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Caiman

Caiman

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  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373666#Comment_3373666

    Circle of Healing heals you slower than medkits, though. Noticeably slower with a base medkit, and significantly slower with proper speed addons/perks for a medkit.

    The self-heal is not the problem, the problem is that CoH stacks aggressively with other forms of healing, which doesn't actually require CoH to get to super fast speeds. A survivor who heals themselves with CoH and CoH alone takes... I think 21 seconds, somewhere around there? Noticeably slower than the default healing speed, and that's on top of the bless time, and the time to locate the totem in the first place + travel back to it later.

    Circle of Healing heals you slower than medkits, though. Noticeably slower with a base medkit, and significantly slower with proper speed addons/perks for a medkit.

    Circle of Healing doesn't deplete.

    It may be slower than medkits, but it's more efficient. CoH does not exist for one survivor, it exists for all of them. It doesn't run out, the only way to stop it is if the killer goes out of their way to spend time and focus snuffing it, and then it can be set back up again anyway. You mention the time it takes to find a totem and bless it but that only counts for one survivor, the other three don't have that time investment and can run to the boon to heal any time they want so long as it's up. CoH doesn't consume resources, it only consumes time, and that time is offset by the efficiency it offers to the whole team. Medkits are fast and self-use, but limited. Teammate heals are unlimited but are slow and occupy two players at once, reducing generator pressure. CoH is kinda slow but only occupies you while everyone else can keep doing their own thing, and you can use it as much as you want until the killer find it -- and if CoH is set up in a corner of the map where all the generators are done, the killer has no reason to go there and would waste very valuable time and pressure if they did.

    The self-heal is the biggest problem. It is a team-wide efficiency buff that is very good at undermining a killer's ability to pressure survivors, especially in late-game, and there are few means to counter it effectively, other than just tunneling the survivor with CoH out of the game -- if you can even figure out who it is in the first place.

  • I'm pretty sure they are actually bugged right now, so it's not your fault. I struggle with them too and it felt bizarre because I've handled Merciless Storm before (which is also bugged and disabled right now) but the yellow glyphs were somehow stumping me.

  • @AMOGUS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373601#Comment_3373601

    Nah, it's really not, you'd be better off running Inner Healing (or something) or running another meta perk in that case. It'd be as weak as the other boons AKA not worth running.

    And unironically suggesting Self-Care... so, you want Survivors to basically throw...? Because Self-Care is a thrower perk and a newbie trap.

    If removing the self-heal makes CoH worthless in your eyes then that's fine by me, I still think it'd be pretty good and I'm even willing to buff CoH's healing speeds in exchange for dropping the self-heal mechanic so that it would still be worth running to the Boon to heal teammates. But I repeat: if you want to heal yourself, either use a medkit or Self-Care. (Or Inner Healing, I do like Inner Healing.) I'm even perfectly fine with CoH applying to both of those in exchange, so you can run CoH and Self-Care to make it functional. Yes, that's using two perk slots for one thing, and that's fine because healing yourself quickly without the help of teammates is really powerful. That's why medkits are the best item in the game, but at least those run out eventually. CoH is basically a team-wide unlimited medkit, and that's a load of crap.

  • @[Deleted User] said:

    These changes won't make her any more fun to play against, at least on paper IMO.

    I really don't like the pallet break add on being basekit. It reduces her chase to a completely skill-less interaction against players with claw traps. The killer holds W with zero mindgames to force the vault. To counter this, the survivor camps the pallet for the stun or pre-drops and runs. Zero skill expression on either side.

    And I'm not convinced the drone changes really move the needle in terms of the forever 3 gen strat. You don't need 3 drones on 3 gens to defend 3 gens. You really just need 1 drone on the furthest gen, 2 drones and 2 claw traps for mobility, etc. If the players with claw traps can't disable drones, you run into the exact same gameplay scenario as before. Players holding W away from the 3 gen who are being tracked and players who need to disable drones to work on gens. It's literally the same thing.

