CaulDrohn
CaulDrohn
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- CaulDrohn
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If you have Deliverance ready and are the last survivor left, you were playing you perk wrong. Deliverance is one of the best perks to totally destroy the killers momentum. So when the killer is pressuring your team hard and you have Deli ready, it's your turn to face the killer, get them to chase you, waste as much time as possible for your team to reset until you go down and get hooked. And then use deliverance when they do not expect it.
But holding on to it until the absolute end, you honestly don't deserve that effect.
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I play game the game since fall 2017, approx. two weeks before Freddy came out.
Oh, Freddy was so busted against us newbies, so we were all-in for his heavy nerfs.
It took quite some time until I got Freddy myself as a gift from a friend (Even for original killers, you had to buy every char via steam DLC, there were no iri shards or in game shop yet), and realized how weak he really was.
The next new killer was Pig, and oh boy, I was so scared the first weeks she was out ^^. Bc. of her crouch, she could pop out ANYWHERE. The only other stealth killers at that time were Wraith (but still could be seen in cloak from any distance), and Shape (only sneaky in Tier 1), so she had the best stealth at that time.
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Just 9 days to reach rank one as a killer? SICK
I took from 10.12.2017 (First kill) to 10.09.2018 (Iri 1 killer) for that xD
Iri Survivor I got 12.02.2017, so seven months earlier :o
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@AsheruSwiftwind said:
Got to love how people are abusing Plot Twist while hooked on the Deathslingers hook. Come on BHVR at least admit there is a bug and fix it rather than screwing killers over.
How does it screw you over? The survivor is on the ground, pick em up.
Also, consider changing your Thread title. Using a perk is not cheating. If it's really unintended, it's at most bug abusing.
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You find the CURRENT depipping demotivating? Where you can lose at most 4 pips, but NEVER lose your grade? Where you can have 100 bad matches with a depip and STILL retain your current grade e.g. GOLD IV?
Let me tell you, before MMR and grades were introduced, the game's matchmaking was based on ranks (essentially the same as grades now). But with ranks, depips would NOT STOP at the ranks you reached. With a string of bad matches, you could totally rank down from Iri to Gold and below! THAT was demotivating!
The current pip mechanic is pretty much irrelevant. It's just there to limit the players reaching Iri too fast. But honestly this and all grades could be scrapped. It's just there for the monthly grade reset and it's associated BP gains. The game could also give out monthly BPs regardless of an arbitrary grade system, just based on the amount of games you played.
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@Chadku said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505265#Comment_3505265
Maybe have an effect like the BNPs where your heal bar is reduced?
or Sloppy Butcher is removed when hooked?
A reduced bar might work yeah, but don't know how easily such a thing is implemented. It has to be reset once fully healed, and it has to be adaptive for perks like Solidarity. So the easier way might be to just ignore Hemo after all for this perks.
Sloppy being removed on hook might be another solution, but that would only work 100% for Resurgence, the other partial heal perks would still be hit when not freshly off hook.
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@UndeddJester said:
I feel broken is in the don't touch camp, along with exhaustion and exposed. As I say, you have to be really careful, however I feel like careful use of more general statuses has potential...
E.g. Healing with <perk> the Haemorrhage timer is paused, and the effect of Haemorrhage is disabled for 30s.
E.g. A medkit addon that bypasses Mangled but gets half the additional heal charges.
E.g. When blinded, your aura reading range is limited to 12m instead of being disabled. (I'd call that Sixth Sense... has cool locker potential).
Taking a restrained approach could see some pretty interesting perks pop up.
If just the partial heal perks (Resurgence, Reactive Healing, Solidarity) had some kind of Hemo protection, that would be really nice.
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@Devil_hit11 said:
there is good reason for that. it is because certain powers use certain status effects. for example, a perk that makes you immune to status effects like Hindered could hard-counter clown's pink bottles and freddy snares. perks disabling main ability is an issue that wants to be avoided as it was a problem with trapper's traps with sabotage & small game. freddy grants oblivious when in dream world. being immune to oblivious could result in you hearing heartbeat of the killer. they want to avoid certain perks interacting with killer powers in an unintended way.
The debuffs exposed, exhausted and hindered wouldn't be touched.
But for the others, having a perk to deny them wouldn't be too strong, imo. You can still adjust such deny-debuff effects to work only on timed effects, instead of generally. So you could have a perk that denies timed obliviousness, but not interferes with Freddys kit. Although I think Freddys obliviousness is not such a big deal, since he has a very audible lullaby, so you don't really lose anything.
