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CautionaryMary

CautionaryMary

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CautionaryMary
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  • @ponzukun said:

    Whenever a survivor is matched with a killer they don't like, they immediately start screaming on the forums to nerf it.
    Why don't they think of countermeasures or find new ways to counter them by combining different perks?

    Even as Killer hones his skills and counteracts Survivor's powerful perk, a group of survivors on the forum say, 'Nerf it! Save the Solo Q!"
    the killer's efforts will soon be for naught!

    I would argue that it is not the nurses, the brights, or the hard hits that are breaking this game, but the group of survivors that inhabit this forum!

    That and the solo Q's who often whine about it should join a community where they can make game friends.

    You could say the same for the other side, especially with the new perk Shoulder The Burden (where people complain that it's hard to counter).

    You can't even use it functionally with how predominate Thrill of the Hunt builds are, if you wanted to pair it with Calm Spirit to make it more sneaky to pull off.

    Both sides contribute to the nerfing (and Behavior's overnerfing/overbuffing of perks).

    The issue is primarily a person playing one side and not taking in consideration of playing both sides for a more nuanced take.

    Sometimes people enjoy playing solo-queue (I'm one of them) for the challenge that it comes with, especially with a lack of having comms. Blaming the player for randomly joining a session and then seeing other solo-queue teammates doing absurd things and coming onto the forums (where you're able to voice your opinion) to vent, just like you're venting now is a bit hypocritical, yes?

    You make it seem like the killer side is more skill-based, when both have skilled required. The whole remark that killers hone their own skills to counteract a survivor perk can be flipped equally on the side for a survivor? Many times I've had killers DC either due to popping a gen in their face or through looping them for a couple minutes.

    On the topic: People quit this game because of how tedious the grind can become (especially for newer players), leaving the people with thousands of hours left contributing to the competitive nature that we call DBD today. 😊 Couple that with those same players who group up and SWF (what you call for), resulting in killers who come into the forums to complain about people playing with friends.

  • @SidneysBane1996 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854868#Comment_3854868

    Having 10 less charges on every gen on the map isn't strong? On what planet is that not helpful or strong in the right build? Reducing generator time is ALWAYS strong for Survivors.

    As @vBlossom_ mentioned, the downsides of using invocations typically outweigh the good effects of the perks.

    Sure, placing a smaller BNP percentage on each gen is helpful β€” but what's the cost? Being injured all game, notifying the killer that you're down there once the invocation is completed, and the fact that you can't use two invocations at once.

    That's not even mentioning how laughably bad Invocation: Treacherous Crows is with the effect that it provides.

    Alongside that, @Langweilg mentioned how Invocation: Weaving Spiders gets blocked by popular perks such as Grim Embrace, Dead Man's Switch (usually paired with Pain Resonance) altering the perks usability.

    These effects are miniscule compared to making a survivor permanently injured for the full game requiring a hefty detriment to the team hence why you barely see invocations used in normal matches.

  • @SidneysBane1996 said:

    I can't argue with Firellius here because they won't change their minds, so I'll just add here the obvious elephant in the room:

    Hex perks really are not that common, and if this build becomes a nw meta then Survivor perks will need to change to compensate. What's so wrong about adding a new Meta to learn to play around? Seriously, Survivors need more to do, and this adds it, so what is the actual problem?

    I'm starting to think a lot of the Survivor side complaints around here are just "let me win, I want to win more" in disguise. As someone who plays both, I actually think Survivor's in a fine state right now and doesn't need any more.

    I think more people are upset when this type of playstyle is used against solo-queue players, which most of this player base is.

    46s for a totem to be cleansed and needing to use Counterforce (which makes the first totem 38s and with each totem goes down for four seconds per each totem that's cleansed).

    That's a lot of downtime + killers get notified when you are actually cleansing said Hex totems. When you factor that in, you now have a survivor with Counterforce who either needs to sit on the totem for 38s or you have a player who sits there and just is the designated totem hunter trying to cleanse dulls to get the cumulative effect that Counterforce provides.

    Regardless, this is a huge time sunk to make survivors focus on optional objectives to cleanse totems as Thrill of the Hunt is most commonly used with Devour Hope and other hexes - meaning in the best case scenario you have a killer running two hex perks causing this so called survivor to focus on dulls.