    This shuffles the problem around, but I don't think it fixes it. The pallet break add on has always felt super cheap as a survivor, and now it's base. I really dislike the direction killer powers are going overall. Lowering the skill ceiling and floor is never the right move for a game an aging game. You just alienate your vets

    I really don't like the pallet break add on being basekit. It reduces her chase to a completely skill-less interaction against players with claw traps. The killer holds W with zero mindgames to force the vault. To counter this, the survivor camps the pallet for the stun or pre-drops and runs. Zero skill expression on either side.

    The claw traps have a battery life of 45 seconds. Many of those seconds will be used up between you hacking the drone and the Skull Merchant tracking you down. For however much time is left when she finds you, it's on you to loop without vaulting a pallet. The trap will disable and fall off when the battery dies, and then you'll be safe to loop normally again. If adapting to adversity like that doesn't require skill then I don't know what to tell you.

  • I find it interesting that if two survivors are tracked, Skull Merchant's movement speed while looking at her radar is 115% again. You'd still want to put it down to reach them faster but it does mean using her radar mid-chase is less of a hindrance.

    I'm iffy on some of these details but I think the changes are positive overall, if not for the killer then for the game health at least. I was waiting for them to update Skully before I even thought about purchasing her, and I'm still not very enthusiastic because I don't care much for the character herself, but after these changes I think I might enjoy playing her.

  • The first-person perspective was interesting for early killers but moving away from that has proven more interesting. Old killers need better Mori animations (Trapper and Wraith to begin with) and I'd welcome a shift to third-person for every killer.

  • @BarnesFlam said:

    COH should have its self-healing aspect removed.

    I've said the same myself. It's really just the easy self-healing that is the problem. I'm fine with CoH buffing healing speeds, that's a strong effect for its limitations, but the self-healing is too much. Either use a medkit or get a teammate or run Self-Care. CoH is pretty much already "Self-Care+".

  • I'm guessing de-pipping is an outdated remnant of the old ranking system when it used to be for matchmaking. It's really not necessary anymore now that ranks are just a way to reward players for dedicated playtime every month. It's a source of unnecessary frustration when I lose my pips as a survivor because I get camped/tunneled out of the match in the first 5 minutes through no fault of my own.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372937#Comment_3372937

    I think 100s gens would be enough to prevent that situation or if not maybe gens should be 110s.

    As much as I think gens can be fixed too quickly, it's not because of the time, and extending that time would unnecessarily hurt the game experience for the survivor players who aren't using the meta to blaze through generators as fast as possible.

  • @Ἥφαιστος said:

    I don't get how someone at BHVR HQ wakes up one day and say "You know what would be a good idea? Nerfing screaming perks."

    Especially after the last update and the current update made new screaming perks.

  • I like a lot of these ideas, and I wouldn't mind at all if they were implemented. I've had a few ideas of my own, too. I'd like to see add-ons that inflict Torment to survivors for healing and/or rescuing already-Tormented survivors, spread it around like that one Sadako add-on.

  • @Beatricks said:

    Pray do tell, why are we pretending in the year of our Lord 2023 that eScape Based MatchMaking is anywhere even close to functional?

    I really hate how every month there's a different aspect that people latch onto as to why the games are so ridiculously lopsided. If a system works 0% of the time then it's not [temporary problem] that's causing the issue, but the design of the entire system. Even if you had a magic wand that ensured every single trial was between people with the same exact magical random numerical "skill" value, the end result would be laughably borked.

    SBMM doesn't account for: killer, swf/soloq, playstyle (on both ends), perks, items, addons, maps, resource spawn RNG. Literally the most important aspects! Tournaments are basically played on the same 3 maps with incredibly severe restrictions because otherwise even the best Legion player in the world would maybe get 2 hooks if he is lucky.

    The numbers don't mean anything and even if they did, which again, they don't, the system just ignores it altogether because the dwindling playerbase can't support 10 second matchmaking.

    SBMM doesn't work, it has never worked and will never work, no matter how much people want to blame Killers for not playing Nurse with 10k hours and tunneling the first survivor at five gens with four slowdown perks.

    The matchmaking is definitely a joke. My killer matches ping-pong between 4ks against newbie survivors who barely know how to throw a pallet; and 0ks against high-prestige SWFs and bully squads packing medkits, boons, flashlights, sabo-toolboxes and every perk that makes interacting with the game pure pain.

    I prefer survivor nowadays. At least when I lose as survivor, there's less torture involved, barring a few fringe cases.

