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Carth

Carth

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Carth
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  • Don't you know? After m1ing a survivor the 32m radius from that spot is a no no zone for the killer. You shouldnt ever go back there or you're camping.

  • I'm pretty sure I've seen complaints about every killer with the famous survivor line 'not OP and totally beatable but needs nerfs because unfun!" Wesker will for sure fall into this camp due to his high mobility of his dash, even disregarding his anti loop with it I can already see the "can't even get away from a Wesker" posts coming.

  • You are getting a perk that lets you do 45 second gens solo and claim BHVR doesn't give survivors powerful perks?

  • New survivors don't know totem locations, gen spawns, looping, tile chains, the value of exhaustion perks, what killer perks do what, what status effects on the Hud mean, etc. There is a lot more to learn as a survivor that is not explained in any way vs a killer starting off.

  • Stakeout is horribly bugged and I can't fathom why it hasn't been fixed yet. For those of you wondering how it is, it apparently gives the bonus 1% to greats on ALL greats regardless of if you used a token to proc it or not. 45 second gens are a result of this bug. It basically doubles the effect of hyperfocus even if you have zero tokens.

  • I wish her blink functioned differently and she was a 110% movespeed killer. I think the problems she has will continue to exist even if you hid the auras of survivors during blink charge and made it so only her first blink counted as a normal attack. I also think making both attacks special is bad as nurse would get zero value out of those perks forever which feels lame. I can't think of a good way to change her power and make her 110 that isn't awful though


    That said this is about the equivalent of using the hardcore survivor challenge as proof killers are in dire need of buffs due to a hardcore swf stomping multiple killers back to back to back.

  • As a killer main I couldnt disagree more. There's definitely still lots of issues and problems on both sides but BHVR is making great strides trying to balance both roles, also attempting to make solo play feel better too.


    OP what exactly about the patch do you not like? You don't specifically call anything out and I'd love to have a discussion around what exactly you feel was unfairly changed.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149881#Comment_3149881

    But again, why should survivors have to go out of their way to counter a perk the killer may or may not have?

    Isn't this the very definition of exhaustion perks? A survivor approaching a hill/walking/moving towards a vault point all have a killer wondering "what exhaustion perks are they runnin" and doing a corresponding action for a perk that the survivor might or might not have equipped. You'll know after the first instance of seeing them run/drop/etc. but that isn't the exact same as agi+starstruck? You'll know after the first instance of someone being in the TR after pickup that the killer has starstruck and can react accordingly for the rest of the trial.

  • Oppression does not apply anything to the other gens except base regression, you cannot have multiple pops/CoBs/overcharges from a single kick.

  • If your argument is "bad swfs + solos can't do x" then by the same hand we need to revert AA and many killer nerfs because "bad x and non mobile killers can't make use of it".

    If you nerf tunneling and camping then you increase the number of survivors who make it to EGC. 3 survivors alive vs most of the cast will play the game of 99 gates and heal up while the killer is at the hook. At this point you start the game of survivors nudging forward and backward at various angles to poke the killer and see what he does. Typically it will turn into the grab game with the 2 survivors who then will attempt to bodyblock for the survivor who eventually gets hit. The survivor who got unhooked won't bee-line for the gate they will actually throw themselves in front of the killer to bodyblock with endurance.

    Giving survivors tools to combat slugging and tunneling is totally fine and needed but they can't also become amazing bodyblock weapons in EGC.

  • You don't think 10 seconds of endurance and 10 seconds of 10% haste does anything to deter camping and tunneling?

  • "if I can't literally turn the hook timer off by myself the perk is worthless!!". You get 90 * 2 = 180 seconds on one survivor if the other 3 use it on both hook stares.

  • With OTR being a thing MoM should not be 2 prot hits. Get unhooked > Get healed > go be and annoying bodyblock/block the hook when killer is carrying another surv. OTR makes getting 2 prot hits very very easy and safe. Throw in comms and it's even easier

  • I think it's a problem of relative power. Like you said they work great vs new killers but vs someone experienced what's better? An 8 second heal by yourself or maybe the chance to get a save assuming the killer just blindly picks up and doesn't face a wall or scan around? The 8 second heal is almost always a better idea short of the thrill of getting a save

  • This is the kind of player who calls any action tunneling. Did you chase the first survivor after m1ing them? TUNNELER!!