    However the more hexes in a game makes the game more of a drag as many will use Hex: Undying, Hex: Thrill of the Hunt, Hex: Devour Hope, and whatever fourth perk you want to slap on to waste even more of the survivors' time β€” the perk is overtuned in my opinion and needs to be toned down.

    I find it odd that this perk got compensation for the blood bonus removal, but none of the other perks such as Barbeque and Chili and Prove Thyself (it received a nerf lol). Hex: Thrill of the Hunt was fine the way it was before this buff, if anything a common ground can be reached to make the perk more fair to go against - if you want to keep the totem regressing speed, then remove the ability to see when survivors are attempting to cleanse a Hex.

  • @HOMOGRIMOIRE said:

    With certain survivors getting more cosmetics than other due to their popularity, one way I thought up to incentivize people to play other survivors without being too obtrusive is to force them to use at least one of the selected Survivor's teachable perks. For example, someone selecting Dwight would have to run at least one of prove thyself, bond, or leader. Or, someone playing Mikaela would have to run at least shadow step, circle of healing, or clairvoyance.

    I know part of the appeal of survivor is that they're all pretty much just cosmetics, but having that perk freedom also takes away from seeing a survivor's own character in game. Claudette is a medic, as reflected in her own perks, but that can be completely unacknowledged and missed. Nea's perks emphasize stealth, yet how often do you see a nea being stealthy?

    I'd just like it if we could see a survivor's character snone through in game rather than just the completely ignoreable lore. And also to help incentivize more diversity in survivor pick rates.

    Even though I like to use perks that involve the character (especially when their perks are good on their own). I don't think forcing both killers OR survivors to run a perk specific to that character.

    Huntress for example has terrible teachable perks other than Hex: Huntress Lullaby and even if the goal is to shift the meta - it would just cause people to run specific characters with the same builds, albeit small changes every now and then.

    Even though I don't care for the meta, forcing people into always using one teachable would make the game even more boring and stale. Like, Ace, Tapp (is ehh), Ash, Baermar/Aestri all have terrible teachables at least to me and forcing people to make builds out of their already niche perks isn't the way to go.

  • @GlamourousLeviathan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848867#Comment_3848867

    The counterplay to Off the Record feels like: Pop Goes the Weasel now does 50% gen regression - Just repair the gen.

    Yes, even with many of my games of getting Pain Resonance and Pop Goes The Weasel, once you know what the killer has - it's very easy to work around it.

    Letting go of the generator when a person gets downed to prevent further regression of the gen.

    PGTW is easy to counteract as the killer can only pop one gen at a time unless a snowball is in effect. There's a lot of counterplay in this game, yet people act like there's genuinely no counterplay.

    My other post of allowing other survivors to see each other's builds would help in situations such as the Thrill Of The Hunt buff, as it would allow survivors to see if someone actually brings Counterforce, which undoubtedly will increase in pick rate once the Hex builds become more prominent - similar to when the slugging Singularity builds came and people started bringing Unbreakable.

    People are just so used to playing one certain way without needing to adapt to things in the game and that's an issue in and of itself.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848884#Comment_3848884

    your post has nothing to do with what i am talking about. he claims that the stat is the best you can do. If i provide counter-arguement of someone doing better than what stat says than his claim that it is cieling is wrong. I am also certain that 4 man swf could easily provide a counter-arguement of say 30 games that is higher then 50% escape rate. I'd wager you can get like 60% escape-rate in swf by everyone randomize perks in like first try.

    Why are you so focused on a SWF escape rate when most pub games are centered on solo-queue and duo queued people lol?

    Even with that said, a 4 man SWF marginally does better than a solo-queue player with a 3% increase, wow.

    The point of my post was to explain that a highly competitive person like Hens and Otzdarva is not the norm of a regular player base like Dead By Daylight and you using Hens stats to explain that regular players should be playing much better "because Hens can do it, why can't others?" as an argument ignores the fact that he has 10k hours in the game. I wonder how many people posting in this forum at this moment has 10k plus hours, yet you use him as a baseline and focus on SWF - which has a 43% escape rate.