Such deny-debuff perks would most certainly not be used on their own (who takes out their meta perk for one anti-blindess perk, when the killer may not even have any blindness effect), so I think they would need a small, additional effect. It would still not be meta, but at least would give you a small benefit on their own.
Somthing like this:
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Sharp eyes
You are immune to Blindness.
You see the killer with a white outline in a 64m/96m/128m radius around you.
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A general blindness protection would hard counter things like Third Seal and Pigs addon. Not too busted imo. The white outline would make it harder to miss the killer, some kind of anti-stealth. The range restriction is neglectable, its just to have different perk tiers.
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Medic
You are immune to Hemorrhage.
You don't leave any pools of blood (when healed for at least 1%), and your pools of blood vanish 1/2/3 seconds faster.
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For the perk to have any use against Sloppy, it needs to have general Hemo protection. Not leaving pools of blood was the original Lucky Break effect, but this one is unlimited. But it comes with the caveat that you have to heal for at least a tiny bit to activate it, so like you having to stop the bleeding first. I find that very fitting for a perk named "Medic" ^^.
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Thick bones
You are immune to Mangled and Hindered.
You move 3%/2%/1% slower and cannot fast vault.
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Full on mangled and hindered protection, but comes with a significant downside of being easier to catch (very matching if you have "thick bones" ^^)
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Man of steel
You are immune to Broken.
You can partially heal other survivors through broken, up to 70%/80%/90%.
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Broken immunity would counter Plagues infection. It that was too much, you could change Plague infection to automatically injure if broken is not possible. Then it would be essentially the same (healing up when fully infected would instantly make you injured again). For the additional effect, I didn't have a better idea :-/.
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Just some ideas I had about such status immunity perks ...
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Total bloodpoints earned
738,599,399
Max bloodpoints spent on one character
59,015,027
Repaired generators
11,477
Sacrifices & kills
13,537
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503332#Comment_3503332
It's basically a return of old syringes, except it can be used multiple times.
Exactly.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503300#Comment_3503300
It's extremely unlucky to have the amount of coordination needed.
Not really, just run No one left behind together with the combo, and you will get it triggered more often than not.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503208#Comment_3503208
Then your issue is with a 4-man using it.
I use it alone or in a Duo, like the vast majority of players.
Even in a Duo, you can still use it for a random. Thats no valid limitation. 4 man only has better coordination, but it does not take much coordination to begin with. The killer downs and you are nearby, bam, you use it. Free escape for you and your (random) matze as long as the gate is not miles away.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503247#Comment_3503247
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503232#Comment_3503232
oh well that’s unfortunate. Run Unrelenting.
How does unrelenting help in this scenario?
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503194#Comment_3503194
It still technically requires a slug to work. And the devs need to move away from the habit of deactivating survivor perks during endgame. Endgame shouldn’t by itself give the killer unearned advantages.
"A slug to work" ?
Dude, I'm not slugging, I'm DOWNING someone! And WHILE I'm in hit cooldown, they get revived! What should I do, stop downing people??
If not disabling it in end game, make it that it does not trigger until healing at least 3 seconds. Or change FTP to make the user go into deep wound, so endurance does not work. Just anything, to not get punished for downing someone!
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503194#Comment_3503194
I don't agree.
I have found some use for it in the Endgame, but I hardly found it to be on the level of DS or OTR.
I just came out of a game against a squad with TWO ppl using that combo. All still alive at end game, one guy hooked. Squad comes to unhook, I go for a trade (nothing else I can do, with hook grabs removed), but my trade gets instantly revived by the combo, and all run out (3 x 10s endurance!), butt dancing at the exit. What am I supposed to do there? Other than "kIlL ThEm BeFoRe EnDgAmE, duh!"?
There is no counter play, it's a free 4-man out at this point. Bc WHOEVER I down, they will be revived instantly! It's actually insane, way more potent than DS ever was, and OTR could have been. At least I could ensure a trade there, but with THIS?
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@Pulsar said:
Honestly, I quite like it even though I've used it in situations that were almost certainly unfair. First perk I've gotten death threats for using in a while lol
It's probably the best anti-tunnel perk right now and it feels wonderful to be able to stop someone from being removed from the game.
I haven't really had it used to any real effect against me due to how I play, but I can imagine it's just as frustrating as getting tunneled out.
