CaulDrohn
CaulDrohn
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@DaddyMyers_Mori said:
Have everyone forgot about Rancor?
So what about it? Even if game afoot changes obsession with every hit, you still will need two hit against healthy. Sure you can mori right from the spot then. Makes the end game more spicy, imo. Also, mori someone with rancor usually means letting the other survivors escape, except when you also have NWO/Remember me. But then we are talking about an actual end game build, that is supposed to be strong in end game, with the drawback of not doing much before end game. Can't really see an issue with that.
I would really like game afoot to switch obsession with every hit, that would make the effect reliable. As it is now, it's totally unpredictable whether it will trigger or not in mid / end game, bc you just have no feedback how much you chased the individual survivors.
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@dbdthegame said:
How much longer before I can play a killer other than Blight and stand a chance?
You absolutely can, just don't expect to get a 4k each and every game. I play nearly all my killer games with random perks and killer, and still get 3-4k every second game (roundabout).
About MfT, they are working on it (although we all would like to now whats taking them so long).
About Buckle Up + FTP, it's luckily rare enough to not be an issue, at least in my games. FTP could still need a small buffer so that you cannot pick some one up the moment they went down. Or Buckle up only working after healing someone for minimum one second, something like that.
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@Hanuka5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551991#Comment_3551991
Why would ANY streamer check that option, if it means they have longer queue times, with nothing in return? And what about streamers that want to play the game off stream? So you cannot link it to their account, it has to remain a toggleable option.
They get a cool icon next to their names. And alot of Streamers want people to know that they are streamers thats why they have "TTV" in the name
Although this community can be very childish and throw baby tantrums about literally anything, there will never be a situation were everyone will want to avoid facing streams... Believe it or not, most of the players do not mind streamers at al
I agree with that, thats why a option like this woulndt be a big difference in queing time. I was refering to the other guy who said that all people would opt-out. In that scenario if all people would opt-out we should ask ourselves why they are doing it.
"They get a cool icon next to their names. And alot of Streamers want people to know that they are streamers thats why they have "TTV" in the name"
Ok, maybe even linked to their stream channel. That might indeed be useful, and players could drop the TTV from their name. But we could just add that without also giving some stupid opt-out mode for streamers ^^.
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@rvzrvzrvz said:
they only killswitch if it affects killers, xeno can block hook in crawler mode and literally "facecamp" to death but you don't see them use killswitch on xeno, or even his tail slowdown bug
So Any Means Necessary is a killers perk? Didn't know that!
Also, first you state that only killers get killswitched, and then complain that Xeno does NOT get killswitched ... so is killswitching a killer good or bad, I don't understand ...
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@Hanuka5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551891#Comment_3551891
But how is bHVR going to detect if a user is streaming without it being an unjust invasion of privacy anyway?
How i said you can say it in an option if you are a streamer or just people with "TTV" in the name.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551877#Comment_3551877
If nobody wants to play with them its maybe not a good thing? I dont understand your argument. We have 40000 dbd players if all opt out and nobody wants to play with Streamers.... what does that say to you?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551886#Comment_3551886
Nobody said something against anon players. Why I dont want to play with people i blocked is obvious (or it should be for a normal thinking human) and for why i dont want to play with streamers scroll up.
You are pretending that DBDs community is only out of people you blocked and streamers that is wrong. People worthly of a block are as rare as streamers, but i would like to completly remove them out of my games.
"How i said you can say it in an option if you are a streamer or just people with "TTV" in the name."
Why would ANY streamer check that option, if it means they have longer queue times, with nothing in return? And what about streamers that want to play the game off stream? So you cannot link it to their account, it has to remain a toggleable option.
"If nobody wants to play with them its maybe not a good thing? I dont understand your argument. We have 40000 dbd players if all opt out and nobody wants to play with Streamers.... what does that say to you?"
Thats's a non-argument. Although this community can be very childish and throw baby tantrums about literally anything, there will never be a situation were everyone will want to avoid facing streams (unless they somehow got a masive in-game adventage, making it literally unfair to face them). Believe it or not, most of the players do not mind streamers at all. Or even like going against them, so they can watch the game in past broadcast again (like me). Like with regular dbd players, the majority of streamers are god awful in the game (being new, boosted by viewer swf, overconfident, distracted by chat, choose your poison). So arguing "what does that say to you" is futile.
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@Hanuka5 said:
Hello, i think it would be nice if there would be a way to opt-out playing with people who steam there gameplay.
As far as i see alot of people with "TTV" in the name are not playing for fun or gens but often more for their viewers. Their goal is not to finish the game but to make cool flashlight save, pallet stunns and annoy the killer as mutch as they can.
To detect if somebody is a streamer we could just make an option where people say "i am a streamer" & everyone with "TTV" in the name
"not playing for fun but often more for their viewers"
Why not both? Also, if they have fun annoying the killer ... they are playing for fun, duh.
But being annoying to the killer is no treat exclusively by streamers. You will face way more toxic / bully squads that don't stream. Heck, the most TTV players I face do not even stream regularly, if at all.
