens. But you could lockdown 3 gens no problem. Of course, with different builds than currently. I did do it, but quickly got bored of it. It was an example of a perk not being controversial simply because it was never used due to alternative options.
But it's kinda moot. History tells us devs are going through with these changes and they'll do some small number tweaks if deemed necessary.
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@Blueberry said:
Most the killers that could actually use this are more of the already top tier killers to begin with, weaker killers aren't using this as they don't have the pressure to capitalize. First problem.
Second problem. Those top tier killers are high pressure killers who don't waste time kicking gens in the first place so they wouldn't be interested in this. The only reason we sometimes saw them kicking gens in the current meta was because of Eruption. That will be gone now.
So I don't see any scenario people would run this.
Seen plenty of Blights just gen kicking sim with Eruption. The issue is that fast killers are just better off using NTH and getting that info immediately.
The main exception imho is Oni because his power and speed are on a timer.
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@LordSturm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342227#Comment_3342227
Dead hard screws the killer for chasing survivors and... do you want them to counter that by not chasing survivors at all? If that's what people think, I guess the Dead Hard brain is a real disease.
Couple of issues:
- It would've been better if you highlighted the part where I defended DH. Oh, wait... I didn't.
- Which leads me to the other problem, i.e. strawman and whataboutism aren't counterarguments either. Especially when you somehow you even managed to fail at them. One thing being broken doesn't excuse another being broken as well.
I'll commend you for your effort, though.
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@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342242#Comment_3342242
what happen when no one wants to play killer tho 4 survivor wait a long time in lobby.
Same thing that happens when even just one person doesn't want to play survivor, assuming you already went through the hurdle of convincing 3 more, tho 1 killer wait a long time in lobby.
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The better survivor you face, the more value you get from slowdown or snowball.
It's a solid build to get enough work in to get a pip. Tinkerer tends to be not so great against good survivors for surprise attacks. I'd use Fearmonger for that purpose or Plaything. Or, just switch goal altogether and go chase-oriented with IAE, or even Brutal once you start facing players who will drop early on pallet dense maps.
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You need to kick them directly.
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Maybe because they find it boring? If you don't think something's engaging, what words would you like other people use instead that you don't get offended by?
And it's not like it's a one-sided issue. There are recurring descriptors also for disliked survivor playstyles.
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The wording seems to imply that they have to scream from the perk, not just have it in your loadout. So, that the assumption I worked with, whether it was right or not.
Use a killer with a small TR or who can suppress TR, like Myers or Wraith. Wraith is probably the best choice in general tbh.
I used Face the Darkness, Undying, Thrill of the Hunt, Lethal Pursuer. Smack the survivor early, cloack, easy challenge.
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@Witchubtet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342287#Comment_3342287
Not every single time however. Most downs are started with a chase outside of a few exceptions like Ghostface blitzing you or if a killer grabs you off a Gen.
That's half of what I said. The other half is that a chase doesn't equal a down. Survivors don't know when a teammate goes down WITHIN that chase window. Which means that the chase information itself is immaterial.
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Survivors know when their teammates are in chase by looking at their fancy new hud.
Do you realize Eruption works on a down, not on a chase? And yes they're different concepts. Survivors can be downed out of chase, or not be downed while in chase.
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@TeabaggingGhostface said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341725#Comment_3341725
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341736#Comment_3341736
Can't kick it if the survivor is halfway across the map doing it every 5 seconds
This isn't any worse than people spamming fast vaults. It's actually less intense.
Are you upset that they're giving you free slowdown?
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It doesn't. You keep everything you have across the board. And below prestige 100 you will have to prestige anyway if you want to advance after a level 50 bloodweb.
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I too think it's a Mert Your Maker crossover. I was commenting on that yesterday. And if it is, I wouldn't mind, because I can buy with shards eh oh.
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@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341787#Comment_3341787
till all killer stop playing then all survivors have no game to play,remember 4 survivors need 1 killer willing to play.
That's not how logic works. 1 killer needs 4 survivors willing to play. See what I did there?
A trial starts only when 5 players distribute across roles in the correct ratio. You need to convince 4 people to pick survivor. However, you only need 1 to decide to go for killer.
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I guess that they're not gonna do that because there's too much stacking available on gen regression, especially when applied with gen kicks.
However, the stacking is an issue they've created and I don't think just number nerfs, like for pop, is the way to solve it.
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They can delete DH for how much I care, but this forum meltdown does tell me that indeed there are a lot gen-kicking bots who got hard carried by Eruption. Hilarious.
@LordSturm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341918#Comment_3341918
"Simply wait it out" - lmao
That didn't work as a counterargument for Eruption, so it doesn't work for Dead Hard either.