Deactivate it in end game, and I'm fine with it. But right now, it's a free escape in end game. DS and OTR were changed to deactivate in end game to not grant such a free escape. But then they change buckle up and create this busted combo, reintroducing a free escape ... for TWO players at once! Whoever greenlit this should be fired, honestly!
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@PeacenGreasealt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500939#Comment_3500939
I feel like I’m being trolled again, sent me to a blank page, but I will say if this is real, I still don’t understand what it means by mori no longer performed on same survivor… you have to be messing with me
I also have no clue what this bullet point on the patch notes is supposed to mean. Was it somehow possible to Mori an already dead survivor AGAIN?
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@Dipper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500883#Comment_3500883
I do that. But often Killers only need to walk a few meters to see the exit gate, so they then see you stand at the gate and instantly come towards you. Hardly a chance to open it completely
And in other games the gates are so far apart that you cannot even protect them with high mobility killers like BIlly or Blight. It goes both ways.
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Is this a bug or intended? I cannot find anything in the patch notes, but there's also no bug in the bug section for it.
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@Seraphor said:
That's intended. Plot Twist says when you recover from the dying state yourself by any means, you gain haste and Plot Twist deactivates.
If the perk description was worded that way, then sure. But it isn't:
When you recover by yourself using Plot Twist, you are healed instantly and you gain 50% Haste for 2/3/4 seconds.
I'm not recovering by using Plot Twist, but by using Unbreakable in this scenario. The killer downed me, I did not use Plot Twist on my own (not possible, since it was an exposed hit).
So if it's intended, the description should be adjusted. I would have expected, that I can only pickup myself up into healthy when I downed myself beforehand. When I'm downed by the killer, Plot Twist should not activate, imo. That makes the most sense.
Btw, if it behaves like this with UB, it should do the same with Sould Guard and an active hex, right? Think I've got to test it out.
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@The_Krapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493808#Comment_3493808
Is it really a generalization whenever you look at the main gen discussion page and it's a bunch of crying about survivors majority of the time?
I just looked at the main page, and there's not a single complaint about survivors right now (apart from this thread). The majority is about whether Onryo is better now or not, and that Skully sucks.
The person I replied to wrote "Killer mains are NEVER HAPPY. They never will be. ...". Would you say thats a valuable or reasonable argument? I find such an attitude deeply troublesome. Demonizing part of the player base.
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@StuMacher said:
Killer should be allowed to DC penalty free or end match when all 4 survivors leave.
It forces you to finish out a match with bots. If I wanted to play with bots, I would.
Just a thought.
But, even when playing with full bots, you at least will get BP, unlike in custom games ;)
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@Orochi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493075#Comment_3493075
I've said it a million times and I guess I have to say it a million times more: Killer mains are NEVER HAPPY. They never will be. No matter what they get, they act like it is completely negligible and basically doesn't exist, then the goalposts move to the next thing to whine and complain about. It never ends. This is why, even though there are certain things I know Killers need, I don't care if they ever get it really because they will STILL find something to whine about after. They refuse to believe their skills could be the problem and just blame the game and the devs.
Nice generalization, and nice Us vs Them.
Let me try it myself:
I've said it a million times and I guess I have to say it a million times more: Survivor mains are NEVER HAPPY. They never will be. No matter what they get, they act like it is completely negligible and basically doesn't exist, then the goalposts move to the next thing to whine and complain about. It never ends. This is why, even though there are certain things I know Survivors need, I don't care if they ever get it really because they will STILL find something to whine about after. They refuse to believe their skills could be the problem and just blame the game and the devs.
There, works like a charm :D
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@whickedchainsaw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493002#Comment_3493002
lol lmao even.
sadako is nerfed
coldwind is easily ignored
perks are mediocre noone will use it
The buffs to Coup, Claustrophobia, Trail of Torment, Crowd Control and even Hangmans are very potent! Maybe try it out before complaining. I did try them out, and they felt really nice:
- Coup - So many tokens! If you are just a little bit cautious with your lunges, you will never run out of tokens, really. And esp in the new MFT-meta, having an insanely long lunge at your disposal really helps.
- Claustrophobia - This perk alone handed me 4 downs in Thompson house, bc it created dead ends (and I did not break the walls there). Sure it's map dependent, but on maps with many string windows, like Lerrys, Haddonfield, Garden of Joy, this perk is a menace!