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145357#Comment_3145357

    I don't know where this "Don't kill anyone until hook #9" nonsense came from, but I assure you that it's not what is meant by "don't tunnel". Similarly, not tunneling has absolutely nothing to do with playing nice and allowing the survivors to make the most of their resources.

    You can win without tunneling and camping, even against efficient teams.

    I have been called a tunneler even in 12 hook games. I completely agree with your definition but many, many survivor players call any action a killer does tunneling and camping. If I hook survivor A, start chasing B, C unhooks A and they heal and start working on a gen if I pop up by A and C I regularly hear cries of "DUUUDE....of course he would tunnel!!"

    As soon as we have a unified definition of tunneling and camping sure, but until then every survivor and killer player has their own definitions and own application of those terms.

    Is it tunneling if A,B, and C are all healthy and on a gen and A is on death hook and I go for him? What about a survivor who literally starts healing out in the open to get the benefit of CoH but is completely exposed and I just walk up and hit them? Is that tunneling? Or is it only staying by hook and beelining for the unhooked surv?

  • I don't get where the DBD communities obsession with letting survivors make the most of their resources comes from. In a shooter do you purposefully avoid/die to players with bad k/d to give them a chance to catch up? In Mobas do you give lanes away for free to the enemy to farm to catch back up? Name a single competitive pvp game where you actively go out of your way to maximize the opponents fun and risk your win so that people can "have a good time".

    I do think camping and tunneling is too strong at the moment, but the idea of "killers should play 12 hooks and not kill anyone until hook #9" is bonkers.


    In the same vein if survivors are smashing out gens and outplaying the killer do all they all suddenly stop to get every remaining gen to 99% before finishing the game or do they just slam out the remaining gens and leave ASAP? Do they go into deadzones on purpose to give killers downs/hooks if they are ahead?

  • As others have said chases would become extremely annoying and swfs who are efficient would bring 1-2 of these so the survivor who isn't in chase can double dip exhaustion perks, E.G. I SB/Lithe/DH/whatever and get to a window that my friend then vaults after I do and the killer is screwed.


    You can argue something kind of similar can be done today with sprint bursting or lithing/DHing in front of a killer midswing but that is significantly harder to pull off than just fast vaulting a window behind your buddy or in front of them if the barrie r only applies to killers.

  • You can do this but a good killer will notice and react very fast to it like you said in point c, just like a good killer knows what hook every survivor is on even without a counter telling them, or in the past counting to 60 seconds for DS or counting to 13 for BT. You can go ahead and remove it but I am unsure what the actual impact would be.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143229#Comment_3143229

    We'll never know because they've never done that. Meaning, the developers have always balanced toward killers and not survivors, on average.

    Broken survivor things

    Pallet vaccum

    Instablind flashlights

    Insta heals

    Old dead hard

    Old Circle of healing

    Old Decisive strike

    Old object of obsession

    Old mettle of man

    Infinites on every map

    Perma break every hook on the map

    Literally turn killer powers off

    Survivor drop if stun/blind the killer at any part of the pickup animation

    Killer stuff

    Old undying

    Old ruin

    Machine gun unrelenting + stbfl

    Yes clearly the most broken things have always been on the killer side

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142124#Comment_3142124

    If it's only in the end game and you're the only one alive I don't see the issue honestly.

    If it was only endgame/last survivor, I can totally agree with that. OP suggested it be an effect that charges up during the match like stakeout and activates during the match regularly. Unless I misunderstood them I took it to mean they want that effect to charge and proc regardless of being the last survivor or not

  • low profile is bad but turning it into lucky break + old iron will is not the answer.

  • A survivor getting caught out in a bad position can turn that into a benefit now by doing a drive by reassurance that can in turn enable their teammates to stay on gens for an extra 10-15 seconds which in turn can mean the difference between a win and a loss. The killer in this scenario wasn't even camping let's say, but found the survivor while moving away from the hook. The idea that only campers will be effected by this perk is very much false. I do think it is worth it to combat the sheer amount of face-camping and camping in general out there, but it will for sure be a pain point for non campers as well.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/342034/reassurance-will-band-aid-fix-the-game

    I don't think that's a fair comparison, very easy way to counter BT...wait 15 seconds, the reassurance value depends on the survivor and how long they can loop around that particular hook

    If you cannot find a vault/pallet in 15 seconds something is horribly wrong.

