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CaulDrohn

CaulDrohn

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CaulDrohn
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  • @lifeisstrange said:

    Lethal is a crutch that is made for lazy killers who cant use eyes and ears to find survivors, but I laugh at any aura build related stuff because I run distortion and do not have to worry about some high mobility killer coming to my 90% gen with bbq and chli, aura reading perks are very big crutches for killers, even survivors aura reading perks barely is of any use and if they run fear monger you can kiss those perks goodbye. Fog wise I dont use it really.

    If you think aura perks are a crutch, then gen defense and chase perks have to be crutches as well, since they are typically stronger than aura perks. So on a serious note, which killer perk do you consider NOT being a crutch then? There's nothing left thats even remotely useful.

    Also I don't understand, if you are constantly running distortion, then why the hostility against arua builds? At least your perk will do anything for you. If they don't have any aura perks, your perk is dead.

  • @I_CAME said:

    because of how many people were holding games hostage for 30+ minutes by endlessly kicking gens. Killers brought those nerfs on themselves. Good riddance because it was the worst killer meta in the history of this game from a survivor POV. Shout out to people like Hens bringing attention to how ridiculous it was by making that video where he held a game hostage until the server shut down.

    Do you have a linkt to that?

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402358#Comment_3402358

    I don't expect any DL nerf. For one, there's nothing wrong with it,

    The Hillbilly mains would like to speak to you.

    Yes, they nerfed beast marks in the ptb, and reverted it after negative feedback. Besides, they toned down overheat, so it's a net buff with the next midchapter.

    If you are referring to the rework some while ago, the overheat was added to prevent spamming chainsaw and face camping with revved chainsaw, and addon changes were made bc. double rev speed was totally busted. So there was indeed "something wrong with it". It was not a nerf just bc of high pick rate. Yes, the rework was too much and gutted billy play. But that does not change the fact that Billy had some issues which had to be resolved, at least in the devs eyes.

  • @Zenislev said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402112#Comment_3402112

    Dead hard and CoH made killer an "unbearable" experience, and dead hard in particular has been around for years. When they did finally deign to nerf them, they gave them both the lightest possible slap on the wrist. Dead hard's activation condition now means that you're absolutely still going to see a lot of it in games, and CoH's speed buff, along with the fact that healing speeds weren't touched means that survivors are still going to be able to delete injuries like they're nothing. I don't think the devs actually care about what is or isn't unhealthy or miserable to play against, they just care about what pissess off survivors the most, since they're the ones buying the most cosmetics.

    If the devs actually cared about what was or wasn't healthy then pop and thana and ruin and corrupt would have never gotten nerfed, but here we are.

    Deadlock is a totally fine perk. There's nothing wrong with it. That doesn't matter. Killers are going to start running it more which means survivors will see it in more games, which means that it'll suddenly become "oppressive". Hell, you can see people making the arguments for a nerf already. It's "not interactive" and its slowdown "isn't earned", because absolutely every single thing killers have absolutely needs to have some sort of counterplay. God forbid killers every have something that's just strong, that can force survivors into a tough spot. The same thing's going to happen to jolt by the way, mark my words, and once those two get nerfed, I don't know, I imagine plaything/pentimento will be up next on the chopping block.

    "Lightest possible slap on the wrist"

    You cannot use DH in your first chase, that alone is a HEFTY nerf! You cannot tank a hit with it, so you will go down faster, AND the killer won't hesitate to lunge at you in your first chase as well! So even in situations where you would be able to squeez out another loop bc of the killer hesitating in fear of current DH, thats not possible anymore in the first chase. They will swing at you when in range, and get the down if you not manage to 360 or something else.

    On top of that, you will only get an activation when being unhooked. So thats max two. And only IF you got hooked. So no DH shenanigans at end game to protect a teammate or unhook someone when you did not get hooked once.

    How anyone can describe all this new limitations to DH as "just a slight nerf" is beyond me.

    "CoH's speed buff, along with the fact that healing speeds weren't touched means that survivors are still going to be able to delete injuries like they're nothing"

    CoH speed does only apply to altruistic healing. And altruistic healing is not an issue, since it keeps at least two surfs busy. Fast solo heals are the issue, since it does not pressure the other survivors. With the CoH and medkit changes, solo heals will be significantly slower.

    I don't expect any DL nerf. For one, there's nothing wrong with it, for two, with the DH and healing changes, chase oriented builds and playstyles are stronger, so there's just no need to run so much gen defense.

    And if they should really nerf DL in the future, you may come back to me and slap the biggest "TOLD YOU SO" in my face.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402112#Comment_3402112

    You didn't explain why Pain Res got nerfed. It's a big nerf since you can't tunnel with it anymore and that's a massive nerf since tunneling is by far the strongest strategy.

    "You are only better with old PR from the seventh hook onward."