So your whole idea achieves literally nothing. You will still face annoying players. You are punishing chill streamers that just play the game without being annoying. All for the 5% or so streamers that are jerks.
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@HarlockTaliesin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549009#Comment_3549009
That's a bannable offense, if you got video of it. I don't leave video recording on all the time, but if players start acting weird (hacks, etc.) I'll start it. More importantly, if it's down to two survivors and I'm one of them, I start recording. I've lost count of the number of survivors I've had to report for obviously working with the killer to find other survivors.
I know, and I also clipped it with ShadowPlay. But since not even my last speed hacker reported got banned, with video and all, I'm not so eager to waste more of my time for nothing on this douchebag teammate.
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@Alice_pbg said:
honestly... I don't think there's any reason.
they should add it and leave it up for a couple month or so and see the results.
and to everyone saying "it's a skill killers must have"
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548940#Comment_3548940
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548979#Comment_3548979
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549173#Comment_3549173
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549238#Comment_3549238
why is it a skill that the survivors don't need to have anymore?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549315#Comment_3549315
killers who wanna tunnel will tunnel. this UI would help people who wanna avoid tunneling a lot more.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549002#Comment_3549002
honestly, same. and how many gens were left and stuff... put that info in the end game screen somewhere
Right, gens done is missing as well. Thats easier to remember than hook stages of individual survivors, but still I'm not sure every now and then whether it was still two or three left.
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@IlliterateGenocide said:
I don't know why people take up a perk slot for light born,
once a survivor notices you have it they will just sit on gens instead of following you around all game to get saves.. in my opinion running it is detrimental
Thats why you should act like avoiding the flashlight beam, so they don't notice you run it right off the bat. Of course if the surv runs Object, thats futile, but OoO is pretty rare.
Even if it may be detrimental, sometimes I just want a chill round and not care about flashlights / flashbangs.
And let's not forget the blinding can happen from totally ridiculous angles. I know how to pick up ppl without being blinded, but still blinds go through. And in 80% of the time, it's blinds from outside my pov. I don't even SEE them blinding me on my screen, but still get blinded. Thats totally nuts, and one of the core reasons for me to run Lightborn.
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I got that challenge reasonably fast, should have been less than 10 games. I tried to progress the game normally, and have hatch perks and sometimes a key as a fallback. Of course I had to play selfish, but the games I lost were solely due to bad team mates, that did horrible blunders, dropped like flies in chases, were not doing any gens without any reasons.
In one game on RPD, we fininshed all gens. I jumped to a gate, I see with bond that one of the other remaining survivors brings the killer to my gate (unintentionally, I guess). Killer switches target to me, we chase for a bit, enough for the other survivor to finish the gate I started. But when I look around with bond, I see one of them opneing a chest, and the other one a totem. Of course I got downed eventually, and the left to die on the hook. Should have played more selfish there, I guess, waiting for the others to open a gate.
But the biggest issue I had were "teammates" actively working with the killer to hunt me down. Had a game on Badham were the team was abysmal, two ppl getting themselves downed and hooked next to each other, killing themselves on hook. Kate runs to "help" injured, gets found and downed instantly. A few seconds later the others are already gone, and killer lets kate wiggle free so she can lead them to me. i got found and hooked, and unhook spammed until I die. Why? Because i was "being useless, hiding all game", sure. We managed to do one single gen, which I did totally on my own. But I'm the useless one here.
Sure such challenges suck, playing selfish is bad for the team. But when you play with the killer to actively sabo a selfish player, in a situation were the game is lost anyway, you are not only doing a banable offense, you also may force the selfish player to play yet another round selfishly (bc of the challenge).
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I would really like to see the hook counters as a killer, too, but for a reason outside of the game itself:
I track my games with Nightlight, and that also allows tracking the hook stages. But since they are not shown in the end game stats, so NIghtlight cannot extract that on it's own, I have to set hook stages of each survivor myself. With playing survivor, thats usually not an issue, bc I can look at the hook stages right before a game ends. But with killer, I can only look at the general hook counter. And if I had say 9 hooks, and two got out, I may not know which of the two had one, and which had two hooks.
So if the devs don't want to change the hook counters not being visible for a killer, maybe at least add this info to the end game stats.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546998#Comment_3546998
No, devs are to be blamed for first version of skull merchant and failed rework. Not players, they just used what was available to them.
Let's meet at the middle: BOTH devs and players abusing the 3-gen capabilities are to blame for the situation. Of course the devs cold have done better (somehow), but hardcore chess merchant players made the failed design a real problem.
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545845#Comment_3545845
it was definitely no where close to 90%. Ill thank the content creators who all blew up and popularized playing her that way (despite yk SEVERAL other killers having her same 3 gen potential because at the end of the day shes literally an M1 killer)
Annectotal evidence, I know, but the last 5 SM I faced were all doing 3-gen from the start, with the usual stacked gen regression perks (and sloppy) and matching addons (no skill warning and oblivious mostly). One even send us to midwich to have an even easier game. So where-ever these mythical chase oriented SM were, I did not see one.