    Your last point that a SWF can win easily with randomized perks is just flat out random to add, lmao. I would like to see videos of you on your little escape streak to indicate your high level of survivor gameplay and maybe not be as rude for a change. 😊 It gets exhausting when people point to famous Youtubers to imply survivors should do better, where is the same energy for killers when they have a higher win percentage or an increased level of getting a win streak going?

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848805#Comment_3848805

    50% is lowest possible escape rate for 4 man swf. that's worst you can do. that stat says nothing about what cieling is. Like even Hens did a video where he did soloq survivor and he observed that he was escaping 60% of the time when soloq average is 40%. you can significantly outperform for what stats say.

    Also, Hens I believe has thousands of hours and streams(?)/does active content on YouTube for the game as its pretty much his livelihood.

    With that being said, of course he will have a higher percentage of escaping with solo-queue than the average player does. People who play this game and load into a lobby, more often than not are casual players unless you get into the higher MMR calibers where people start running meta builds or builds that efficiently progress the game forward.

    The people you see complaining about their teammates not touching a generator, urban evading everywhere, or whatever other stereotypical thing that people get mad over when spectating is the casual base in which these stats are taken from.

    Hens and his experiment of solo-queue escapes are much different than the average player, as most people play quite altruistic in regular games whether playing solo or with friends.

    When a person, such as Hens makes it a goal to escape as many games as possible with whatever build he chose (I didn't watch it) /=/ the regular casual playerbase that plays only a selected amount of hours per week.

  • @GlamourousLeviathan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848012#Comment_3848012

    I really wish I had a counterplay to Off the Record and Shoulder the Burden, even if it was a perk...

    Counterplay to Off The Record - simply hit the survivor off of the hook to delete Off The Record off of the newly unhooked survivor or hit the survivor unhooking the survivor with Off The Record.

    Counterplay to Shoulder The Burden - the survivor that normally does it typically will unhook the survivor β€” they literally scream and become exposed, which I believe Otzdarva came up with said perk and didn't have the proposed downsides that Behavior slapped onto the perk anyways. The only way that I could see this perk being problematic is in a coordinated SWF team where one person takes the burden and another unhooks said survivor allowing the trade to be more easier and seamless... something that you will not come across in many of your games as most people normally play solo-queue anyways.

    The perk has too many downsides, as least for me personally to fit into my build so I don't see any problems with it. The only people I see complaining about said perk are people who easily want to tunnel off rip causing a 3v1 early into the game.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848012#Comment_3848012

    So you have the problem that the killer takes all the perks to protect the totems and instead of taking 1 of 16 perk and completely disabling its build, you cry, if the killer devoted his entire build to totems and their protection (make a surprised face) the totems will be well protected

    And no, no one is taking away your counter game, you still can break totems just a little slower, and at best you can break the hunt in 1 try and completely unlevel the entire build

    If this is the case moving forward, I would like to see a QOL improvement where solo-queue can see one another's builds.

    People like to say that survivors bring 16 perks to counter the 4 perks that killers bring, without recognizing how powerful these builds that YouTubers such as Hens and Otzdarva produces.

    At least with the addition of allowing survivors to see one another's builds, it would allow people to know what type of playstyle each other has (a survivor with Deliverance and Off The Record/Decisive Strike) - one of the reasons why I don't use Deliverance in solo-queue as it doesn't allow people to know that I have it and I like to wait until the last second to deliverance off to buy my team time.

    At least with this single addition that mobile DBD users have, it would actually allow solo-queue to synergize a bit better even without the lack of comms that regular 3-4 man SWFs have. 😊

  • There's many videos on YouTube and I've been affected with it once they changed it to interrupt actions, since then I haven't touched the perk.

  • @Aceislife said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826278#Comment_3826278

    Doing that would certainly make the perk less fun, I run the perk for the meme-value. Those random screams across the maps are funny for both sides when the killer is just minding his business.

    Removing the interrupting actions wouldn't make the perk less fun. If anything, it would make survivors use the perk as you're no longer interrupted when doing a specific action.

    It sucks when you're in chase, you're about to vault, the scream interrupts said vault, and you're stuck in an animation similar to Doctor shocking you. If it would be removed, I would use it in my builds. Until that's changed, I more than likely will never use the perk.