    That assumes that you hooked a unique survivor every time in the first 4 hooks, which is extremely unlikely.

    Only Overcharge, CoB, and Eruption was warranted in their nerfs due to the perma 3 gen. Other slowdown perks mainly got nerfed due to high usage:

    Corrupt Intervention: literally no one knew why it got nerfed. It's similar enough to Deadlock that Deadlock could get nerfed for the same reason.

    Hex Ruin: it was only a problem with Tinkerer due to the perma Tinkerer but Tinkerer got nerfed, which fixed the problem, and they still nerfed Ruin. Ruin was fine since you couldn't stack it with other gen kicking perks.

    Pop Goes the Weasel: it was a B tier perk at the time and it got nerfed multiple times purely since it was popular

    Thana: Thana was a bad perk that almost no one used before it was buffed and got very popular on Plague and Legion, people complained, and instead of reverting the buff, they nerfed it into oblivion.

    "You can't tunnel with it anymore"

    Who uses PR for tunneling? That's totally ineffective, since you won't get much hooks when the tunneled survivor is competent. If you really want to tunnel, DL makes way more sense! Current PR excells with proxy camping and hook trading at a scourge hook, that's where it can get really oppressive. And thats somewhat mitigated with the midchapter patch.

    "That assumes that you hooked a unique survivor every time in the first 4 hooks, which is extremely unlikely."

    You got that wrong. It does not need to be the first 4 hooks. You get the effect the first time a survivor gets hooked on one of the scourge hooks. It does not have to be the first hook of the survivor. You hook a surv on a normal hook, then later hook them on a scourge, and will proc the effect. So you can make the active decision if a scourge is worth it now or not (giuven that you are close enough to a white hook to decide).

    Yes, it gets more difficult the more survs you have hooked, and maybe you won't have the chance to hook the forth until all gens were done. But even if it's just 3 hooks with new PR (which honestly is not so difficult and will happen in most games), thats still the equivalent of 5 old PR hooks. So in order to be better off with old PR, you have to get 6 Scourge hooks. Thats double of the amount of hooks, not taking into account instances were you don't have a scourge available (this danger is the same for 3 and 6 hooks, but it's more likely to miss one scourge the more hooks you want to get).

    For two hooks it's similar: To get better results with old PR, you have to hook four times instead of two. Hooking two different survivors in two subsequent hooks is trivial, just wait at a scourge for the rescuer, getting four old PR hooks can be way more difficult. Overall you have to spend less time to get roughly the same amount regression, compared to old PR, simply because its means less chases, downs and hooks (as long as you do not tunnel). With the drawback of it being deactivated ones all have been hooked once. You will and have to use it more strategically, but strength-wise it's nearly the same.

    CI had the most insignificant nerf of all the perks. If DL should really get a similar nerf, then we have nothing to fear.

    Ruin was a problem on it's own, esp combined with undying on high mobilty killers, Tinkerer would just magnify it. I'll admit that it did not have to receive both nerfs simultaniously. But we are talking about a perk (combo) that was used in more than 50% of killer loadouts. It was not just popular, it was so much stronger than any alternative.

    Pop I agree, you had to work for it, and the change to 20% of current progress really hurt it. It did not deserve it. But lets not forget this and Ruin were part of the first real perk overhaul DbD had, with the goal to "shake up the meta". And when thats the goal, you cannot let the second most used gen defense perk after ruin be untouched.

    Thana buffed was EXTREMELY annoying on Plague and Legion, but that may also be somewhat magnified by the basekit changes that were introduced at the same time. Right now it's pathetic, I agree, but a perk like that will always be too weak on some and too oppressive on other killers. You cannot balance that one. They tried to change it so you are incentived to keep all injured. Which is really difficult when not Legion or Plague. But maybe with changes top medkits and CoH this perk may be a bit better.

  • @adsads123123123123 said:

    Despite the changes, gen slowdown will still be needed and Deadlock is the only option. There isn't a single killer that the perk is bad on. Deadlock will be the best non-specific killer perk, and every killer will run it. It is 100% getting nerfed probably 8-9 months after the next patch.

    Do you even pay attention WHY certain perks get nerfed?

    CoB & Overcharge got hammered bc they made 3-genning an unbearable experience. Highly problematic, so changing that was necessary. Where the perks hit to hard? Most likely yeah, but the move to nerf them was justified.

    PR change is hardly a nerf. It gives you more regression at the start of the game now, where killer is at it's weakest. It's more healthy now since it incentives hooking different ppl. And it cannot be "cheesed" so easily anymore by camping a scourge hooked survivor and forcing trades. Overall a healthy change, with more or less maintaining its strength. You are only better with old PR from the seventh hook onward. And I would argue you won't need that to win the game. Or not every hook before gave you any value.