On the other side of the coin, when I played SM, I would usually play chase-oriented as well, but even then survivors Dc'ed imidiately when they knew they were against a SM, not even evaluating whether I'd go 3-gen or not. The survs were / are just fed-up with that 3-gen playstyle. And even if it isn't 90%, but something more like 50%, the 3-gen SM players are the ones repsonsible for this situation and should be blamed for this (failed) rework.
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The core of Furtive Chase is that you hook the obsession repeadetly to "power up". The obsession switching part it necessary to incentive spreading hooks. The issue is, the current power up of having smaller TR in chase is useless. When it actually should be real powerful given that you have to play pretty much suboptimal (no tunneling or camping, always following the unhooker) to achieve high stacks. Another issue is, that you have to find your obsession at the beginning to even get the ball rolling.
So first of all, I feel furtive chase should help you find your obsession at the start. Could be a lethal-style aura, or killer instinct, or Whispers-like range indicator. Some range-based indicator could even be expanded to a general effect, that activates whenever you are not chasing anyone but search for your obsession.
The power up itself should be more meaningful. Having the TR reduction outside chase gets mentioned alot, but I'd rather want to explore the possibilities to buff the chase against the obsession specifically (you should always go for chasing the obession with this perk, anyway). So, what about when chasing the obession, you get steadily faster (1% per stack)? Or your lunge range increases (10% per stack). So you get more and more threatening when chasing the obsession, and will be able to down them faster with every stack. It's like a race against the clock for the survivors: Will they be fast enough to get to end game before the killer powers up too much that they are unstoppable (against the obsession)?
Oh I would love such a rework so much ^^.
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545000#Comment_3545000
I literally never 3 genned with her this completely nerfs and invalidates her chase and I already listed so many reasons why this makes her so atrociously bad but yeah keep up the hate band wagon. Also most problematic killer ever released lol just because everyone hopped on a hate band wagon doesn't mean shes the most problematic killer ever released
Fine for you that you never 3-genned. But 90% of the other SM players did so. And thats exactly the reason for the "hate band waggon", as you call it. Blame the other SM players that played 3-gen with her all the time, THEY are the reason for this rework!
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544952#Comment_3544952
Okay can you give me a reason why I as a survivor, would ever go hack a drone that's inactive in the rework? SM can't reactivate it so they pose little to no actual threat, and the biggest worry I'll have is some newbie teammate might reactivate it not knowing what it does and then even in that case so what? 15 seconds of an active zone that doesn't really do anything and realistically won't be around important objectives so what threat does an inactive drone actually pose now compared to before especially with how easy it is to avoid triggering a deactivated drone? That alone is just 1 of the many already big issues I can point out
We do not even know if there's even an active zone anymore. From what I understand from the text, it could also just be the searching mode all the time (in stealth or hunter, or however they worded it). That would also explain why SM cannot reactivate them again. As Peanits wrote, just wait for and test SM in the PTB, before jumping to conclusions!
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@CountOfTheFog said:
I am guilty of lobby dodging here and there as Survivor. I'm sorry but I'm not playing with Baby Dwight when I'm one pip away from Iridescent I. Please fix the pip system, I think it would help matchmaking.
Pips may be relevant for newer players that still want to get the rank 1 achievements, but for a seasoned / veteran player like me, pips are pretty much meaningless. If you play enough, you will get to red ranks regardless, just so you get more BP when rank reset happens.
So about lobby dodging, I pretty much never dodge, even when playing with random perks (which I do nearly all the time), and it's clear that I'll get my ass kicked heavily. The only exception recently is the locker glitch by using flashlights before the killswitch, there I was prepared to dodge lobbies with 2+ flashlights (but never actually had to). Or when plying Hag and facing multiple flashies as well (when traps still could be burned away with a torch).
So all in all, I doubt removing depips would have a measurable effect on lobby dodging. That does not mean depip needs to stay, though. I'm not against removing depips and make pipping a little bit harder.
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Few weeks ago I had a bot that was stukc in some kind of loop: It would go to a medkit on the ground, pick it up, imidiately put it down again, move 5 feet away, just to turn back and repeat. While the bot was busy doing this, another real player died on the hook, bc nobody could save them (I was dead already, the other survivor wounded and in chase, and the bot having fun with their med kit). Only when the other player was downed and hooked as well (the other hanging being dead at this point), and the killer came near enough for the bot to hear the TR, the bot managed to break out of this loop. It was hilarious and sad at the same time ^^.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543643#Comment_3543643
Thanks so much for all the advice! I appreciate it very much 🙏
You're welcome :)
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@Reinami said:
Here is my guide to save as many bloodpoints as possible, while also completing the archives, This level seems to have a total of 680k that you can save, while earning 465k. There are no requirements to owning any content to complete the red path. To save all of the challenges, you'll need to own The Artist and Haddie Kaur (and her perks).
NOTE: The challenge "Destructive Investigation" might be bugged, and is only rewarding 50k instead of 60k like the rest. So keep that in mind.