  • @SuspiciousBrownie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828775#Comment_3828775

    Lol Distortions pickrate is essentially unchanged specially after it got an insane buff.

    Distortion went down like half of its usage rate. What was the buff that you're talking about? It was at 8 ish% down to 3.13% according to Nightlight.gg lol.

  • @drsoontm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823033#Comment_3823033

    I'm not generalizing. I specified "from my experience".

    Very few survivors are crazy enough to trade a gen for their life. Among the ones who do, the ones who express their feeling in the chat are systematically salty about the consequences. (Implicitly, there are also some who don't communicate at all.)

    Survivors who leave early stand a much better chance. The killer wastes much more time to get to them. During that time another survivor can finish the gen freely.

    War of attrition 101.

    I see, I only do it because of how common Pain Resonance, Surge, and Pop are in my games.

    If I can get off the generator, take a hit, and pop the gen I will do that. I don't get mad about it because it is a game at the end of the day and I just don't spread toxicity to other people over something as silly as that.

    The longer that survivors are in a game, the more stronger killer gets as the game progresses. That's why I actively choose to pop a gen in the way that I do to alleviate pressure in the game, especially if it's a three gen that needs to be done.

    I suppose you can say you're not generalizing, but when you say survivors are crying in end game chat because of their misplays... Not all survivors react that way. Even when I do a misplay, I acknowledge it, laugh, and move on β€” like I said it's a video game, not like we're playing Dead by Daylight competitively for money.

  • @drsoontm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822857#Comment_3822857

    Funny. In my experience it's the survivors who stay on gens for too long to make it pop who cry their salty tears in the end game chat.

    Me? I laugh. Maybe someday they'll learn that making themselves vulnerable may not be the best choice given the killer may decide to take full advantage of the situation.

    What do you mean by staying on gens for too long? Like, trying to pop it in your face or what do you mean?

    If you're saying that then yes, I will definitely pop it in the killer's face especially if gens need to be done.

    I don't play on PC, so I don't really share the sentiment of that or message people unless I'm directly messaged first. It's best not to generalize people as I don't generalize killer players either. 😊

  • Why is dcing on the loading screen a privilege, but if four survivors are running bloodpoint offerings that the killer takes advantage of not an inherent privilege?

    Isn't that the definition of privilege?

    You can run anniversary cakes and bloody party streamers and a killer will still actively play the way that they play, but the survivor dcing on the loading screen is an issue? Get a grip.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822698#Comment_3822698

    Either you are not very experienced as survivor or you are purposely omitting information. Even without a killer camping/tunneling, the extra time on hook is massive for survivors, why? Becase on that time you can do gens and that survivor on hook is safe while they are on hook. So you as a team have 30 seconds total of extra gen time/healing/destorying the killers set up while one teamate is safe.

    Like I swear to god it actually baffles me how so many players do not understand that using the hook timer as a pressure reliever on the survivor team can just screw the killer so much.

    Like in my soloQ matches people that do not get rescued isntantly just give up, people are so bad at the game they ignore that leaving someone on hook is incredibly effective, specially with the added time.

    Yes, or they get mad when you're trying to pop a gen that's right next to them that's about to finish.

    People who go on the hook who expect to be unhooked when they have 80 seconds is such a wild thing. Don't even get me started on people who go on their first hook and try to kill themselves either due to map, killer, survivors not on gens, going down first/second β€” solo-queue gets horrible when these people play and they expect you to just drop what you're doing to go and get them off the hook instead of alleviating pressure by completing gens.

    10 seconds added to the hook timer was introduced due to gens taking longer to complete (80 seconds in the past) compared to the 90 seconds now.

  • @CLHL said:

    They are slowly realizing that the current regression perks are garbage. Gen blocking has been more practical for a while now and slugging can turn any game if the survivor team ignores the situation for too long.

    I don't know man, Pain Resonance + Pop goes a long way in terms of applying a lot of gen regression. You can even toss Surge on and it's a pretty easy game for the most part (depending on the killer you use).