    Eruption was very miserable to play against with that long incapacitated effect. SWF could play around it (by calling out when to go down), but solo Q couldn't. Incap effect makes sense for having victor attached, where it's on you to remove the effect or not. But having it proc on you seemingly random without anything you can do excpect doing literally nothing, that needed to be changed.

    I could go on. What all perk that were nerfed have in common: They were in some way or another problematic or unhealthy for the game, so they got changed.

    And so we come to DL: What aspect of that perk is unhealthy or problematic? I can't see anything. It's very limited (only 4 activations), can be countered /dealed with, esp. with new activity hud. There's NO NEED to nerf it. So I don't expect it being changed. Yes, bhvr seems to change perks when they are picked often, but imo that was NEVER the ONLY reason for a perk change.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394328#Comment_3394328

    New DH is a huge un-nerf, compared to original PTB DH.

    In the original PTB version, people that equip dead hard might get 0 activations from it, if they didn't safe unhook anyone. In the newer version, every survivor that equips dead hard gets 2 activations for free.

    The count of activations is exactly the same. The unhooked might get zero activations, but the unhookers might (up to 6 activations) Or not if the killer tunneled. Thus the PTB DH promoted tunneling even further, you could deny ANY DH with it, making DH totally useless when tunneling. And when playing fair and not tunneling, after some unhooks you simply wouldn't know anymore who might have DH or not.

    With post PTB DH, every survivor gets a chance to activate their own DH. It cannot be denied by tunneling (at least not the activation, ofc you still cannot be in mending to use it). And you as the killer now before a chase if a surv might have it active or not. Thats all in all way healthier than PTB version, and still way weaker than the live version.

    Why all that comparisons with PTB version in the first place? Who cares if DH gets a little bit stronger again after ptb feedback? All that matters is that its weaker than the live version, bc that's the version that needs to be nerfed. If there are some intermediate versions that are stronger or weaker is irrelevant, what matters is the end result that goes live!

  • @fussy said:

    There were only two things I cared the most about in this update: DH and CoH.

    DH: so one rescue gives two activations at once? Wow, so we keep seeing this ######### perk in every chase except first two? You know what, BHVR? I'm not sure that you thought about it, but the killers for 7 years of the game have deserved the right to swing at a injured survivor without being afraid to give him a third stage of health. That's was the biggest problem with this perk and it is now still here. To justify this buff by tunneling is very stupid, because it does not work and has never worked this way, but with this update I'll be tunneling a lot more on killers.

    CoH: You make healing as it was (imo all healing should be 20 sec, but ok, i don't really care much about this revert), but still decided to buff CoH? 8 seconds to one survivors to be healed? 16 seconds on two? You're a little late with April Fools' jokes, to be honest. Well, two CoHs on the map and now hits doesn't matter even more than before lmao

    Yeah, and "but when you crunched the numbers, Circle of Healing rarely provided any benefit." Yeah, you know what? CoB NOW SAVING YOU 4 SECONDS provided that no one touched the generator for a whole minute. How about this numbers? Yeah, you don't care.

    PR "buff" still garbage, too situational and pointless. 3 times more weaker than old Pop. And this is if you do not remember that you have only 4 hooks on the map, the spawns of which do not allow you to use this perk the whole game sometimes. At this point, 10 times more weaker, than old Pop.

    So lets most boosted survivors perks stay as it was with minor adjustments. Lets revert healing, because before ptb we see problems with it, but now every problem magically disappeared and began to look balanced again lol. Lets destroy all killers regress perk to oblivion and one more time buff survivors genrush perks. (29% Resilience + Overzealous (with cleansed hex) still do nothing about it, wow, really balanced. My new build btw). A small nerf of medkits, which will hardly be noticeable, because 2 CoH on the map and you will be better than before the update. Back to meta, yeah, cool.

    Words can't describe how this news turns the whole update upside down. This is absurd and ridiculous. Well, I'll continue to sit on survivors much more and win matches with one button with my swf.

    You should really read more carefully.

    DH: No, you do NOT get two activations with an unhook. It was changed from having to safely rescue to being unhooked (by another or self). I mixed that up myself, bc. dev update was not 100% clear. Whatever, this change guarantees that the survs will have two successful DH tops, and ensure that they WON'T be able to use it until hooked once. Thats a significant nerf compared to live DH, and a readjustment compared to the ptb DH, but by no means a buff. If anything, changing it to unhook grants more predictability for the killer, since he can be sure not ro run into DH when chasing unhooked survivors.

    COH: The most busted aspect of this perk was the ability to self heal. Thats still gone, you won't be able to self heal in the boon area anymore. You will need still need a teammate to heal you, but atleast they will heal you twice as fast. That buffed numbers are necessary to keep the perk somewhat viable, otherwise it would be totally useless. 50% faster altruistic heals are hardly worth it, considering you habe to boon a totem and need to group up with others (travel time) to make use out of it.