Level 1: https://forums.bhvr.com/dead-by-daylight/discussion/385062/saving-bloodpoints-tome-16-level-1/p1
Level 2: https://forums.bhvr.com/dead-by-daylight/discussion/387282/saving-bloodpoints-tome-16-level-2/p1
Level 3: https://forums.bhvr.com/dead-by-daylight/discussion/388977/saving-bloodpoints-tome-16-level-3/p1
Level 4: https://forums.bhvr.com/dead-by-daylight/discussion/391321/saving-bloodpoints-tome-16-level-4/p1
Red Line = Collect
Yellow Circle = Save
https://us.v-cdn.net/6030815/uploads/PK6LFIOF82GD/image.png
As always, if someone finds something better feel free to post i here and i'll add it to the OP.
FAQ
- I'm new at the game, should I still do this?
- Maybe. If you tend to have specific things you want to spend your bloodpoints on, you are better off just spending them on what you want. You would generally do this if you want to max out the new survivor/killer when they are released. Generally they are released between level 3 and 4 being released.
- Why do this?
- Since the game only allows you to hold 2 million bloodpoints at any given time, this is a way to store extra bloodpoints for a later date. This is useful if you want to save bloodpoints for a later event or chapter.
- Doing this with the first 3 levels + level 4 of the previous tome, capping your bloodpoints to 2 million, and saving daily challenges, should allow you to max out the killer or survivor to p3 and probably get the other to p1 or p2 before even playing a single game when the new chapter releases.
- What do I do?
- Following the map above, just follow the red line, then complete and turn in the challenge. For the challenges that have yellow circles, do the challenge but DO NOT turn in/complete it. This lets you have the challenge completed and ready to be collected when the new content, or whatever you are saving for releases.
- Do I miss out on shards doing this?
- Only if you don't turn the challenges in during the rift. Typically since the new content releases between levels 3 and 4. You can at least get the shards for the first 3 levels. And if you need the shards for level 4, you can do those and typically you'll only miss out on around 500k saved points.
- Is this definitely the most points I can save?
- I think it is, and if you are reading this, I have already set upon this path myself. Sometimes I make mistakes though, so if you find a better one, please post it in this thread and I'll add it to OP. In the event that someone finds a better one, I will place theirs above mine and make a note/credit of it. I will still keep mine on the thread though as often once you have started down the path you can't really change or you'll end up losing out on even more points.
You can actually save 15k more if you don't collect the orange glyph challenge (the one above the start), and totally skip doing the killer challenge right from that.
- I'm new at the game, should I still do this?
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Any killer power, addon or perk that applies 'Exposed' will do. Just instadown powers like chainsaws will not, bc they are M2 attacks (so also NO Iri hatchet!).
For the full list of things giving exposed to survivors, see the wiki:
The Status HUD is the primary information system to available to Players in Dead by Daylight and displayed as an overlay on the Player's camera. The Status HUD is comprised of several subsystems, with each sub-system displaying distinct pieces of information about the state of the Trial and its Players: First added with Patch 1.5.0, Status Effects show whenever a Survivor is affected by a special effect or affliction, indicated by a corresponding icon above the Perk diamond.The icon's colour wilThe easiest way to get exposed hits through power would indeed be playing Myers or Ghostface. When taking addons into account, Clowns and Tricksters Iri Exposed addons are the easiest to use. For perks, Make your choice might be the easiest to get value from. But you could also go for Exposed Combos like Haunted+Retribution, Dragons Grip+Trail Of Torment, Endfury+Hubris.
Edit: Of course there are also Devour Hope and Noed, but they are hexes and are not as reliable by nature.
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You sure you applied Wiretap / Blast Mine to the gen? Bc they changed it that you no longer add it while repairing, but you have to stand besides the gen without actively working on it.
I just played with Blast Mine two days ago, and it certainly worked.
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Pls check existing bugs first, we have a MASSIVE thread about that bug in the bug section already. Just vote that one up.
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@kjolnir said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538191#Comment_3538191
I'm dodging all lobbies with flashlights until this is fixed.
Understandable. But maybe, to be able to play a game at all, dodging only with 2+ flashlights would work as well. Or equip Franklins, they ususally won't hide in the locker when still healthy.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538191#Comment_3538191
Problem: Residual Manifest.
Why? No one runs that perk for the rummaging effect. And even if so, just hit them again and the flashlight is on the ground as well. The bug abusers are usually ultra cocky, they will try to bait you into swinging onto the locker. And f*up from now and then. When you hit them at this moment, the flashy is gone.Edit: Sorry, thought it was a response to using Franklins. You are right, if flashlights were killswitched, Redidual would have to as well!
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537125#Comment_3537125
All of those things can be true at the same time. The problem with regression isn't just the perks though, it's the fact that there is no cap and you can regress the same gen 40 times. They need to cap how much each gen can be pushed back.