I mean, it doesn't work as a counterargument because it's stupid as #########. Eruption incapacitates them from doing gens and... do you want them to counter that by not doing gens at all? If that's what people think, I guess the Eruption brain is a real disease.
@Gibberish said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342132#Comment_3342132
New DH is also guarenteed value if you're good enough to hit it on reaction, which is not that difficult. Not only that, it actually gives more value than old DH, and is useful in more situations as well ; eg: old DH was useless in deadzones, but new DH can get you out of them.
It would only work on a lunge/power and on low latency on top of that. There's no validation anymore on DH. Try it on reaction on central EU server and you'll go down mid-animation in 3/4 of your trials, because 3/4 the killers are Russians lagging like there’s no tomorrow.
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I think it's a crossover with BHVR's new game Meet Your Maker.
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Hey, breaks are good. Everything in excessive dosages is bound to become stale eventually.
Enjoy life, get back stronger and happier.
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@bm33 said:
I'm genuinely surprised they didn't replace incapacitation with entity blockers.
I'm not commenting on the actual change they're implementing, but your suggestion would've translated to either:
- A buff against SWF, in case you meant the blockers apply regardless if the gen was being worked on or not, effectively removing counterplay and giving the killer time to reapply eruption cob and even pop.
- A soloq stomper again, in case you meant the gen blocks only if the down happens when worked on.
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@crogers271 said:
Much like DbD moved away from stealth to looping gameplay I really feel like they need to ditch the idea of survivors are not a team (1v1v1v1v1). While a nice concept, it doesn't really work as a game.
As @StarLost says above, if as a survivor I'm getting facecamped why shouldn't I suicide and go play another game? The way to counter camping on the survivor side is to just do gens/reassurance the survivor on the hook. This all though depends on the survivor sitting on the hook and just accepting a loss. Which they currently have no rational reason to do other than the idea that they are helping their "team".
I feel that the game would be improved by an end screen that says 'survivors win', 'killer win', or 'draw' - we don't even have to discuss new perks/changes. Knowing there is a team to play for will give a reason for the survivor to stay on the hook instead of suicide and also give the killer reason to play more aggressively. You can then also do BP, etc. based rewards on overall survivor performance, but I think the message screen would be a big help.
I don't think the devs want to go in the direction of the game giving you direct feedback about victory or loss.
There used to be a Disgraceful Defeat result when double depipping and, most recently, they changed Entity Displeased into Entity Hungers out of concern players felt negatively when reading the old message.
For the rest of your argument, while I do agree that giving survivors a reason to hold on in the form of a team result would be a nice improvement in theory, I'm not sure it would have much effect in practice.
In general, most people play games because they get to do something, not to stay on a timer waiting to be eliminated without any recourse.
So, whoever is currently giving time to teammates when they're getting facecamped is already acting on a team-based mindset and the change would be inconsequential for them. And those who just let go, they simply care about their own individual experience and telling them the whole team won or loss is unlikely to change their mind.
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Eruption and CoH are on the list for changes.
Nothing was confirmed about DH. It might or might not get something.
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Well, it's just the counterplay. If you can't hook, you slug.
The thing is that boil over should just be reworked. They changed great skill checks on the (formerly) beta wiggle system exactly to keep wiggle time consistent. And that had a maximum effect lf just 1 sec reduction.
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They haven't given an indication they're going to, but it's still possibile.
CoH is on the list, though.
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Yes, the odds are supposed to be stacked against you.
No. The odds are supposed to be even. Otherwise, this becomes a single-player game using humans as glorified NPCs.
And get the mic up from the floor and put it away properly.
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Just about as much as I play him now, since I go addonless on all killers 99% of the time.
The misconception is that the hug tech is a super strong “bug”. In reality, it’s just a more fun, less efficient way to play around tiles. Bump logic is superior.
Yeah, it's not that good... that's why the sweatiest sweatlords do it and it's heavily used even in tournaments. Not for efficiency or because it works. Just for shits and giggles.
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Push your mouse forward away from you.
Or push your controller stick forward.
Now you have infinite immunity against blinds.
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@HugTechLover said:
yet another weird thing to complain about.
It's not really that weird, beside the exaggerated tones.
Between the boundaries of normal gameplay, you get more envelopes that you're able to spend, unless you just decide to get to the bp cap and waste bp. And it's often impossibile to avoid them in the bloodweb.
So, it's really disappointing to be left with a huge stack of an item that you couldn't avoid, that's going to be useless for a whole year, and even then it's going to pile up again.
It just feels like a bp sink.
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Your starting mmr for a new killer is not the default baseline, but a function of your mmr on killers you do play. The soft cap and matchmaking range do the rest.
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@Ayodam said:
Because if you loop a killer for several gens but get downed & camped, was it even a skilled play?
Hockey says it wasn't. True story.
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Twins, because they aren't low tier.