    People slug for the 4k because of the introduction of the finishing mori. However, the mechanic definitely has pushed killers to slug especially if a survivor is injured. The other day I had a Huntress toss hatchets at my body and would not leave my body simply because she wanted to mori me when my random died.

  • @Psychxsuup said:

    It might be just me, but I think most people are tired of survive with friends or try hards, if they want to go play their bully squad gen rush, or flashlight thing, then why can't they get a separate lobby all together? For people who just want to rush a game 24/7? They might as well just have their lobby, meanwhile solo queue is just solo queue.

    No idea how to frase this but yeah.

    Not all SWFs are bully squads or people who continually flashlight the killer.

    Flashlighting the killer isn't toxic unless the person is actively teabagging after every flashlight blind, but I mean it loses them distance so it's not a big deal.

    Gen rushing is the only thing a survivor can do as that's their primary objective to leave the game.

    I would wager that most SWF are not Navy Seal teams, lol.

    I haven't been playing much of solo-queue but I'll bite - how many people in a SWF would it register that they're in a different lobby and how would that affect the killer? Do they only go against S/A tier killers?

  • @Ziemniaczana said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822583#Comment_3822583

    The sound of the generator going silent when 2 survivors are on the same generator is funny. It should be added as a third effect. The thing is, though, can you still hear the survivors repairing the generator or not?

    I would think it would be similar to Technician. I couldn't test how loud that is given that no one uses Technician. πŸ˜‚

    Only reason why I wouldn't put a gen progression on it is because it can pair with Prove Thyself and become problematic and it would be sorta like a Technician with two people instead of one.

    Plus it incentivizes survivors to group up on one gen, as I've mentioned it's not good in general to group up so a nice little bonus would go a long way.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822582#Comment_3822582

    Ye Sable was slightly behind me and Mikaela. The timing would have been perfect for all of us to escape. Can't fault the Sable at all...

    Be wary of SoloQ

    https://c.tenor.com/bXhX6-TBETIAAAAC/tenor.gif

    Yeah, solo-queue is rough sometimes. 😭

    I get it and it sucks that everyone died during your game. I must say, however - I don't die much to the whole, "Just open the gate" πŸ˜‚. I do appreciate the topic and everyone sharing their stories though.

  • @Senile_Grandpa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822474#Comment_3822474

    The privilige is unreal. If someone use a map offering, or any offering for that matter, I will stay and play the game. The comments on this thread are extremely privileged.

    That's good that you like to not dodge map offerings, but on the odd occasion that a killer brings Midwich and I'm on my phone not paying attention to the offering screen... It more often becomes a situation where the killer has a very strong advantage (Midwich is one of the strongest killer maps in the game) and I don't like to play on lopsided disadvantages.

    Yesterday (I wasn't paying attention), a Huntress brought Midwich with iri hatchet and a full aura reading build along with the add-on for undetectable. It was a miserable game as you have figured out and it's not privileged for me to want to play a game where we load into a match and RNG decides what realm we go to.

    If I load into Midwich or Haddonfield, I'll obviously try my best to win the game but in cases of the one I said prior, I don't like to sit around and being absolutely steamrolled because the killer decided to want an extreme advantage for an easy game. I actually like to queue up and it be a back and forth, rather than loading in predicting that it's either a stealth killer or a killer with oppressive add-ons to make the game a drag to play. 😊

    Similarly to you, I like to bring bloodpoint offerings and when we're playing an event and everyone is bringing rods, cakes, and bloody party streamers - I think it's quite privileged to think that a killer should have the ability to choose what map we go to when they already have a high chance of winning due to the high killrate killers have now.

    Survivors already don't get as much bloodpoints in general compared to killer and survivors won't burn a sacrificial ward (maybe a map) but I don't get mad when a killer dodges a Badham offering for example and I don't think it's them being privileged either.

  • @Dwight_Fairfield said:

    I'm sorry but we should not be penalized for dodging map offerings.

    Literally dodged a game earlier today when everyone brought rods and the killer brought Midwich.

    You go straight back to lobby, not like it affects the killer from loading up another game and trying to run his offerings the next time they queue up.