On the right killers STBFL and Coup are equally dominating though, I disagree that they aren't as big of a problem. If a perk enables you to reliably proxy camp to win, it needs to go. A good killer with coup is going to absolutely face roll your team.
Winning by proxy camping alone does only work when the survivor team plays too altruistic. On the contrary, Stbfl and Coup shines the most when you actively go for chases.
Also, I cannot recall a single game I lost as survivor, where I later realized "Yep, we lost bc. of stbfl and coup". When we lost, it was bc the killer was fast at downing ppl, NOT proxy camping. On the contrary, I had SO MANY matches were the killer was caried hard by some or multiple gen regression perks. Being very suboptimal in chases, but having so much gen regression effects at just the right time. So even if stbfl+coup were equally strong as gen regression (which is isn't, imo), the later is still the much bigger issue, juct bc it happens so more often. So instead of nerfing stbfl+coup for some dubious, rare reason, gen regression stacking should be addressed first.
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@gnehehe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538191#Comment_3538191
In your dreams! KEKW
Happy dodging ;)
Found a different solution: Use Franklins to drop the flashlight to the ground, so they cannot clip into the lockers!
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Just had that on Mcmillan with 3 ppl doing it. The fourth afked and then dced, the bot doing all the gens. Without it, they would not have got out, bc all three of them hiding inside the shack lockers.
Honestly, if you require a flashlight for this, than flashlights should be killswitched. If some killer had such an abusable bug, they would have been kill switched right away.
As long as flashlights are not killswitched or the bug is not fixed, I will consequently dodge lobbies with more than one flashy now!
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535990#Comment_3535990
You will still be able to pull off STBFL unhook denies by proxy camping and following survivors to the hook. For the new unhook mechanic to work the killer has to literally face camp. Proxy camping will still be viable. I don't care how long it takes for you to be able to deny unhooks, you shouldn't be able to period.
Coup isn't used often you are correct, the meta takes a long time to find itself. Every game I play against Coup is a loss though, I have yet to play against a bad killer running Coup. Good killers know the perk is busted. I regularly ran Coup on my Myer's because it's just a very good perk on him, before the buff.
Again I don't agree with making over powered perks so M1 killers can be viable, just buff the M1 killers.
Ultimate weapon also needs to get gutted, might be the strongest perk in the game, something I have noticed recently. Good luck getting a gen done against a nurse running this perk.
It just baffles me that someone can seriously think stfbl or coup are op, although it only works on M1 attacks, when stacked gen rergession perks (pop+jolt+pain res) are a MUCH bigger issue, and work on EVERY killer. THAT perks enable blight and nurse (even the bad players) to absolutely stomp the majority of teams, no stbfl or coup comes even close to that.
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535723#Comment_3535723
I don't believe there is any killer in the game below B tier. All of them are capable of beating the vast majority of players in the game. SWFs cause people to have a distorted reality of DBD. Those are not the norm games, they are the outliers.
That's fine with sloppy, the thing is it shouldn't do both.
The camping change won't do anything to being able to prevent people from unhooking, which you can do with a fully stack STBFL. Not to mention hook trading will still be a thing. If they aren't going to nerf it, at the very least it shouldn't operate within 16 meters of a hooked survivor.
It's usable because it's broken. There is no counter to the perk either, it's just a free hit. People used it before the buff, of course they are going to use it after. So if you don't want to reduce the stacks, reduce the lunge.
With the camping change, you do not NEED to go for the unhook at all. It's irrelevant whether the killer can prevent an altrusitic unhook, when the camped player can jump off the hook on their own eventually. I'm not a fan of dissabling it (right away), just bc I want to be able to punish stupid / bold plays like instant unhooking in the killers back. And last but not least, for the killer to even be able to camp with 8 stacks, they have to deal out those 8 hits (or more) beforehand. So it's near impossible for this situation to occur at the start (unless survivor body block like crazy) - you cannot prevent your first hook with that, bc you will only have like 2 or 3 stacks (that would be an issue right). The killer does not get the stacks for free, they have to work for it. And you as a team have a way to counter it, by letting the obsession take hits. If you get into the situation were the killer has 8 stacks and protects a hook, its: a) your failure as a survivor team, b) likely in endgame anyway.
Coup is nowhere near broken, its not even picked that much now after the buff. Did you actually play with the new Coup? It's only POTENTIALLY a free hit if you invested the time to actually learn the distances of the increased lunge. And you can still mess up then. If not, you will miss lunge attacks every now and then. Or somehow be "aim dressed" into hitting the wall (happens quite often to me :-/). And like I said, the killer will only have many stacks when you are doing GOOD as a team! When the killer steamrolls you, it's certainly not bc of the perk. Last but not least, Coup works as a great counter to the Mft meta, for that alone it should stay as it is. If Mft ever loses it's haste effect, than I wouldn't mind reducing the lunge or max tokens of coup.
Edit: And coup is the ONLY option for a pure M1 killer to ever hit a survivor with Hope in reasonable time!