  • I think it'd be interesting if Overcharge and Call of Brine highlighted gens in yellow to survivors, to highlight their increased regression that needed to be stopped.

  • @Vhillain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372619#Comment_3372619

    "Horrifying" is not the word I would use to describe it at all, there's nothing scary about it. The "paranoia" is not an actual fear, it's not wanting to get screwed over by something out of your control.

    By asking for this to be changed due to it being *unhealthy game design* is not because we don't want to be scared, it's because we don't want to get cucked by a mechanic in situations where this is absolutely nothing we can do about it. I don't want to assume you are a killer main just based on your profile picture and how you are talking about this frustrating mechanic being intended to be "scary", but you talk as if you have never experienced this. Cancelling an interaction to benefit your team should not have an invisible risk attached to it. I'm not "scared" when i try to 99 my teammate's heal and the game makes me miss a skillcheck the exact frame that I let go, I'm just plain annoyed and frustrated that we now have to waste further time for trying to make the optimal play.

    Stop defending this mechanic as if it's something positive, it is not.

    Stop defending this mechanic as if it's something positive, it is not.

    I think it is. Unpredictability is an important aspect of this game and things would be way more boring without it, I'd prefer dynamic chaos over static consistency. The devs are right to keep it in the game for this reason. Besides, missing a skillcheck isn't really that big of a deal most of the time.

  • @Justa335i said:

    I like being selfish so I use it occasionally.

    "Dont break totems because of Boons blah blah blah" - Ok, tell that to the thousands of people working on a "break x number of totems" tome challenge.

    I've dealt with too may Mikaelas running around setting up Boons instead of doing anything else, so I don't feel too bad about cleansing totems.

  • @Chordyceps said:

    Killer has a lot of Niche perks, but I believe there are only 8 killer perks that are truly bad. For the most part, these are ones that are actively detrimental to you, are reliant on survivors doing certain things, or provide potentially useless bonuses.

    Coup De Grace: Can actually make your chases take longer, cause you want to save your tokens for when you need them, making you walk all the way up to the survivor to hit them.

    Claustrophobia: I can count the number of times this has helped me on one hand. Extremely map dependent, requires you to lose generators, and a few seconds of running is all it takes to leave it's effective zone.

    Forced Penance: Requires survivors to bodyblock for you to get use out of this. Unlike mad grit, does not really prevent bodyblocking from happening. Broken is a status effect with debatable usefulness anyways. If a survivor is not healing, they're going to work on objectives because what the hell else can they do?

    Gearhead: First of all, it's reliant on skill checks, which is a famously inconsistent requirement. Secondly, the survivors must be hitting great skill checks specifically. Lastly, you could miss the intel this gives you entirely. Sometimes the aura of gens blocks the aura of the survivor you're trying to see, and it doesn't even give you a noise notification when it procs.

    Insidious: As a killer you always want to be on the move. Also, survivors can tell when a terror radius suddenly drops to 0, which alerts them that something's up. Really only good for camping, and at that point you've basically lost anyways if the survivors play well.

    Predator: An actively detrimental perk. Can cause you to miss scratch marks that would have appeared on a wall.

    Territorial Imperative: Typically if you're hooking someone in the basement you want to stay relatively close to basement anyways, and this requires you to go away from basement. And even if you're playing a killer that can actually capitalize on the information it provides, you're now chasing someone near basement, which pretty much always has a strong structure of some sort near it, whether that's shack or main building.

    Unrelenting: Why are you missing basic attacks in the first place fivehead?

    Unrelenting: Why are you missing basic attacks in the first place fivehead?

    Auto-aim.

    I do like Forced Penance but I think it gets more value out of smacking survivors in chase than when carrying someone to a hook. Easier to follow up on. I like to run it on Knight because it counts as protection hits when survivors block his guards during hunts.

  • @AMOGUS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372523#Comment_3372523

    Wastes time in the middle of nowhere? Like, what, 5 seconds?

    And name the Killers that can't use their power that aren't high tier/can't catch up easily that aren't Trickster.

    Not guaranteed either, stop lunging and just follow the Survivor. If you think they're going to DH greed, just wait it out and then hit them. They can't drop the pallet after a DH before you can get a fast M1.