- Trail of Torment - It feels so nice to keep undetectable after a hit! In indoor maps thats devastating for the survivors. Had it on Midwich, and got so many surprise attacks with it. Will be weaker on open maps sure. But still really strong with High mobility killers. I used it with Singularity, so placed a pod at the gen, and the instance I lose Undetectable I switch there and could switch to the pod and infect the survivor(s).
- Crowd Control - A window blocked for a whole minute is insanely long. Sadly did not get much value out of it when trying it out just bc it was cleansed. But with the right build (hexes) it will be a real threat.
- Hangmans - 12m range around a hook is nothing to frown upon. I also was not sure how this one would play out, but it actually helped alot in knowing where survivors hide (for unhook) or doing a gen. Ofc it has some RNG, if your scourge hooks are bad, you won't get much use out of it. But it's still MILES better than the previous one, where you could play for games and not see an aura once. The only thing thats missing for me is some lingering effect after a hook, that would help a bit.
Sure, they are not S-tier level, but they improved significantly from D-F tier to A-C tier. I certainly will play them more now. But I'm also not the person to stack 4 slowdown perks.
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@DY86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493278#Comment_3493278
that might not be intended since it never worked with MFT. Otherwise Idk how to feel abt it.
It is intended. FTP + MFT is not the same as FTP + Buckle Up.
Buckle Up gives Endurance to both parties unconditionally (apart from healing someone up, ofc).
MFT gives Endurance to you when you heal up. BUT, MFT is not active when you use FTP to heal one health state. Thats why it does not trigger endurance.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492244#Comment_3492244
Unfortunately they're still very readily available. Which is cool, because without them being as strong as they are Meatball Larry would be genuinely one of if not the best killer in the game before Add-Ons.
One change I feel like they really should do is stop the EMPs fully self printing. They'll go to 85/90%, changing aura colour as they do so, but then someone has to physically take the time to get off gens and finish printing it. And if that's too strong, they could revert some of the other nerfs, but I don't think it would be.
EMPs not fully self printing sounds like a very reasonable suggestion, would make it near impossible to fetch an EMP during chase. But I also think that some of the nerfs would have to be reverted. Maybe increasing the number of printers again to 5 or 6.
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@UnknownKiller said:
With the rift coming for the singularity i was hoping for changes on emp but seems not do we have another forgotten killer?
Claiming Singularity is "forgotten killer" is a pretty bold claim when the killer got adjustements in EVERY of the last patches.
It all comes down to how much you can pressure the survivors. If you are already struggling, then nearly every survivor will have an EMPM ready, sure. But if you can keep them really busy with chasing, healing, unhooking etc., they won't have time to fetch EMPs repeatedly.
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@Gamergirl69OWO said:
It pisses me off so greatly as a dedicated Sadako player (no I did not use slugako) watching my favorite killer get murdered all the while CCers will post videos calling "close to greatness" or "HUGE BUFFS" when all the actual Sadako players know how detrimental this is to her. Which is caused by BHVRS sneaky language and them slightly slightly buffing her projection (its like slightly better at best, just play Dredge) while greatly nerfing every other aspect of her kit to near uselessness
Genuinely no point to Condemned or Tapes with this "rework", they might as well have removed it from the game, it was at least mostly frustrating on the PTB but with the new changes further nerfing her into the ground its Incredibly anger inducing
Genuinely no point to Condemned or Tapes with this "rework", they might as well have removed it from the game
And how is that any different from live? The only situation in which survivors have to mind comdemn and use tapes is with comdemned playstyle / iri tape + ring drawing. If the sadako player does not bring this, the whole game might get done without a single player fetching a tape.
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The thing is, I'm fairly certain damage from Pain Res, Eruption or Jolt still gets through, even when blocked. And PR + Jolt are the two most used killer perks according to Nightlight. So imo, the only real application of RA is to counter Pop (which admittedly got buffed recently), and OC+CoB to a lesser degree.
Also, the fact that you cannot disable it prematurely hurts as well and can be used against you. It the killer comes to your gen and you activate RA, the smartest move for the killer is to leave again and bother someone else. You just gave them 40s gen stall on that gen, cannot proceed with it, so either have to search a different gen or be useless by waiting at the blocked gen.
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@TeleportingTurkey said:
why not strap people to chairs and force them to play the game at this point?
god forbid killers have agency in participating in matches against clearly strong(er) survivors.
if anything, survivors should be given same amount of agency (knowing the killer/their prestige/nickname). This game is a casual game in the first place so forcing people into matches they'd consider unfun from the very beginning is counterproductive.