    Both changes to DH and COH are way more than just "minor adjustments". The former got limited from unlimited use to 2 and does not help in initial chases anymore, the latter lost the core reason it was picked in the first place. Even calling the medkit nerfs "small", when medkit self heal was nerfed drastically (only one heal, with severe speed and efficiancy debuff). If thats all just "minor" nerfs for you, I would really like to know what sufficient nerfs were in your opiniion.

    Killer regression destroyed: Imo thats a good thing, bc way to many killer players are too dependent on their stacked regression perks. Chasing, injuring, downing and hooking efficiently is the real slowdown. I play without any gen regression in 90% of my games. Sure there are games where the gens are flying, but honestly, if I face a group thats so obsessed with getting out of the game as fast as humanly possibly, I'll help them by opening the gate for them.

    Buffed genrush: Resilience is not changed at all. Overzealous got a QoL change yeah, but that just makes the perk actually playable. And if you are really booning a hex, you waste way more time then you can ever save with overzealous.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381300#Comment_3381300

    Borrowed Time, Self Care, Vigil, Decisive, Balanced Landing, MoM. These are just the ones that come off the top of my head. These are just perks, which werent even the strongest thing Survivors had.

    To say that theyve never felt a perk of theirs being "destroyed" is just plain ignorant.

    Where was BT "destroyed"?

    With the first change, it was changed from one-time use to multiple use, with the stipulation that the unhooker no longer gets protection. Thats hardly a destruction, overall it was rather a buff.

    And with the great perk overhaul, the timer for using BT was even increased (from 15s to 20s including base BT). So it got buffed here as well. The only reason NOT to run BT now is the base BT effect after unhook, which is sufficient in most circumstances.

    Calling that shift from perk BT to base BT a "destruction" is really far fetched, imo.

  • @tristenbennett381 said:

    This tactic is so cheap, every time I carry someone a teammate will stand under the hook so I cant hook the person I’m carrying, when I hit them to get out of the way it always stalls for enough time to let the survivor struggle since I was already looking for a hook beforehand anyways.

    Survivors should not be able to disable hooks just by standing under them to prevent you from hooking, it’s to unfair when they are at full health and takes away the one ability that a killer should always have.

    There's a quite easy counter that the survs rarely expect you doing, that often puts them in imidiate danger of getting hit:

    Just drop your carry and chase the body blocker. If they get hit, they cannot body block without trading.

    So just be observant when picking up, and if you see the survs lining up at a hook to body block, drop you package again. Works also wonders against sabo players, they somehow never expect that you can just drop it and chase them. Usually results in two slugs.

  • @sizzlingmario4 said:

    It’s not going to be enabled until next week.

    Oh, is that so? Then that explains it ^^''

    Is there any info from the devs I missed regarding this?

  • @EvilSerje said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364009#Comment_3364009

    Oh my god... That horrible. They gone completely nuts?

    Before it was the only incentinve to understand killer, his perks, how to play properly and apply pressure. Now it's just camp, tunnel and slug. Are they deliberately try to drown the game? First "Tools of torment", now this....

    Dude, the killer adept condition was just beyond stupid, since getting double pip was highly dependent on you grade. Good luck getting all Iri in Iri grades, compared to Brown grades. It was even worse when we still had ranks, since the ranks did not reset fully like the grades do. Furthermore, survivors could deny you your adept out of spite, just by killing themselves on the hook. And some killers being screwed up just for using their power, most noteably insta down killers, bc they got less emblems. It often was more of a dice roll if you did enough to get double pip or not.

    Changing the condition to 4k was overdue for a LONG time. It's now in line with the survivor adepts, with a clear and easy to understand win condition to get it. Get out alive, or kill all four.

    A little history: Survivor adepts were NEVER tied to double pips, it was always just getting out. Killer adepts were linked to pips, but it was easy enough originally, bc you only had to score 9 hooks to be guaranteed to get double pip. This linkage was not changed when emblems were introduced, and that made killer adepts WAY MORE difficult, esp. in high ranks. So you could argue, with their change to 4k condition, the devs FINALLY fixed the killer adpets which should have been adjusted ages ago when emblems were introduced.

  • Got all three adepts first try :->

    I guess I was very lucky this evening ^^.

  • @Dbdfan398 said:

    sprintburst - BR - sprintburst - healed in 20 seconds.

    Whats so hard to understand about that being powerful?

    Op does neither acknowledge nor deny this aspect at all.

    What they are talking about, is that a proposed nerf to Blood Rush in removing the healing is hilarious in their opinion. Which is perfectly valid. Take your example:

    Whats the difference between SB - BR - SB (no heal -> proposed BR nerf) compared to SB - Get Hit - Attack Boost (normal chase)? There is not much., honestly. With the first, you may gain more distance initially, but when the killer drops the chase, you will have it wasted and be injured on top. With the normal chase, you at least occupy the killer, and like OP wrote, the killer even has to go through attack cooldown. The only redeeming feature of that nerfed BR would indead being injuring yourself voluntarily to avoid an insta down with DH. And that's really all the perk could do if nerfed the way op mentioned.