    Wastes time in the middle of nowhere? Like, what, 5 seconds?

    5 seconds for every survivor for every chase. That'll add up.

    @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372471#Comment_3372471

    Because its still a good perk? Something can be good but not OP. The advantage of DH is the satisfaction of hitting a successful DH, it feels and is much more rewarding as well than any other Exhaustion perk which are probably the strongest perks a Survivor can run

    If were talking viability, Sprint Burst is hands down the most powerful option. Sure it nets less distance per activation but it also activates much more frequently and is MUCH more consistent. A good SB user is much scarier than a good DH user.

    Sprint Burst can be stronger if you go off pure numbers, but it's more awkward to work around than the simpler button press of Dead Hard. Besides, the issue of Dead Hard isn't the raw numbers of it, it's the mindgame. If a survivor runs away from you really fast, you know they have Sprint Burst right away and decide how to handle it then and there, but Dead Hard is much easier to keep concealed. After a while, Killers have to assume every survivor has it if they don't want to keep falling for it, and there's no absolutely certain way of telling a survivor has it until they use it. So we have to play the stupid Dead Hard guessing game of gluing ourselves to every survivor's back waiting for them to use the move they may or may not have and may or may not be trying to bait out because they know we don't know.

    So we end up with this stupid clown show of two players afraid to make a move because one of them might have a trick they can pull at any second and the side that messes up first will lose and lose hard. And every moment the killer wastes on this guessing game is a small victory for the survivors. Now multiply that by four.

    Dead Hard's power isn't just the free hit, it's the psychology it has forced people to adopt. It's like a little ghost that haunts every killer whispering "You can hit them now, but what if they have Dead Hard?" whether the survivor have the perk or not.

  • I'd tweak the numbers somewhat. I'd start it at -5% and give you +10% for each token. So progression would be like this:

    0 Tokens = -5%

    1 Token = +5%

    2 Tokens = +15%

    3 Tokens = +25%

    4 Tokens = +35%

    5 Tokens = +45%

    It's slightly less strong at max tokens, but it has much less of a start-up to begin receiving benefits. It's less extreme on both ends, and the inconsistency of RNG skillchecks should still keep it from becoming overpowered.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372432#Comment_3372432

    yes. I am not talking about literal deadzone open places of map. I tried to specify what I mean in the bracket (so anything that does not have pallet or very very close window).

    As for hiding (and this goes to @AFKbyDaylight ) - u r not trying to loose killer and get out of chase. You just try to waste time to immediately after go back the direction the killer came in. You would be surprised how often these things work (against specifically Oni and Blight at least).

    And I am not saying shadowborn is OP. But same as bamboozle - it takes away things survivors can do. And that is fine if it costs you a perk slot (so you can do those things in one game but can't on the other). Problem is if it becomes basekit...

    And I am not saying shadowborn is OP. But same as bamboozle - it takes away things survivors can do

    I do not think "spin around in circles like idiots" is something survivors should be rewarded for, at all, and I want it gone.

  • @_Demidrol said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372405#Comment_3372405

    In 80% of cases. And almost all of them are around the pallet, or hit the Dh or stun by the pallet no other option. any other exhaustion perk is not so annoying

    People like to say you can play around Dead Hard but the best uses of it are to reach pallets to extend the chase. When given the choice between "fail to reach the pallet and go down" and "use Dead Hard and reach the pallet whether you get hit or not" then survivors will always Dead Hard, and there's nothing you can do about it, they will get that pallet and keep you chasing them for another minute.

  • Nerfing the problematic meta perks is fine but I'm more concerned with buffs for the weak perks that no one uses.

  • I like cleansing totems for points and using perks like Inner Healing and Overzealous, I think it's fun being self-reliant.

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372201#Comment_3372201

    No problem, I read it and saw it disappeared and figured that's what happened.

    From what I remember of your post when I read it, you're not wrong. I feel that BHVR is avoiding a lot of issues. I don't think they're stupid, I think sometimes they'll use any excuse to seem like they're responding to the question while actually avoiding the issue. I just want to give them fewer excuses.