^ This
Knowing the killer might be too much (although picking a FL against Hag or Wraith is no longer such a big deal), but prestige and player name (to access player profile) should absolutely be a thing.
I had so many killer playing extremely scummy, and then saw in their steam profile the various complaints about it, with the player seemingly being proud of it and wearing the negative comments like an honor badge. If I was able to see the profile beforehand, I could dodge such scummy players, or at least prepare myself for it (taking perks against their playstyle or simply take off the cake/bps I usually bring).
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488146#Comment_3488146
Not the guy you replied to, heads up.
For one, if DC penalties are gone people will be replaced by a bot. Right now, more people will kill themselves on hook because that means there won't be a penalty for them. If that's removed, they'll AFK. If that's bannable, they'll throw. You get the picture there. With the Bot DC system, you want people to DC because that means it'll spawn a bot. If they don't DC, no bot.
Secondly, most players never experienced DBD without a penalty, so there's a novelty factor in play. It's a shiny new toy for them to play with, but that will fade over time.
Lastly, I think it'll help burn-out. Survivor teammates are happier because they have a chance to play, Killer is happy because they have some sort of a challenge and can still get points/achievements and the DC'd player is happy because they got out of an unfun match, meaning they'll be less likely to DC in the future after being forced to endure horrid match after horrid match.
The first point I can agree with. Removing DC would increase the odds that bots come into play. But I still think there should be some safe guards in place to punish escessive DC'ing. It may be ok to DC when the killer is playing super obnoxious / toxic, but some survivors will also DC for the stupidest, most miniscule reasons. That shouldn't be encouraged.
The other two points are more like wishful thinking for me. Fading over time is just one possibility, some players might also develope a bad habit of dc'ing regularly against certain killers, maps, when their team misplays etc. And if you are burnt out from the game, you should take a break and / or reassess your expectations from the game. I cannot see how DC'ing more should help you when you are fed up from the game.
Instead of this "wishfull thinking", free DC's might be able to mitigate the impact of "unfun" playstyles by the killer. E.g. when the killer hardcore tunnels at five gens, all survivors could just DC on the spot. The killer would then have to play out his unfun game against bots (or win instantly, but I would prefer the first). That MIGHT nudge them to play less unfun in the future. But comes with the collateral that some killers might be totally unplayable just bc they are deemed "unfun". Such a thing does not only suck for the killer player not getting to play a proper game with their choosen character, but also for survivors who do not mind playing against that unfun killer, but get deserted by the other survivors.
For example, Skull Merchant is hated quite universally, so I would expect many DC's in such matches. But I'm not minding her too much and wouldn't DC, but that might get me 3-bot-games whenever I face a Skully. That would spoil my fun more in the long run than my teammates playing out the game with gritted teeth.
There's no easy solution, honestly.
Btw: You points are a near replica of Scott Junds opinion in one of his last vids. Which made me think, whether you are the REAL Scott Jund, in disguise :D ?
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I'm usually on the keep-penalty side, but just came out of a very unpleasent wesker round, with all the gen slowdown and still tunneling hardcore at 4-5 gens, bc obviously the game is not winnable when you play with a strong killer and full slowdown, unless you tunnel one player out.
So I'm all-in for a free dc's, but ONLY for the playera after the first DC. So the first one dc'ing will get a penalty, but not the others. And another thing: Killers have to play out the match even against 4 bots! So if you want to hardcore tunnel, go on, but don't complain if you end up in a full bot match! They would still get their BP and stuff, but when they really want to play in a very unfun manner, which drives away their survivor players, they have to deal with (unfun) bots.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487669#Comment_3487669
I want the perk to be more punishing tunneler, not fair play one.
I never tunnel, and get 3 prenerf DS’d in end game because I didnt tunnel them to get rid of DS.
Blood rush currently has the same thing, punishing me for not tunneling them and let them heal. BR has low pick rate because its useless against tunnelers in the era when tunneling happens alot because DS nerf, which survivors dont want to use it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487663#Comment_3487663
I can take the perk not disable at 5 gens done, its just without the nerf suggestion, killers would complain
Blood rush is such a non-issue, honestly, just becasue of it's pick rate. NO ONE plays it. So if you really encountered someone using it against you, you were actually lucky to play against something different for once, not the same MFT, Windows, Resi all over again. No worries, you most likely won't face it again for the next 100-300 games.