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534644#Comment_3534644
Biggest issue with trapper is he spends too much time setting up, this can be alleviated in a multitude of ways. Having the traps be on him before the game starts. Having the traps be open in random decent spots around the map. Having the traps be in lockers that he can go to anyone.
Myers biggest issue is he runs out of juice and one good person hiding all game can prevent you from accessing more tier 3 uses. Either increase the stalk that each person can be stalked for. Or make it deteriorate over time.
All of the perks you mentioned can be strong without being too strong. Sloppy shouldn't have mangled too just the hemorrhage. STBFL should have been reduced by a proportionate amount when the base hit CD was reduced. Coup needs to lose 2-3 stacks. One perk nearly giving 5 hooks is insane.
That still won't help Trapper or Myers to get out of D/E tier. They are fundamentally weaker than high mobility killers, and no tweak will change that.
Removing mangled from sloppy would kill the perk. The purpose of the perk is to slow down heals, hemo can make healing impossible. If anything, hemo should be removed. But I would rather change hemo to not drain all the progress everytime. Let it stop at 25%, 50% and 75%. Then partial healing perks like Resurgence, Reactive Healing or Solidatory wouldn't be hard countered by Hemo anymore.
Stbfl is only a real issue in camping situation, which will be dealt with differently soon(TM). No need to change the perk.
Coup with double stacks is finally USABLE! You don't have to be super mindful with your tokens anymore. The "nearly five hooks" only applies when you use your tokens optimally. Which hardly ever happens. Furthermore, even WHEN that happens, that also means all gens got DONE! You cannot stomp with the perk, since you only get stacks when gens get done! Coup is an insurance perk against gen loss. If you do well enough, the perk gives you nothing.
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@Chomperka said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535245#Comment_3535245
People really underrate BT. You basically give 26 seconds of speed boost and invulnerability to ANYONE you are saving. Its only save perk that works after last gen repaired. Its not bad and definitely not out of meta.
Meta is not defined by a perks power / potential, but by its pick rate. And BT with a measly 2% is certainly NOT meta right now. I cannot even remember when I last saw it on a survivor in my killer lobbies, and seeing it in effect actually i even rarer (can't remember a single instance were I counted to 10 after an unhook and did not get the down bc of the perk.
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@Chomperka said:
https://forums.bhvr.com/dead-by-daylight/discussion/390416/was-6-1-0-mistake
Both sides lost their meta perks.
Haha, really?
best and most used gen-regression perk before 6.1.0- pop goes the weasel VS best gen-regression perk now-pop goes the weasel.
best and most used exhaustion perk before 6.1.0- dead hard VS best and most used exhaustion perk before its recent nerfs-dead hard.
Best and most used second chance perk before 6.1.0- decisive strike VS most used second chance perk now(not counting dead hard as second chance perk)- decisive strike.
INCREDIBLE LOSES, only meta perk that got truly nerfed and "lost" in 6.1.0.- iron will. Barely see it nowadays.
Pop is only back into meta NOW. It was totally absent aber 6.1 patch
DH was way over 50% pickrate before 6.1, took a nose dive after 6.1, survivors adepted to it, making it strong again, and dipped down to 8% after tha lst nerf. It's still strong, esp. with Mft, but I wouldn't call it meta anymore. Even in Mft Builds, Resi, Hope or windows are used way more.
DS was also at insane pick rate before 6.1, and is down to 4% now (according to Nightlight). Even nerfed Iron Will has a highe pick rate (5%). That totally matches with my experience, there's hardly any lobby with one DS, not to mention two of it. Still strong, but far from Meta right now.
Only Iron Will being "lost"? When did you see BT the last time? Basekit BT makes the perk basically irrelevant. Pickrate of 2%.
The Meta Perks before 6.1, DS, DH, BT and IW, ALL got hit pretty hard (DH took some more tries, granted), and all are below 10% pick rate now. Down from 50%+ pick rate.
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It depends. If I played against a real unfun killer that camps and tunnels from the start, bonus points for bming, and then says gg, I'll most likely take it as taunting, not sportmanship, and give them contra.
If I get destroyed by a survivor team, and also did not have the slightest fun, I'll not respond to their gg, maybe with a snappy comment.
But otherwise, if the game was decently fun, I'll usually say gg, even if lost.
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533902#Comment_3533902
I would rather those killers be buffed than to leave in bandaid perks that can be abused by the good killers.
And how do you buff an M1 killer without any mobility like Trapper or Myers into viable territory? It's simply not possible without going full rework. Every strong killer in DbD has either high mobility, ranged attacks or anti-loop in their kit.
But that strong killers do not need Sloppy, Stbfl or Coup, they have their power for injuring ppl (where the mentioned perks do not work after all). But for the weaker M1 killers, their only option to increase lethality in a chase is with this perks. Nerfing them means nerfing weak killers more than strong killers. Thats just plain wrong approach. Sure we can look at some edge cases (camping with full stbfl stacks), but even at this situations, it can be perfectly reasonable to act like this (camping in end game).