    I'm on console, I play on PS4 and Nintendo Switch. I am immeasurably unhappy with the state of things. Every update has my PS4 fans louder so I can hear less. Switch performance keeps going downhill, especially on the new maps. And there are still no goddamn response curve and dead zone controller settings. Pretty much none of my feedback ever gets a response. I just hope if someone else gets a response to something that they get a worthwhile response.

    Switch is the only platform I can play on and it feels like its performance gets worse every patch. It's pitiful how much pop-in, framedrops, and stuttering it suffers from.

  • @Bedslamb said:

    anyone tell me what it means when she does a tilt to the side and there's a cranking type noise ? something to do with the drones but can't figure what exactly

    I don't own her but from watching gameplay footage, I think that's the indicator that one of your drones has returned to you after a survivor has disabled it.

  • @BlightedDolphin said:

    Some of those perks are pretty decent, it’s just that the top level perks are so much better. If they removed them you would see some of these perks get more use.

    You can get value out of all those perks except Furtive Chase and Predator, those two are worthless.

    Even Predator has a niche to fill. Most players don't need help with scratch marks but some do, and Predator is helpful for them, so it at least has a reason to exist.

    Furtive Chase though, I don't know why it was made. Who thought of this and what was the point? Especially now that the chase indicator exists, this perk does nothing of value.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371979#Comment_3371979

    Functional in the sense that it does what the description says? Yes, sure. - Functional as in at all sensible to bring into the trial? No. By the time you can/need to use it there's usually not even an unopened chest left and even if there is, somewhere, you won't usually find that unopened chest quicker than finding a teamie who can heal you. That is not at all functional. --- If you really need a disposable heal via perk you're always better off with Inner Healing (or, you know, coh).

    By the time you can/need to use it there's usually not even an unopened chest left

    Really? Usually I'm the only one bothering to open chests at all. And while finding a teammate or using Inner Healing are good points, I have an easier time finding a chests than teammates or totems. But I'm a habitual looter so I guess I'm the type who would get more use out of Pharmacy than other people.

    I kind of wish it worked like Residual Manifest where you rummaged through the chest for a medkit instead, because then I could use the medkit first and then switch to whatever item I got out of the chest too. But if I'm running for chests to get a heal, then getting that medkit first thing as soon as possible is the better design.

  • @Science_Guy said:

    Y'know, if you're losing to an entire team running only 3 perks, your problem is not Adrenaline.

    Yeah, imagine if they had all brought something like Self-Care! Or Urban Evasion! Then they would have lost even harder.

  • @Halloulle said:

    I don't use too many different perks on Killer (I like my basic builds; one slot for info, one slot for slowdown, two slots for whatever sounds funny enough to equip).

    On survivor I have made it my personal mission to stay clear of meta perks as much as possible and find the overlooked ones that you can actually get good value out of (Distortion has become more popular and I've seen more We'll Make It - but Desperate Measures and Leader are def. underrated perks and come in useful more often than you'd think). But boy, are there a lof of perks that I have failed to find some form of consistent application for (aka that don't rely on effectively throwing half the match just to get the perk working and/or the active participation of one or more teamies).

    But the two perks that hurt me the most (because they used to be niche but useful in that niche) are just the very definition of bad now: Calm Spirit and Pharmacy. No matter how you define bad - they always fit the definition. Though there are more perks that fall into that category: Technician (except if you want to build a flashbang mountain...), This Is Not Happening, Visionary, Rookie Spirit, Situational Awareness, Premonition, Counter Force and Corrective Action. These may just as well be removed from the game altogether. --- Then there are a number of perks that could, in theory, have some form of useful application but don't ever actually come in handy or actively harm the team in the process; Dark sense, Dark Theory, Autodidact, Bloodpact, Soulguard, Buckle Up, No One Left Behind, Guardian, No Mither, Mettle Of Man, Object of Obsession, Slippery Meat, Up the Ante, Ace in the Hole, Poised, Potential Energy, Tenacity, Power Struggle, Flip Flop, Breakdown, Self-Preservation, Plunderer's Instinct, Clairvoyance, Appraisal and Red Herring.

    What's wrong with Pharmacy? It seems functional to me.