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@MikaelaWantsYourBoon said:
Sloppy, Corrupt, PR, Pop, Deadlock and BBQ
I am not saying these perks need nerfs. I am just saying we need more variety, maybe some good new perks or some good buffs for old perks. Survivors have more variefty atm while killers stucked in these perks.
Meanwhile, while I play with random perks, I get the same boring survivor meta perks 80% ot the time (windows, adre, MFT, resilience etc). Imo, you cannot really blame killers for running "boring" meta perks, when they have to compete against full stacked survivors every other game.
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Why do we have to even it out? Whats wrong with having more survivors than killers?
Survivors are practically just skins, they all play the same, the only gameplay difference between them is their teachable perks. Killers on the other hand all have their own gameplay and power design. Thats way more complex.
Also, I personally would prefer a slower pace at least of new killers.
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If you really have (video) proof that a survivor intentionally destroyed totems for the killer to rekindle them, until the killer has five stacks, than that should be a banable offense (working with the killer / not participating in normal gameplay). So report it and provide proof.
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@TheReaperOfSouls said:
Is there any QoL reason why crouching couldn’t be disabled inside the gates? I’ve never once seen it used for anything other than teabagging in that part of the map and… yeah. The less toxicity we have, the better.
I use two Ctrl-presses to thank the killer for letting me out or say good bye. Thats technically teabagging as well, but not as BM / toxic behaviour. Also works the other way around, when I let someone out (which I'll typcially do when they did not BM me), I often get this "mini-teabag" as a "Thank You".
So, did you consider that maybe not everyone that's giving you a teabag in the exit does it to taunt you?
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@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482479#Comment_3482479
I know how Franklin's work haha, sorry for the confusion, I was just asking how OP's suggestion could be implemented and work properly
I think op means that the perk just depletes charges on ANY item of the ground, not just the ones being slapped out of a survivors hand.
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25% bonus BP per random perk, so max double BP, sounds more reasonable
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@Lixadonna said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480956#Comment_3480956
You Tunnel a Survivor out before a Gen gets done. You still get Tokens on 3 who are left. Scourge: Pain Resonance should be like Thana and deactivate once Survivor Sacrificed.
Thana does not deactive on 3 left. Maybe you meant Dying Light, wenn you kill the obsession, this perk will deactivate as well (since there's no obsession anymore)
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Meanwhile I'm equipping MFT and SB together, and only realizing it does not work together when the trial starts :P.
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"If you are against a doctor and the bot rescues you from the hook at tier 3 madness, the bot will not HEAL THE HUMAN and will not let the HUMAN heal him until he gets out of the madness."
Well, the bot CAN'T heal you when they are in madness 3.
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If you get to the point where you can slug for the 4k (which means two ppl already dead), how on earth are you at risk of depipping? You should have at least safety pip there, more likely +1 pip. So just hook the third and risk the forth finding the hatch before you.
If you REALLY depip in such a situation, are you camping excessively or do the survivors give up / DC frequently? Bc. thats the only possibility to lack out of emblems to actually depip in this situation.
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@Alen_Starkly said:
I had a similar suggestion to this problem recently: If there's no chase happening in 5 minutes, every survivor gets a killer instinct, until either a chase starts, or a survivor loses a health state.
Would tweak it a bit:
You get killer instinct on a survivor if you have not chased them and they did not progress a gen a significant amount (something like working on it uninterupted for at least 10/20 seconds) for five minutes.
Reasoning:
If the survs are down to two ppl, their best bet is not to be found, so playing sneaky is justified. But they should at least TRY to do some progress and risk being found while working on a gen. A survivor doing so won't be highlighted, but a blendette hiding in a corner will be. The killer could even let the active survivor escape intentionally to hunt the "useless" survivor.
This kind of situations happen frequently when down to two ppl (in soloQ): one survivor bold enough to do something, one other hiding somewhere doing nothing. As a killer, I want to give the active one the escape, but thats not possible if I cannot find the "useless" player that is just hiding. So eventually, I might have to kill the player that at least tried something in a hopeless situation, even though its undeserved for them to be killed, and undeserved for the "useless" player to get a chance for an escape. A mechanic for revealing such useless players would really help.