  • I don't think it needs to be reverted but it is 100% awful now on non-setup killers. The far more concerning trend is the awful "turns off if you are doing too good" trend. Thanat, ruin, corrupt are all perks I will never run now because they turn off if you are doing "too good". If I was betting I have a feeling we will continue to see this trend for killer perks.

  • Here's the problem with this perk if it became impactful on it's own it becomes a hard lose/lose for the killer unless they have some form of anti-loop/tp ability. What are you supposed to do if you're chasing a survivor and they run into theoretically buffed dark theory(continue chasing = lose, break off chase to go break totem = lose, abandon chase as soon as you enter the aura= lose)?

    It's a dumb perk idea(haste effect in x area) and should be revised completely

  • At night my killer queues are ~13 seconds -2 mins max from 6:00 PM until early morning.

  • @Darkwraith13 said:

    I still believe they should re-work breakdown to permanently destroy the first hook you’re unhooked from. Kind of like shattered hope for killers that would be breakdown for survivors.

    Everyone on comms identify a spot we want to be the hook "deadzone". Go down on purpose at 4 hooks in that location creating a square/rectangle shape of dead zone area with no hooks. During future chases rush to the area and laugh when the killer can't carry you to a hook in time. There's a reason perma breaking hooks was taken away.

  • As soon as survivors are encouraged to spread progress equally across 7 gens then they can expect killers to spread 12 hooks.

  • Thanat should actually boost survivor repair speed IMO. Then it would be balanced, also legions power should heal the survivors and give them boosted action speed.

  • @Davenport916 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137776#Comment_3137776

    What is camping? I agree face camping is boring but survivors call literally everything camping and tunneling. Replace the word camping with defending a hook and see if your statement is still reasonable. If I see a survivor running to a hooked person, you best believe im dropping another chase to stop that survivor. Why would you ever try to punish a killer for doing their objective?

    Man you just don't get it. Survivors taking a gen from 0 -> 100% isn't gen tunneling! A killer focusing one survivor down to death hook should 100% be stopped though. Similarly, a survivor hovering around a gen at 50%+ isn't camping that gen, but a killer hanging out around a survivor about to go into phase 2 because their team prioritized gens over the saves MUST be stopped!!! Killers can't keep getting away with a .2 and .3 decrease to hit cooldown and survivor run speed boosts from 6.1.0.

  • do SWF vs trapper doom posting now. Or clown.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137887#Comment_3137887

    My point is people only complain about god pallets. Survivors never complain about unsafe pallets on a map. It's perfectly fine if there are pallets that are unsafe and can end chase quickly but heavens forbid there are several god pallets on a map

    A-are you joking? Survivors complain about lack of strong pallets all the time. New Haddonfield is notorious for "deadzones everywhere!" Despite the fact that every single house now has multiple extremely strong/god-tier windows + awful layouts for killers.

  • @[Deleted User] said:

    I wonder if anyone counts unsafe pallets and points out there are more unsafe pallets than god pallets.

    Are you proposing maps should be full of god pallets?

  • @Davenport916 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3135939#Comment_3135939

    Darkness revealed is good? Don't I have to search a locker for that?

    It has two great things going for it for dredge, 1. It has a fairly low cooldown(30 seconds) and 2. The locker requirement.

    2 is ok/kinda annoying on most killers but since any time you tp and jump out you will be at a locker already it has the best synergy with dredge as a result.

    If you jump out and aren't instantly in a chase you can invest ~2 seconds or so and maybe spot a survivor trying to hide out of LoS or even get great cross map info


    The only time I really don't like darkness is when I get swamp maps

  • Wait why is STBFL listed as meta? If we apply your logic to it we would need to describe it as "Forces over 75% of the killer cast to either abandon chases or lose valuable perk stacks to hit the obsession! It literally turns itself off for playing the game! Don't even get me started on obsessions body blocking to force you to lose stacks...."

  • You should try swapping out scourge hook for darkness revealed and change your addon's up to use the ottomarian writing(-4 seconds to tp cooldown outside of nightfall) and lav mic(lockers all slam open and close when tping around and survivor auras are revealed for x seconds when you use your last tp token)

  • Do survivors leave gens at 75% to go work on others to give the killer a chance to apply regression? no? Then why should killers be expected to spread 12 hooks evenly?

  • Sluzzy in one patch you are getting a perk that enables 40 second gens solo and another one that entirely kills camping. How exactly is this not a survivor sided DLC?

  • Things that can stop the killer from kicking(there are only a few of these) or perks that show your teammates auras during chase(not a ton again). That's basically it.