  • @Strawhat said:

    I mean this just seems like making a mountain out of a molehill since

    1. The aesthetic of horror isn't so monotone as to just be "dark and gloomy." In fact, one of the maps you cite as less scary now (Coldwind) is literally a reference to Texas Chainsaw, a horror movie that's touted as one of the greats for showing you daytime isn't some "time-out" from the horror

    2. The title Dead by Daylight means very little. It's a reference to the subtitle of Evil Dead II: Dead by Dawn. Plus, if you wanna get pedantic, survivors don't "die" so they can't be Dead by Daylight ™️©️ anyway

    3. Since those two map reworks happened there have been dark and gloomy maps and killers to enjoy. I mean those came out in 2020-2021. RPD and Garden of Joy had come out in that time, they just made both Red Forest maps and Shelter Woods even gloomier and darkerer, and depending on what you define as a "scary" killer, we got like 6 of em. Hell, people loved Dredge and said it was their favorite killer design-wise and he's right up your alley.

    4. I'm very curious how SM is a "Mary Sue." At least, enough of a "Mary Sue" to be called out as one. Being exceptional is a part of most of the characters' lore in DBD. Like these people get opportunities left and right and are basically the best at what they do. SM is no exception

    Creatively, DBD is doing fine. Gameplay is my main concern at the moment.

    Being exceptional is a part of most of the characters' lore in DBD. Like these people get opportunities left and right and are basically the best at what they do.

    Personally I wish we had less exceptional people, especially in regards to survivors. The early days, most survivors felt like ordinary people, like Dwight and Claudette, David and Ace, Adam and Jeff. Even if they were talented or successful, they still felt like grounded characters. But then we ended up with famous celebrities like Jane, Kate, Zarina, and Yun-Jin; rich upper-class people like Elodie and Felix; or geniuses like Jonah, Yoichi, Felix (again) and Vittorio. It feels weird to me, I'd rather play as characters that I do or could have common ground with.

    It's less of a problem with killers. I'd say Skull Merchant being an exceptional person isn't the problem, it's that her exceptional qualities are badly written or poorly explained.

  • I only want it to lose its delayed activation while on hook (pick Renewal or Resurgance if you want quick or easy heals off hook) and also lose its interaction with Freddy's power because it's stupid and unnecessary. The speed boost is fine.

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371240#Comment_3371240

    Plus, this doesn't account for the width of the pallet. If you're on one side of the pallet and they're on the other, you already have 1 meter distance between you two, so add 1 meter to the 9m / 7.5m

    They can't keep increasing the break speed. It gets to a point where the animation just looks silly. This is partly why Fire Up can't get buffed too high. They would have to go through every killer and give them another pallet-break animation for a fast break, and use the fast animation if their pallet break speed exceeds a certain threshold.

    I remember a video where Legion's gen-kick speed got so high that the animation seemed to break and they barely moved to kick the gen at all before it was done. It was hilarious. Don't know if it's still possible, I think it was Frank's Mixtape plus Brutal Strength plus Fired Up, and maybe something else that might not exist anymore.

  • @AMOGUS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371867#Comment_3371867

    So what if they are using it? Are you saying experienced players using this perk is a problem in itself? Taking off WoO might prevent less experienced players from knowing where lesser used pallets are, but that's it. You're still going to lose to them without WoO.

    And it's only optimal to pre-drop in tournament squads, which I mentioned, but now I see how you do things. Plus that "40 pallets" thing, if people actually say that about every map nowadays, is a small amount of maps... I don't think you shouldn't be kicking every pallet on those specific maps anyways, I know that's not how one deals with The Game off the top of my head...

    And calling you inflexible because you evidently don't want to switch targets is insulting you? Do you think I should not call out people when they try to defend not wanting to outplay the issue?

    If all 4 Survivors are pre-dropping pallets and refusing to play them, they will lose on the majority of maps. They will run out of pallets to use and die as a result. Keep shoving people off of gens and switching targets if you've figured out this is the type of team and you will burn through their resources, that's how DBD works to begin with.

    Are you saying experienced players using this perk is a problem in itself?

    The problem is the perk. Period.

    And calling you inflexible because you evidently don't want to switch targets is insulting you? Do you think I should not call out people when they try to defend not wanting to outplay the issue?

    You've dismissed everything I've said by just calling me bad at the game. Yeah, that's insulting me. "Call out", yeah right.