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Sloppy, Stbfl and Coup, all perks used (needed) by M1 killers. So you want to tell me this perks should be removed / nerfed and make it EVEN HARDER for M1 killer to get anything done? Why don't we nerf Jolt as well ...
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@Unfunny_Clown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530661#Comment_3530661
I mean perk has already it's own limitations by not working while exhausted so on the get go you can't use sprint burst or overcome with it, that leaves up DH/ lithe / BL and smash hit which is super unreliable and is evident by the fact it has 20 sec cooldown instead of the usual 40 and Dramathurgy or w/e it's called now out of all these the only one that synergises best is arguably DH so there you have 2 perk slots gone,, DH and MFT working while injured screams resilience so 3 slots gone,,this is my usual build and on 4 slot i go windows ,, survivor has less choices when it comes to perks or i should better say viable choices,,occasionaly i go full memes with a head on build and flashbang which somehow makes killer angry to the point where i get focused out of the game fast,,maybe it's the fact that the build is weaker compared to chase oriented builds using mft,,but i beg to differ,,it's nowhere near as boring/ bad/ unfair comapred to the old DH/DS/UB meta ,,i hated playing killer back then and while i do still get rolled sometimes as well these days i don't feel robed like i used to when people would bodyblock you with DS forcing either a slug which did nothing because of UB or eat a 5 sec stun
Both old second change and new mft+resi+hope meta are boring. The problem is, the mft meta is so strong that it single handly can totally cripple survivor perk build variety, there's just no other perk build that comes even close. And thats solely on Mft, bc it makes both resi and hope worth running. Thats my whole point.
The perk overhaul really did shake the meta up, lobbies would have a really nice variety of builds. But with Mft released, step by step the variety disappears again. Thats my main concern about the perk. We are evolving into the same stale meta situation we had before the perk overhaul, just the perks are different now. Mft, Resi, Hope, DH, Windows, thats about it.
And as a side effect, since Mft does allow you to have longer chases AND ignore healing altogether, games are even faster. Not even talking about mft + hope in end game, which is totally broken. So for killers, esp the weaker ones, the only option to not get stomped badly is to equip full slowdown. Thus creating a boring killer meta as well.
I know how hopeless you can feel as a killer playing against full mft lobbies, without any gen defense perks (I usually play with random perks). Heck, even with slowdown, you may have to sweat hard to even get a tie. Sure, you are not meant to win every game, but we are not talking about tense matches here that you barely lose, but games that are pretty much unwinable from the start. Just bc you did not equip 4 gen defense perks.
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@Unfunny_Clown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529918#Comment_3529918
Everyone running mft because it's the first perk in a while that helps with the most fun aspect of tha game aka chases and isn't focused on memes or doin gens,,take RE chapter ,what did we get ? Bangs / blast mine / hyperfocused/ reassurance ,all gen or niche / fun meme perks except reassurance which comes handy with camping killers but guess what ? by the ond of they year we are gonna have the camping solution update
Take skull merchant chapter,,we got the friendly competition perks which are unplayable outside of a swf / the silent fast vault from thalita which isn't as good/ Blood rush ( remember how killer players were crying that it is gonna be OP and stuff ?) none uses it
Vittorio perks not even gonna bother mentioning
Gabriel gave survivors something to slap on that works with the best aspect of the game.,chases
I do understand it is unfair when stacked with other haste effects like hope but on its own is fine
I'm not so much against everyone running mft, if they are at least creative with it. But they aren't, they use this exact build with only miniscule variations, and thus cementing a survivor meta equally if not even more boring/uninspired than the whole second chance meta before the perk overhaul.
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@XenoPuppy said:
yeah making it work like lucky break sounds like a good idea. for me personally I think "made for this" has a nice place in the current meta though. it creates a lot more variety. without it 95% of survivors will just run lithe, sprint burst and balanced landing. right now the cute version of dead hard has a bit of a come back or many just run "made for this" on its own. with my nerf suggestion it won´t be that obnoxious anymore
Variety? All I see is the exact same, uninspired build when mft is used:
- Mft, Resi, WoO, Hope
And thats such potent combo that it actually KILLS variety!
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If it was just MFT, it may be still tolerable. But the new, uninspired meta-build I see in my games more and more is:
- Made for this
- Resilience
- Windows
- Hope
And of course staying injured all the time, so you can crank out gens not wasting time healing. That's so incredibly boring to face.
Before the great perk overhaul, we had the situation were nearly every survivor ran the same 4-5 second chance perks (DH, DS, BT, UB, IW). It was not uncommon to find the exact same build for all 4 survivors. No perk variety whatsoever. It got significantly better since the perk overhaul, but the addition of MfT just reverted this trend, imo. More and more survivors running this exact build (sometimes mixed up with DH), making survivor loadouts as uninspired and generic as they were before the overhaul.
Thats my main concern with Mft right know, it just greatly decreases variety. And not just for survivors. If the killers face this game after game, they have no other chance than to equip 4 gen regression or play the strongest killers to compete. And that in turn makes soloQ exceptionally more miserable.
Imo, releasing MfT was a BIG mistake, with all the ripple effects the perk creates.