  • Killers who are very mobile/ranged tend to get the most use out of it. The close range aura perks are great for mind gaming but typically have long cooldowns to balance them out. The longer range aura perks tend to have no cooldowns/much less restrictive.

    What balances that out is it's useless on most killers, a trapper knowing you're cross map is useful but he can't do much with that info. Nurse/blight/dredge/sadako/Freddy/demo/huntress can actually hurt you/get right on top of you quickly with that info.

    I love playing dredge with lethal + bbq + darkness revealed + use whatever you want(I like franklin's). You can also combo it with his addon aura reveals and you have wall hacks for days

  • @walkerAU said:

    DH is not worth it anymore. Once a decent killer knows you have DH, it's much easier to wait out than before. Unless you're already close to a pallet or vault where the killer is forced to swing, a good killer will simply wait.

    The benefit of the old dead hard was it did give you the distance making it more difficult for the killer to time properly, but still possible to wait out.

    There's just better perks to use instead of DH.

    "Possible to wait out dead hard for distance"

    giphy.gif


  • @ImNotBobDylan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121638#Comment_3121638

    No I didn't filter that out, why would I? Didn't count how many times that happened as I didn't watch all the games in full, but it seemed to happen a lot, in particular: PROBZZ had one person disconnect at 5 gens which effectively ruined the game, and ANGRYPUG disconnected himself twice (but the game was in a very bad shape).

    Because a game that is balanced around a team of 4 working together that has someone quit instantly is not a fair metric value, at least in terms of gleaning 'is the game too killer sided?' There's for sure still value in seeing what the DC/suicide rate is and if it has risen drastically, it surely is indicative of something.

  • OP did you filter out any games that had survivors DC/kill themselves on hook? Or were there any that even had that in the games you observed

  • It's a relic from a time when hooks were perma-saboable and so were trapper traps. In the past the idea of perma stripping away killer's resources was not a crazy idea and was baked into core DBD.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3117877#Comment_3117877

    I just tested it, if you stand in front of a locker you can press control to enter it. And you can also enter lockers next to hook even though they are blocked by the entity. Don't know why you would want to, but you can.

    @ShinySilverfish said:

    https://forum.deadbydaylight.com/en/discussion/comment/3117877#Comment_3117877

    The vid shows the prompt that allows the Dredge to manually enter the locker.

    "CTRL ENTER LOCKER" is what makes Dredge go inside.

    https://youtu.be/t_JkKlvD4CU?t=192

    I've found a video that shows it.

    Thanks guys!

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3117791#Comment_3117791

    https://forum.deadbydaylight.com/en/discussion/comment/3117630#Comment_3117630

    You walk up to a locker and press the ability button (instead of space) to enter it without teleporting.

    If there happens to be a survivor inside you’ll just pull them out like normal.

    Sorry I think there might be some confusion, I just played a dredge game and standing in front of a locker and pressing M2 did not do anything outside of the norm. I just raised my hand and had the prompt to teleport to the remnant at my feet, or to teleport to a locker. There was no searching/entering anything that occurred. Unless by entering are you meaning searching the locker? The vid you provided just shows a dredge searching a locker at the timestamp you placed the vid unless I'm just blind. The dredge never goes into a locker in any of those clips in that segment.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3117630#Comment_3117630

    When you go up to a locker as the Dredge, you are given the option to search it, as well as the option to enter the locker directly.

    It isnt a bug, it isnt cheating, it is an intentional game mechanic, it let's the Dredge teleport to other lockers without being forced to channel their ability. Or they can just sit in the locker, which causes mist to come from the locker if they sit in it for too long.

    Do you have a video of this? Dredge walking up to a locker can interact to search with it and and nothing else. I have never even seen the animation of a dredge manually entering the locker like you describe

  • I am so tired of these "AS A KILLER PLAYER....my fav perks were <insert nerfed survivor perks> why did they get changed?? Sincerely, a nonnsurvivor player"

  • @Grum said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115855#Comment_3115855

    At which point he can still teleport back to it, sometimes.

    that is latency related and is the mirror inverse of getting pallet validated. The sever/killer client disagreed with your clients version of what happened. I'm not sure if remnant destruction is handled on the killers client or the server so I am not 100% sure of what disagreed with your client


    also my personal opinnion is that this would be so bad as dredge, you could turn off his power at low height loops which is dumb.

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