    If all 4 Survivors are pre-dropping pallets and refusing to play them, they will lose on the majority of maps. They will run out of pallets to use and die as a result.

    They won't run out, not before they get all the generators done, especially not on these new maps that have pallets on strong loops everywhere that are nearly impossible to play around with most killers. Any time they touch up a map at all they add more pallets to it. And they have plenty of other resources on top of the pallets too, Boons, items, Dead Hard, etc. etc. which just compounds the problem. And even when you do exhaust pallets, WoO tell survivors where the pallets aren't anymore, too, which makes it a lot easier for them to avoid the deadzones they created and stick to strong tiles. Which is the whole reason I want its range reduced, so that they can't make make the most optimal decision at all times because of the huge amount of information it gives them.

    "Just chase survivors." I can't when they're chaining every single pallet and loop together in a perfect run. "Just pressure them off gens." How, if I can't chase them? There is no pressure. You cut off one chase to check gens and the guy you ditched goes and hops on a gen themselves. Then you're back to square one with nothing accomplished. The only way this could work is to camp a 3-gen and break all the pallets around it, and even that won't work most of the time, and it sure won't be enjoyable even if it does.

  • @Devil_hit11 said:

    This is one of the perk they reworked and their rework made perk worse instead of better. I would sometime use old gearhead on some killers as filler information perk but after it rework. it is not worth using.

    1) first problem is that the perk triggers when a survivor completes a great skill-check. if we take average low to high mmr, the average is likely to be less good at great skill-checks compare good skill-checks. The fact you rely on survivors to trigger the perk makes the perk inconsistent. The good skill-check condition was way better before.

    2) second problem is that the perk shows you aura which are red and generator aura are also red. Before the perk showed you that generator was yellow which acted as budget discordance/surveillance perk that automatically triggered. Aura reading made the perk worse because it is harder to spot survivor compare to yellow generator.

    The perk already has limitations in duration and limitations that you need hit a survivor to activate it. I think they should remove great/good skill-check aspect and change it to working on any skill-check. In addition, change the perk back to yellow generator aura reading. Yellow generator was better in my opinion then survivor aura reading.

    I wouldn't mind keeping the great skill check requirement but I'd want to see it trigger a loud noise, mark the generator as yellow, and reveal the survivor's aura all at once. It would definitely make the survivor easier to see, a red aura against a yellow aura.

  • @AMOGUS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371803#Comment_3371803

    Yeah, knowing where pallets are is somewhat powerful. Thing is? Everyone knows where the majority of pallets are, knowing how maps generate generally lets you know where pallets will be just by looking, Windows just makes it easier for noobs to know where pallets are as well. The big part is actually playing those pallets and not dropping them.

    And are you and OP actually complaining about someone basically gamethrowing by pre-dropping every pallet in the match? That leads to Killer victories 90% of the time except in tournament squads (which are the minority and should not be balanced around), why do people think the "Meghead" meme exists?

    Like, it's so obvious to just drop chase or get 2 pallets out of them if the Survivor is playing this way. You're evidently inflexible and unable to switch targets, a very basic Killer tactic, or exploit Survivor playstyles if this in particular is your reasoning.

    Windows just makes it easier for noobs to know where pallets are as well.

    And yet so many experienced players are still running the perk. Strange.

    And are you and OP actually complaining about someone basically gamethrowing by pre-dropping every pallet in the match?

    Last i heard this was actually optimal play because there's like 40 pallets on every map these days which is plenty to slow down a killer so they don't need to take risks and can pre-drop everything, then zoom off to the next pallet as soon as the killer even starts to catch up. It is far from throwing the game.

    Like, it's so obvious to just drop chase or get 2 pallets out of them if the Survivor is playing this way. You're evidently inflexible and unable to switch targets, a very basic Killer tactic, or exploit Survivor playstyles if this in particular is your reasoning.

    Now you're just insulting me, thanks for that. If every single survivor is playing this way, which is not uncommon in my experiences, then dropping chase to move on to the next survivor doesn't make a difference. By the time they all run out of pallets, the game is pretty much over.

  • @Zeidoktor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/368047/why-no-one-plays-gearhead

    My main issue with Gearhead is mostly a me-issue: a tendency to miss its activation and not realize there's an aura to see.