Another situation where such a thing would have helped:
Recently I had a soloQ game, where two of my random mates (two blendettes) legit did no touch a gen at all, they were hiding with urban / stealth perks the whole game. We played against a Myers with tombstone, and since he could not get enough stalk to reach tier 3, he let us do gens. I even let myself downed and wiggle free, to help Myers find them (yes, thats technically working with the killer, so bannable, but they clearly did not "participate in normal gameplay", so banable as well), but with their stealth perks and dark outfit, I too could not find them (wish I had bond in this game). Eventually all gens got done, suddenly they were there to open gate, and Myers chased and moried one of them. But the other got out, although I tried my best to prevent it, undeserved (did NOTHING to progress the game). Such a reveal mechanic would make such scummy behaviour impossible.
One last thing: Losing a health state is not a great condition imo, since the survivors will be able to do this voluntarily with the new Nic Cage perk "plot twist" (when injured).
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@VaporLion said:
i like that but they should give extra bp if you choose to run random perks and remove no mither from the pool.
How about you can pick random perks per slot, and for each slot with a random perk you get 25% more BP. So 100% more BP with 4 random perks. But maybe thats too much, something like 15% per slot may be more reasonable.
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@jeffkillsyou96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478795#Comment_3478795
I don’t mind lightborn being a counter to flashlights it’s just can’t be an absolute counter I feel it should start with tokens and work similar to distortion
Funny that you mention Distortion, which itself is an absolute counter to Lethal Pursuers initial aura.
Honestly, I find it a bit hypocritical to complain about Lightborn disabling the use of an OPTIONAL item, when survivors can totally deny certain killers their power. Most notably with Plague (not cleansing), but also with Trapper (calling out traps to disarm), Hag (aggressively triggering traps), Singularity (EMPs). You would say it's smart play, and comes with tradeoffs (being broken the whole time against perk). But thats also with lightborn: When you struggle against blinds, it may be smart to equip LB to have a better chance altogether. And it takes away one perk slot (tradeoff).
I don't think a token approach would work, btw. Esp with a M1 killer on maps with super safe pallets (the game), which you have to break, survivors would make you lose tokens extremely fast, possibly to a point were you don't have any tokens left for pickup. But pickup is the situation where you need it the most.
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@jeffkillsyou96 said:
The reason why I believe lightborn is bad for the game overall is because it’s a very counterproductive perk and it also has encourages people who play killer to not learn the game and here’s why
Lets say killer brings lightborn to counter flashlights right? Well when survivors realize the killer runs lightborn then there’s no point in trying and that’s why gen rushing is a thing a lot of the time and if there’s no flashlights then it’s a dead weight perk.
I just feel here that the community is confusing fun with toxicity and it’s getting real annoying it’s like the devs are trading fun for balance and this maybe an unpopular opinion but I don’t care and I play both roles but taking break as killer for a min for the event.
Unpopular Opinion: If you really need lightborn to counter flashlights then you’re a garbage killer main and no I don’t care what perk/builds people use but really there’s so many better ways to counter flashlights like
- facing a wall when possible along with
- (if facing a wall is not possible)paying attention to your surroundings perks like infectious fright come in handy but still shouldn’t be needed if you PAY ATTENTION to your surrounding also,
- Starstruck (and I feel this perk needs a little tweak)
- Franklins demise effects all items along with 2
So why do we need an overkill on of the most useless items in the game if you guys don’t want gen rushing and/or heal speed metas then having more fun alternatives may help along with making maps and keys more fun to use
You know what? Fine, remove Lightborn, but then ALSO reduce the angle from which you can be blinded. I know how to avoid being blinded, but the times they manage to blind me, its nearly always from OUTSIDE MY POV! I don't even SEE the one blinding me on my screen, but still the blind comes through. That is the stupidest thing regarding blinds in this game. And thats exactly why I will run Lightborn with two or more flashies, to not fall victim to such bullshit blinds.
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@Nebula said:
Chase nurse always makes me crack up.
Something usually like Bamboozle, Enduring, Spirit Fury, and Brutal with her add on that makes her 4.6 after a blink attack
Wraith with his add on to make his terror radius appear when he’s cloaked is always a good time too, pair it with distressing and your TR is almost always active lol
Whenever I play Nurse, I use that addon bc I suck so hard at blinking. And oh boy, the survivors nearly never expect that. They always try to juke me on corners and give me free downs, it's so hilarious xD.
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@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477688#Comment_3477688
the premise of the "you have to play it out" thing is that all mechanics and synergies are healthy for the game. And that premise simply doesn't reflect reality.