  • @BugReporterOnly said:

    Had a Trapper on The Game manage a 3 gen because 2 people were scared to play and did gens all in the bottom floor. The moment he reached his 8 hit cap he trapped the gens and he had secondary coil to make it longer to disarm. We need to make it so killers like him can't trap right against the gens and there should be enough room for us to get to the gens in this scenario. Honestly it needs an overhaul that after a certain time elapses maybe the Entity moves them around especially with how Knight works now he can also hold a 3 gen with his guards. This may h wasted too much time.

    The only thing I could recommend is running Deja Vu in the case of preventing three gens. It's why it will always be a staple in my build with how wonky generator spawns are now.

    I do not agree with punishing Trapper (who already struggles with chase) β€” yes, I know he can trap loops but at the same time, the onus is on the survivors to break the three gen. To me, it sounds like the Trapper did a good job maintaining his three gen as the survivors refused to do generators on different floors.

  • @Ziemniaczana said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822309#Comment_3822309

    Secondary effect could be the gens survivors work on gets revealed to you?

    I see, yeah it would be kinda like a mixture of Deja Vu/Visionary but more so generator focused. It could be an okay perk in solo-queue but I think it would still be a perk that doesn't really see much usage as it's not generally good to group up on generators as is unless it's the last one.

    At least the quiet part would make sense for the perk. I always found it a little dumb that if you're using Technician with another player, it doesn't quiet the gen in general. It would be okay to even add that on there given that Better Together doesn't really provide anything other than highlighting a yellow gen on the map.

  • Lmao, Doctor is rough as he can cancel the door being opened. πŸ˜‚

    That's insane that all of that happened during your game with Doctor, however. 😭 Was Sable working on her own door during the time Mikaela was 99ing hers? Definitely could have managed to open the door, especially if Sable was on the other end and it was being shown on the hud. Luckily mine was a 2k and not a 3k-4k lol.

  • I think the problem with perks like Sole Survivor and this one in particular is that it prioritizes selfish gameplay.

    I mean, I wouldn't be opposed to any type of buff to the perk but it's a completely useless perk as the only way you're going to get out of the game is by actually helping teammates and not stealthing around with it.

    I would prefer if Behavior doesn't go the route of making selfish perks and instead reworks them to at least conjure some benefit without being specifically the last survivor.

  • @UndeddJester said:

    ...and the reason why gates need to regress.

    Let me paint the scenario.

    Playing vs. a Doctor, manage to loop him for minutes on end, Haunted by Daylight event is coming in clutch and giving some pretty useful tools to buy time, I eventually vanish in the void. 4 gens complete, 1 hook on David, I'm injured my gen is about 12% from done, but our David gets his second hook.

    I know Merciless is coming, I won't finish in time, so I pre-run, but I'm caught in a dead zone. I get hooked but I managed to secure enough time for my team to save David and finish my gen. I get unhooked while Doctor tries to defend it and I slip off into the void. Sadly no charges for a void crystal, but we're well clear.

    Sadly in the scramble David gets found and gets down to be sacrificed. Everyone is injured, David gets hooked and dies, but we've got time in spades. Mikhaela 99s the gate... "why?" I think... "just open it... no one is in chase or in danger, just open it". No dice, she is stood in my way and wants to be healed. Frustrated, I start healing. Give the baby its bottle.

    40% fine, 60% fine, 80% fine, 90% and Doctors big TR hits us… "not even close... please break this heal and open the gate Mikaela"... nope... 98%, Doctor shocks us, she can't body block as she is still injured, runs past me... can't open the gate, get slapped into the dirt as Mikhaela runs.

    I get thrown on hook Doctor surprisingly doesn't camp me and starts chasing the Mikhaela, our Sable is coming after 99ing her own gate on her own side, but Mikaela decides inatead of luring Dovtor away, to instead makes a break to unhook me, Doctor in toe... not fast enough... gets slapped down under hook, me still stuck.

    Sable tries to stay hidden, but no deal, gets sniffed out, tries to loop Doctor to get the unhook, makes a dash for it, again too slow, gets slugged under the hook. I sit still... stuck there in disbelief… just like that 1k becomes a 4k.

    For the love of God Solo Q... every damned time... just... open... gates...