  • @HugTechLover said:

    He’s got an addon that lets him see aura around him when he rushes.

    But that gets countered by distortion, albeit we don't know whether the mates of op still had stacks left.

  • On it's own, it may be a bit lackluster. But together with Lethal, you can get a ton of information all the time. It's really nice! But I also prefer to run aura builds with lethal in general, so I may be a bit biased ^^.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302457#Comment_3302457

    I was just thinking if the percentage was low enough we wouldn’t need the cooldown. Like hypothetically if you’re getting just a 12% lunge each time I don’t think that would need a cooldown.

    But the fun part of the perk imo is getting a hit with that ridiculous long lunge, in a place where the surv thought they would be perfectly save. So I would rather keep that and add a cooldown to it.

  • It's really good in conjunction with Lethal, yeah. When I was doing Knight Adept, I found it the most useless hex-perk, but when I started to play it together with Lethal, it really began to shine. And I really like the design of the perk activating and disabling, which makes it harder to cleanse. More hex perks should work like that, at least the delayed activation part (Huntress Lullaby is the most notorious).

  • I like playing with Coup, and if you are accustomed to it, it's not so difficult to keep the stacks, imo. With dead hard still being meta, it's often better to avoid lunges and go for quick attacks after all, since reacting to quick attacks is way more difficult. So for me, it's not really necessary to have a different input to trigger it.

    What I would like to see changed, is giving it ways to earn tokens after all gens were done (every x hits, every x downs, every 2 hooks). Or like Blueberry wrote, give it a stackable increased lunge range based on the gens being finished (similar to Fire Up). But I think it would need a cooldown then, having increased range with every lunge sounds broken to me.

  • @Vampwire said:

    So there's two ways I can imagine this combo gets fixed. It relies on at least one of these perks nerfed. Alone they aren't super problematic, but this combo is probably the dumbest perk combo we've ever had.

    Call of Brine: Only applies to one gen at a time. This makes it harder to just regress 3 different gens at once. It wouldn't really interfere with most gameplay really. Survivors can still tap the gen and what not. You just have to make a conscious choice on if you want one gen to regress more, or you want to regress this one faster. Basically just makes the perk less brain dead since you have to choose instead of just smacking every gen you see. This also means you either have to sacrifice your Call of Brine on a gen with more progress if you want to get a wide spread Eruption. Basically just means you have to make a decision on what you're trying to set up.

    Eruption: Explodes after being hooked. This way it works more like Pain Res, where there's about a second long que of when to let go. You may think this makes it super unreliable but pair it with Pain Res it's actually not to bad. You get a burst of regression and punish greedy survivors. Plus considering the amount of survivors who don't know how to counter Pain Res already I bet the incapacitated will happen more frequently.

    Basically this encourages you to go for chases instead of just slap gens all day long. That's basically the entire problem with this meta. You don't actually have to play the game as killer. You just stall gens until survivors give you enough pressure to snowball, rather than building that through playing. COB + Eruption is literally easy mode at this point.

    I wonder, does Call of Brine actually effect multiple gens? It's not clear in the description, and the highlighting effect is also just for the most recently kicked gen.

    Changing eruption to a hook based perk makes it to similar to Pain Res, imo. There's nothing wrong with the effect triggering on downs (jolt does the same), it's just stupid that you have no way of preventing the incapacitated effect when not in SWF.

    One solution for Eruption might be to scrap the incapacitated effect, but block the gen for the same time (but only when the gen was worked on at the time of the down, like it's now with the incap. effect). This would server as a buff and nerf, bc. the gen cannot be "unregressed" by a not affected surv anymore, but would also not lose progress bc of the blocking. A net nerf I would say, but more fair for the survs (they could heal up while waiting for the gen to unblock).

    Another solution would be for the perk to have a delayed effect of the explosion and incap. effect, either time based (one second) or via a skill check like oppression. With the former, you would have time to let go of the gen in time, but the duration needs to be really short so you only make it if you are observant. Similar to how to counterplay Pain-Res + DMS Combo. A skill check direkty after a down on the affected gens might work as well, but may be too easy to avoid. But it would open the possibility to add incap effect to special skillchecks like from Overcharge and Oppression (not sure if thats a good idea, though ^^'').

    The last solution I can think of, would be for the incap. effect to only affect one survivor at a time. With this, you can "counterplay" the perk by repairing together (the less efficient way of doing gens), one could always continue. The killer would still see the screams of all survs involved, so they would know when to protect a gen further.

  • @socalfusions said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302412#Comment_3302412

    You can't apply either of those independently of each other though, that's great that they synergize through a bugged input but the whole point is to have abilities work as intended.