As I hinted at; slugging for the sake of slugging would be one of those things where opting to not play the match is legitimate, imo. The usual culprit in my experience being a Nurse who's bored of normal game play, slaps on Lethal, Knockout and two aura reading perks of her choice - nth, nurses and darkness revealed - being very common and then just going for a slugging spree for the sake of slugging. There's also a blight and a spirit version of this.
Plus; the 'you signed up for the match so you have to play it' also comes, imo, with a flaw and a hypocritical argument - at least as far as the killer is concerned. The flaw is called lobby dodging. Survs don't get a chance to "screen" lobbies for red flags to the extent a killer does - and then decide if they even want to enter the match. Treating leaving a lobby the same as DCing would solve that. - The somewhat hypocritical argument is that by saying DCing is the ultimate ahole move you also imply that a player bears some responsibility when it comes to how enjoyable the match can be for everyone else. That would have to apply to everyone then - also to other players bringing a build/employing a strategy that is an A+ ahole move in and of itself (e.g. the kind of slugging outlined above). Either everyone is responsible for the other four participants' match experience being positive - or no one is.
A tough match is alright - but being forced to go "heck I love being a punching bag" isn't.
Everything the game allows you to bring is fair game, as unfun as it seems. So if the killer brings perks for a slug party, it's their right to do so. Yes it's totally unfun for the survivors, but it's still within the game rules. And when you queue for a game, these are things you have to prepared to face. Anything too problematic will be eventually be changed (e.g. gen kick meta), but until it is changed, I expect you to play out the game as good as possible, and not give up at the slightest inconvenience.
The thing is, were do you draw the line? Which unfun play style is ok to give up to, and which isn't? Is it ok to dc the instant you are downed by an unfavorable killer? Surely not. Is it ok to give up trying to break a 3-gen? For some players it may be, but for me, I will try to break it until the very end, and i HATE it when the other randoms just give up. Its highly subjective what you consider unfun or not. Heck, it's even mood dependant, sometimes I don't mind being face camped, sometimes it get's totally triggers me.
So, there's no clear ruleset possible to say which unfun situations justify you giving up. Just bc you do not like something does not mean all the others dislike it. So we are stuck with either just allowing to give up in all or none of that unfun situations. Thats where I'm coming from. Restricting self unhook to situations where it's necessary / justified, but denying it in situations where a survivor doing it would just throw the game without need.
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@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476767#Comment_3476767
You're missing the point there though.
What is the goal of all those measures? Certainly not to force people to play a match that is defeating the point of playing a game: to have fun - or to at least have a shot at fun.
There's a plethora of reasons why people have no shot at having fun in a match and thus opt to not play the match at all. There's a difference between sticking a tough match out and being a punching bag for the sake of being a punching bag. Some of those reasons are petty - the famous "bruh! Killer has Lightborn but I want to just tail people all match and fl save - ima dc now" being one of them - others are not petty but fall into the "not good for game health" category. The facecamping situation being one of them, tunneling being another (and it being mechanically possible to a staggeringly effective degree on some killers especially), and some killer mechanics / the nature of some perks/add-ons being another one. But there are too many killers and too many perks/add-ons to make any blanket statements. Some will be impossible to balance (e.g. if a perk is totally fine on most killers but broken on one or two). Which makes it incredibly difficult to separate "petty" from "legitimate". - Just forcing people to play out everything is certainly not actually gonna fix anything though.
We see BHVR trying to address some of the common, pretty agreed-upon situations. E.g. facecamping. Slugging is also up there but apparently difficult to solve; the line between slugging as a legitimate tactic to counter certain builds/being the right play in certain situations and it being unhealthy for the game is pretty thin.
TL;DR: If you want to force people to play out a match you first have to eliminate pretty much all situations in which it is legitimate to throw in the towel and end the match right then and there. (ps: I'm all for a "forfeit" button on both sides - but that's a different can of worms.)
I totally disagree! Yes, unfun situations should be looked at and adjiusted if possible, but if you queue for a game, you have to be willing to play it to the / your end, regardless of which "unfun" tactic the other side brings or uses!
Dcing or giving up on first down or hook is NEVER justified (the only exception: facing a hacker/cheater)! It's just a giant FU to the killer AND the other survivors. The ultimate a'hole move.
And this "crybaby attitude" is exactly what a mandatory trial rejoin and attempt escape restrictions are targeting.
Or can you name me one situation where killing yourself on the hook is justified, when there are still all survs alive and able to unhook you, without you having any perk to increase your chances? I don't see one (apart from hackers / cheaters, and even then I wouldn't DC/give up, bc thats what they want).