    Though if I can get better about that it may earn a spot in my long-range regression Artist build (Currently Surveillance, Ruin, Pain Res, Oppression). Maybe slot it in place of Oppression and see if I can't take people on gens by surprise.

    My main issue with Gearhead is mostly a me-issue: a tendency to miss its activation and not realize there's an aura to see.

    That's not a you issue, that's the perk being badly designed because it doesn't tell the killer it's doing anything when it really should. How useful would Alert be if there was no audio cue? Or Tinkerer? Or Iron Maiden? That Gearhead has no audio cue when the description is worded like it's about having good hearing is a laughable failure on part of the game designers.

  • @AMOGUS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/362546/can-we-nerf-windows-of-opportunity

    Justifying perk nerfs because of pick rate is stupid, especially since this is a game where 90% of the perks are bad because this community is bad and fears new challenges or things that shake things up, so everything is either niche, has little value or gets shut down easily aside from a few perks... which is why those perks are meta.

    And... so what? It tells you where the pallets are. So your problem is the maps, not the pallets themselves.

    Knowing where pallets are is powerful. I think this would be fine if you didn't see all the pallets on half the dang map all at once which lets survivors chain them together endlessly without hesitation or doubt. Which is why I want the range decreased, so it only shows what's in the immediate vicinity. If you want WoO to have a big range, run it with Open Hand.

  • That sounds less useful when there's already a cooldown timer on the HUD itself, being able to know where you can put a drone sounds more helpful.

  • This does make me wonder why survivor auras are red while the killer's aura is pink. Shouldn't it be the other way around, since killers already see generators and hex totems in red?

  • It's not any better on controller. When survivors are doing their little left-right jukes I'm wrangling my awful FOV, control stick, and autoaim all at once.

  • @ACleverName4Me said:

    Nothing. because I HATE the skull merchant. She doesn't deserve to be even a concept in my eyes. If they wanted a killer who makes things that helps them in chase they should have made an inventor who uses drones that have AI only in certain radius. By this I mean they roam only in that area and instead of exposing a survivor they would have an alarm or maybe highlight the survivor like when they are asleep and shoot out a chain or hook (like pinhead's chains) that they can dodge but if they are caught they are slowed down. If that drone is protecting a gen it starts roaming away from the gen like an AI zombie, being drawn to gens that isn't completed. If it does not find anyone after a certain duration it returns to the killer. But I would keep the hacking aspect to get rid of drones faster but a new drone cannot be placed in the same area for at least 20-35 seconds just to help lesson the annoying play style.

    Giving a killer a power that is useful in chase helps (does NOT solve but HELPS) gets away from the 3 gen protecting only desire.

    Not what I wanted to talk about but okay.

  • 60 seconds as soon as they get out of the drone's range, which is refreshed back to 60 seconds every time they re-enter a drone's range while still Locked On.

  • @Grum said:

    It would be nice if killers could chase survivors and have fun instead of loading into every match seethingly angry, as if the survivors have been gangstalking them and now they're going to try to make people as miserable as humanly possible. All in pursuit of a meaningless W.

    Who says they aren't having fun making you miserable?

  • The downside is what? Getting tracked for a few seconds (battery timer lol) by an M1 killer with no mobilty??

    Instant Exposed. No, it doesn't need to be harder, the drones are annoying enough as-is.

  • It should give a loud noise notification like Tinkerer and Call of Brine do, along with the aura reveal.

  • The code doesn't need to be harder. Especially when failing a drone hack can hit you with instant Lock On.

  • @Spectralfx said:

    You could buff brutal strength all you want...

    But if the pallets keeps being so numerous and adjacent to one another the way they currently are... it won't do anything... just saying.

    I remember seeing 2 pallets on Ormond that were 5 meters away from each other. You could drop one, run less than 10 steps, and drop another. These maps are busted.

  • @Tsulan said:

    Obviously a Shopping Center

    The true killer was consumerism all along.

  • Instead of making Shattered Hope basekit, I'd rather just each survivor only gets to set a Boon once, like Residual Manifest's 1 free flashlight per trial token.

  • I hate it because it's unoptimized and being anywhere near the main building causes my console framerate to plummet even further.

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