    In my experience with that perks, the countdowns tend to diverge over the course of the game. So you actually can trigger them independently. But sure it would be nicer to have different inputs for the effects..

  • @SMitchell8 said:

    Wraith is pretty easy to hear coming (breathing) if you don't have any visual or audio clues for 20+ seconds at the start of the match, its highly likely its a stealth killer. Spine chill is probably another big culprit. I run tinkerer Oni and more often than not, the survivors have bolted from the gen I'm charging too as if they knew I was coming.....

    Tinkerer is easy to recognize. So when you know the killer has it, esp. someone with fast movement speed, the smart move is to trigger it and go hiding somewhere. Either the killer checks and optimally does not find anyone, or they do not come so you can proceed a few moments later. The change of Tinkerer to only proc once per gen really enabled that kind of counterplay.

    Now that I'm thinking of that, I guess you should always run Nowhere to hide together with your tinkerer, to counterplay the counterplay ^^

  • Only Blast Mine does not work so well with repressed alliance. Repressed Alliance and Wiretap do work together, it gives you quaranteed value of at least 30 seconds wiretap.

  • I'm more of a killer main, but I haven't changed my pick rate of franklins / lightborn or using a cut coin more often (never using it, always running BP offerings). If anything, I'm seeing more survivors attempting to blind but failing (miserably). I'll still switch in lightborn with 2+ flashlights if I want to have a chill game, but that was the same before the FL changes.

  • That is so hilarious xD

    "Nope I won't hang her but dive into that weird looking hole in the ground!"

  • @wimpy said:

    https://youtu.be/gbFRca3-uLE

    Yes, here you go. This rule has not changed from the beginning. At the end of the video, I also recorded LV4 of Tome12. This is the same.

    Nice, so we know for sure that the exit nodes are not linked. Thx for testing and recording :).

  • @Rulebreaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283376#Comment_3283376

    In defense of those that deserve it, there was a time where keys were alot stronger with people CONSTANTLY last second swapping to them. Some people have a grudge from those days.

    Yeah, I remember that. I'm so glad multi-man hatch escape is no longer a thing.

  • I most likely have. But when the killer really wants to see evil in your actions, any minor lapse will be held against you ^^.

  • @MaTtRoSiTy said:

    A killer who say changes to Lightborn because they see flashlights is probably not the best killer anyway.

    I don't think this is a big issue at all and other than to be annoying I never bother changing anything based on what I see survivors bringing. Though I will tend to tunnel out someone who last second switches to anything, it isn't the item either but rather the dirty tactic of switching that annoys me and will make me punish them for it

    And here I am, just spending bloodpoints on one character and switching last second to the one I want to play, getting tunneled out of the game for "toxic last second item switching" ...

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282959#Comment_3282959

    You can't even say that....with how some impossible blinds happen a Good Killer player may just not want to deal with it and if it's a 4 flashlight bully squad any Killer with a brain cells will put Lightborn on just to avoid the headache....

    I'm a midrange decent Killer player and have had times where I would get blinded by survivors NOT within my FoV while I'm looking right at a wall. So if I don't feel like dealing with multiple flashlights in a single game Lightborn will be put on.

    That blinding from outside you POV happens ALL THE TIME! It's one of the stupidest things this game has to offer!

  • @Sharpefern said:

    So I play a lot of both survivor and killer however majority of the friends I play with are strict survivor mains and I feel like this concept is sometimes hard to grasp. Sometimes the killer focuses on a survivor without regard to the rest of the game. However the Killers choice is often influenced heavily by the survivors. Below is a clip I did down and hook the Ada very shortly after being unhooked however would suggest that both Ada and Feng were the ones who set it up to be that way.

    http://outplayed.tv/media/wRMl1X

    So heres why I think that the survivors are the ones who set up Ada to be tunneled as opposed to me.

    1) I immediately leave the hook, kick a gen proccing oppression letting me know Feng is on the gen ALL the way on the other side of the map and immediately teleport essentially giving clear room for unhook.

    2) Feng knows I am behind her and still both leads me to the hook and unhooks.

    3) The Ada gets in the way of me and Feng. There was a very brief moment when I tried to go around her but she was following feng so she was in the way.

    4) After getting hit, with the mechanic designed to get you to safety, she ignores all resources she could use to be safe. She chooses to run the opposite way as feng as opposed to getting in front of her passing the chase onto her. She also runs straight past an undropped pallet which she know was real because she was awake.

    5) Feng "attempt" to take aggro by clicking her flashlight is not taking a chase. She was leagues away from me right next to the strong main building. She did nothing to bait the chase other than be present.

    Like I 100% would have continued my chase with the Feng, had it not gotten reset by their actions. Feng wasn't playing altruistically, actually putting herself in danger for Ada, and Ada was greeding resources, Both the pallet and Feng's health state even though she was in deep wound and couldn't dead hard which I knew from our first chase. Had either one not relied solely of the sympathy of the opposing team, Feng would have gotten chased not Ada. Survivors do have some control over getting tunnelled. Thank you for coming to my TED talk

    I watched your footage, and disagree to an extent. For me, you clearly returned with the intent of tunneling, maybe since the moment you saw Feng leading you back to the hook.