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As a potential change, I proclaim to destroy the power of her drones near gens! So whenever a drone covers a gen, you do not get exposed even when your bar is full. As compensation, you can buff the drones when used in chase. With this, she can still use the drones to 3 gen, but she has to keep the players injured. So more skill involved, than the brainless 3-gen play we have now.
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Imo, the idea of alerting the player when they are shown by killer instinct is pretty neat!
Killer instinct is always tied to some killer power, and when you know how a killers power works, you also know when you will trigger killer instinct in most situations:
- Legion frency hitting someone and you have a TR & not in deep wound
- Using a vaccine or spray
- Staying near a demo portal
- Running through PH lines or in Victors range
- and so on
The only thing thats not imidiately clear is whether you are being highlighted during nightfall. And the meme legion build using obliviousness / undetectable and his killer instinct range addons.
So if Spine Chill would alert the player about KI, it would help newer players to know when the killer can detect you. But for experienced players that info is unnecessary, bc they know with each killer, which action will trigger KI anyway. That would make Spine chill a really nice beginner perk.
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@CrypticGirl said:
- "Prevent unhook spamming by removing unhook canceling, so when you initiate the unhook, you cannot let go until the unhook is completed. With unhook grabs removed, there is no reason to let go during unhooking anymore."
^ I'm going to disagree with this one. What if you see a Huntress winding up her hatchet as you begin the unhook? You should be able to let go and dodge and then try unhook again.
Then you have to wait with the unhook attempt until she misthrows (you can still fake the unhook by just running near, but not starting the interaction) or pull through even if it hits you. You just have to play more carefully with this, finding the right time for committing to the unhook. Personally, If that's the price for me to get rid of scumbag teammates unhook spamming me, I will happily take that slight drawback.
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Some changes that came up my mind:
- Prevent unhook spamming by removing unhook canceling, so when you initiate the unhook, you cannot let go until the unhook is completed. With unhook grabs removed, there is no reason to let go during unhooking anymore.
- Lose collision when body blocked for some time. If a player cannot move bc some other blocks them, they should be able to clip through the blocking player after like 10 seconds. That would not interfere with "intended" body blocking, but a survivor being blocked into a corner by another survivor or killer could free themselves.
- About tbagging / waving / pointing: No small change, but what if these action when performed during a chase increase the rate at which blood lust is gained? It normally takes 15 seconds to gain BL1, and with every "offensive" action by a chased survivor (crouching two times in quick succession, waving and pointing), one second would be shaved off. This reduced timer would PERSIST for the chase, so even when doing actions that remove BL like kicking a pallet, BL would be gained sooner (the total thresholds decrease with every offensive action, not the current BL timer)! The BL thresholds would only reset when the chase is finished (so either surv got away or they got hit).
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@FreddyVoorhees said:
Add your suggestions on how a small update can massively change the the player experience for the better.
Rules : it should not require major reworks and changes. And devs should not have a logical counter argument to it.
I'll toss in a few suggestions to start :
- Perma disable chat option inside options. This will disable the toggle on/off chat option.
- Hitting a survivor on the hook twice while no other survivor is within 3m of the hook will make the hooked survivor selfunhook and be given off the record trigger.
- performing two consecutive crouches inside the gates or up to 3m away from them on the outside will block the escape for that survivor for 1 minute. Will retrigger if repeated.
- any slurs and insults written in the chat will result into auto bans without any moderation.
All these cause massive goods with little to no bads.
Post your suggestions.
"It should not require major reworks or chances"
Yet you proclaim some MASSIVE changes for hitting on hook and gate tbagging. Not even talking about an auto-ban feature. All three suggestions are by no means "small changes", way to many conditions and additional effects. The only real small change is the chat option.
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Had the same recently, the bot just never gets out of madness. I think it's not that is misses everytime, but more like it totally breaks with such skill checks. Wouldn't be surprised if devs actually forgot to implelement it ...
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@whickedchainsaw said:
Every match there are 4 survivors using WoO. If you check nightlight, you will see that the using rate of this perk is MORE than an exhaust perk!
https://us.v-cdn.net/6030815/uploads/XCTHZPLTE37T/image.png
You take away their looping crutch perk and watch how they all crumble down.
You are imidiately contradicting yourself, thats funny.
EVERY match with FOUR survivors using WoO would be 100% pick rate. Yet on your NightLight Screenshot, its at "only" 33%. Sure it's picked way too often for my taste, but it's still far from your claim. So please, stay by the facts instead of hyperboling.
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@Annso_x said:
One more penny in "so literally everything is toxic in DBD?" jar ig
As for being countered, it feels like everytime i run a healer build for a challenge I get matched against a Plague lol. Also, that one time I used No Mither and got Oni.
Just had a game where I tried to preserve pallets by using Any means necessary and dumb tech, only to face a killer with enduring, doublle tapping me :-/
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Hey mods, in the past you pinned this kind of Saving BP threads. Could you pls continue doing that, it really helps hot having to scroll down for this info!