    We can see Ada got in the way, but I honestly cannot see you trying to go around. She was more or less sandwiches by you and the feng, a hill on her left. The only way for her to not get into the way would have been to run away left imidiately after the unhook (from your pov). But how should she now beforehand where you and the feng would run to (assuming no swf)? If anything, the clip shows Ada trying to get away headlessly and some bad coordination between her and feng. She might still have tried to block on purpose, but the video does not really support that claim, imo.

    About Feng, I agree that she enabled this tunneling by her actions. She shouldn't have run to the rescue when being chased and could have protected Ada better / taken the aggro. Still, there might not have been much for her to do after the unhook, with Ada running in a totally wrong / unexpected direction.

    So all in all, for me both you and feng are "responsible" for the tunneling. It's not like you were forced to, as when the rescued survivor stands in a doorway or something to block for the rescuer. You could have run around the stones the other way and likely hit Feng after the unhook. You could have followed Feng after hitting into Adas endurance. But you choose the easier target, which is a perfectly valid decision. But not "enforced" by the survivors action, imo.

    Edit:

    I'm not denying the point you want to make, that survivors may actually create such tunneling situations by themselves, and then cry about it afterwards. I'm just thinking your video is not the best example for portraying this. The actions esp. of Ada leave too much room for interpretation, imo its not discernable if that was voluntarily or by accident.

  • I'm so glad I have that achievement already. So when I play tombstone and they jump into a locker, I will just hook them ...

  • Alternative paths, if finishing at the bottom end node activates the top end node:

    grafik.png
  • grafik.png

    There are actually three paths all saving the same amount of BP (the white path is shared by all alternatives):

    • RED - Survivor route 1
    • BLUE - Survivor route 2
    • GREEN - Killer route with Wraith master challenge

    Of course each route saves different four challenges at the left top side. I tried to color code it into the pic, but it got to convoluted.

  • As @Reinami pointed out, it may be possible to save another basic killer challenge at the top right side, if it's possible to access the master challenges at the top end node after getting to the bottom end node. That would save another 45k BP.

    But that has to be tested out first.

  • I'm a little sad that my post did not get any attention, although mine was a little faster :-/:

    @CaulDrohn said:

    In the usual notation that @CashelP14 established, here is my variation for the tome 13 level 4.

    Here is my guide to save as many bloodpoints as possible, while also completing the archives, this should allow you to save 585k (6x60k + 5x45k) bloodpoints for this level.

    Red Line = Collect

    Yellow Circle = Save

    https://us.v-cdn.net/6030815/uploads/ET6WPXRNG6W5/grafik.png

    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, 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.

    @Reinami

    "Once you complete the red node, the yellow node becomes a point you can move from, unless the level 4 tomes are different for some reason."

    I'm fairly sure it does not work that way. But I'll try it out with this web and come back to it later.

  • @Mockingjay_S451 said:

    Why can a killer see the survivors before a match? Why do they get time to adjust their build based on what they see awaiting them in the game… yet, survivors can not adjust their build because we have no idea who the killer is going to be.

    Killer sees lots of flashlights, cool let me add Lightborn. Killer sees lots of toolkits, let me throw on another Gen regression perk. Med kits? Maybe a bit of Sloppy.

    I get that survivors shouldn't see the killer because there would be so much dodging. But that doesn’t mean the killer should be able to see the survivors.

    While I’m on the subject, I don’t understand why Console can still not go anonymous? It was there, it worked and got removed. I don’t get it.

    I would be ok with killers not seeing items, but ONLY when survivors may not bring multiple items of the same type!

    Having to face four flashlight can be really frustrating, with four toolboxes (and possibly BNPs) the gens will fly, four medkits may totally doom a hit-and-run playstyle. So if you want to remove the killers ability to prepare for items, the survivors have to do a sacrifices as well. Which is, only one medkit, toolbox, flashlight, map or key at a time!

  • @Carth said:

    You can't ban for this because, as others have said, it's not holding the game hostage. If you ban for this can you ban memeing killers like basement chest buba, and stealing item builds with franklin's and hoarders? What about bell spamming wraith? Or any of the various 'silly builds' you can do. Or how about a killer going afk in the corner and giving up? Or a survivor killing themselves/dcing on first hook?

    Am I saying this is fun or to be celebrated? No, it's annoying but you can't ban for "not playing as intended" without hard defining every scenario. It's why nothing is banned except body blocking.

    It's not holding the game hostage, but it's refusing to participate in normal gameplay, imo. Technically giving up the game by afking or playing chest protector would be the same, but no sane support ppl would punish that. But a killer dragging games out by forcing and endless chain hunt via afking on the box; I wouldn't be surprised if that gets punished eventually if used excessively.

  • @Adaez

    "The game doesn't have a perk search button that would be really handy with so many perks in the game already."

    That would really be so nice. Just the search for perks name would already be a big QoL improvement. Personally I would like such a search to work with the perk descriptions as well. For example, it would be nice to search for all perks that inflict certain status effect. I like to compose my perk builds with a certain "theme" in mind, so having such an advanced search would help me with this.

  • @HarlockTaliesin said:

    It'd be nice if some perks had at least an alt color layout if you're running two+ that use the same color.

    Like running Eruption and Surveillance together. Someone stopped a gen from regressing? Yellow. You kicked a gen? Also yellow. If it wasn't for Discord's initial explosion to set it apart you could add it's yellow in as well.

    Yeah, Surveillance together with eruption or call of brine does not eally work at all bc of the auras. Thats really sad.

    Now I'm thinking about using Eruption, Call of brine, Discordance and Surveillance all together and look how much it confuses me xD.

  • Imo the aura colors are fine overall.

    But I wouldn't mind maybe a different color for the hatch, bc as op mentioned when using clair or a rainbow map, it can be really hard to recognize the hatch with so many other red auras of hooks and gens.

    And like @Seraphor wrote, WoO should display breakable walls different to standing pallets. How often the perk has fooled me when playing on The Game ...

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279114#Comment_3279114

    How is it a free down when the killer waits with any hits until the survivor is done?

    A healthy survivor would get hit once, use the speed boost to the next tile and loop the friendly killer to hell and back like usual?

    And please don't come with specifics like X killer has an instant down, that's not a general applicable answer.

    It's a guaranteed free down if the surv is already injured and wants to pick up their glyph with the killer being near. In this scenario, don't be a d*ck and wait that seconds out, before downing. You prob still get the down faster compared to when the surv would have continued with the chase.

    "A healthy survivor would get hit once, use the speed boost to the next tile and loop the friendly killer to hell and back like usual?"

    Even when you are a gentleman and hit a healthy one only after the glyph is finished, and they run away afterwards, you might STILL better off than without the glyph interactions, since you already scored a hit and don't have to chase a healthy one around loops! Or leave them so they have to waste time healing. You can also hit them once during interaction, and if they stay to do the glyph again, you can still wait for them to finish to get the free down afterwards. No one should complain about this.

    So again, don't be a d*ck and let them finish the glyph interaction. You already get free hits / downs by this. Look at it as a trade: the surv sacrifices a health state or hook state in order to finish that glyph. You really don't lose anything by waiting in this situation. Taking the free hit and still denying the glyph is just scummy, imo.

  • You can counter some KI, e.g. you can prevent being detected by idle victor by crouching towards him. This way you can take him out without gviing charlotte a chance to swap. But usually KI cannot be prevented. Thats why you should play killer from time to time, even for survivor mains, so you know which info the killer gets when you do certain things (e.g. using vaccine or spray against Nemesis or Wesker).

    KI is nearly always related to a killers power (rancor is the only exception I can think off right now). And (aspects of) killer powers generally cannot/should not be nullified by using a perk. We had that in the past (trapper traps being permanently destroyed by sabo), but the devs moved away from that approach a while ago.

  • @Ricardo170373 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244049#Comment_3244049

    yeah, these 2 options, more survivor red line, more killer red line 😀

    Yeah, but with the killer red line you save 35k BP more ;).

  • There's actually a better path:

    grafik.png

    It saves one master challenge more!

    Your solution was my first as well ^^.

  • @meg_solos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243713#Comment_3243713

    I really doubt it was an oversight since Nea is so popular and there's been multiple people before me asking about this skin. I feel like they're not releasing it on purpose.

    I never saw a quetsion like that, and I'm on the forums nearly every day :-/

  • It's certainly not blacklisted as in not available, since I use the hair of that one for my Nea outfit. I would think it's just an oversight.

  • @GoshJosh said:

    As you may or may not know, a survivor’s MMR is unchanged when they escape through the hatch. While I understand the reasoning for this when all other survivors have died, the exception to me is when other survivors have escaped through the exit gate(s).

    Sometimes a survivor chooses to hatch escape at this point in the game for extra blood points, a Rift challenge, and/or fun. It’s not due to the rest of the team dying, or being the only option of escape.

    So I ask BHVR and the community: should hatch escapes grant MMR to a survivor, when at least one other survivor has escaped through an exit gate?

    I agree you shouldn't miss out of MMR when escpaing through the hatch in this situation.

    Instead of basing it on one other survivor escaping, I would tie it to an exit gate being open. So you could also earn MMR through hatch when you are the only survivor left, but you would have to be ballsy to open a gate and then get to hatch before the killer does. Or open a gate and reopen the hatch with a key.

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