    You are not smart enough to play gates properly... 2 - 4 minutes is plenty... stop 99ing gates, you can't do it... I know you won't, so please... for the sake of my sanity BHVR, please start regressing gates when Survivors let go...

    I can't watch another stupid gate fumble 😭😭😭😭

    I had a Nancy try to heal me at the gate while Myers downed Nea right at the exit gate, me pointing at the gate, her spinning circles at said gate, and me having to open the gate with us almost dying.

    Here is a clip if anyone is interested - I was duo SWFing with a friend.

    https://youtu.be/r3IfIVFMccI?si=4UxiPjW2SdkIeLiL

  • That is just an inherent buff to the perk, in my opinion - I don't know why people wanna change NOED and make it harder to get out of the game lol.

    Yes, people are aware of being exposed - but that defeats the surprise effect that NOED actually provides and I don't even play with NOED lol.

    Why tell survivors they're exposed and then remove the aspect of finding NOED from the totem itself? This just incentivizes slugging and monitoring the doors, lol.

    @PetTheDoggo

  • @korrok said:

    I'd say to have it no longer show it's aura but to be lit on two separate totems.

    Being in two totems at once makes it easier to find already.

    I just don't agree with this at all.

    Even if I've been the one to go down to NOED and hooked on NOED, it's best to just leave and let the person die.

    Putting it on two totems defeats the purpose of a Hex totem because no other Hex totems spawn like that other than a Plaything, which is earned.

    Sure, it sucks to die to a NOED. I've been there many a times, but I think the way it is now is perfectly fine. It's not like the perk is hidden after someone goes down and there is genuine counterplay to NOED especially if the killer is slugging.

  • @IAmGilgamesh said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822024#Comment_3822024

    It's not really much about grouping up but about giving the other survivors information if you're on that generator or not.

    This buff will let the survivor give a lot of information. I give you some examples.

    Survivor gets chased by a killer. The survivor sees the aura of you and the generator you repair. They now have the information to avoid bringing the killer to you but this also works vice versa. If the survivor is in a slippery slope and she's coming directly at you, you have the information to see her coming towards your generator in case if there is a loop nearby.

    Injured survivors can come to you for a heal.

    Survivors can see the last generator you repair on.

    This perk can be used for good in a solo q team. I can see it not being used in a SWF though.

    Yeah, I guess I get what you're saying - it's a Bond for generators but it just lacks the consistency that a regular Bond gives. I don't think I've ever used the perk on my end, as I generally prefer perks like Empathy or Bond as they're much stronger.

    I don't think your buff idea is bad, but I think Better Together needs a secondary effect as well. If not the gen progression, you could add an effect that makes the gens less quiet if two people are working on it - hence the name "Better Together".

  • I think the problem with this perk is that no matter what you do to Better Together, I don't think it would ever be fully utilized unless it gave an upside for generator progression.

    With your suggestion, I suppose it would be nice to see other survivors and vice versa but it competes with Bond that would always give you on demand information and it incentivizes grouping up, which is the worst thing a survivor can do.

    Most of the time, you want to split up on gens unless you're running Prove Thyself β€” which this perk outright competes with and why not run Bond and Prove Thyself? I wouldn't even know what to do with Better Together, but I've always thought that Behavior needs to highlight gens in different colors as a Better Together generator aura is the same as a Trail of Torment gen.

  • @Grigerbest said:

    Freddy and Quentin.

    Honestly, I think the issue here is with licensing agreements. Same reason why we don't see much for Myers and Laurie.

  • I really wish Behavior made the game more beginner friendly and didn't have locked perks behind levels 5, 10, and 15 I believe.

    It's very hard to recommend this type of game to new people because you have to invest a lot of time in both killer and survivor from the start with only one or two perks to get started.

    Not to mention, the heavy grind it is to get to prestige 3 to unlock all of the teachable unless you want to use shards for perks in the Shrine of Secrets.

    I even said that adding the perks of others in the pause menu and allowing people to hover over what their teammates bring would allow people to learn more about perks and create more of a gap between solo and SWF too β€” we have so much space in the pause menu and we hardly utilize it.

  • I actually ended up getting out of a tricky situation on Autohaven with the smoke bomb as I dropped it at the exit gate and he had Blood Warden.

    It was a beautiful moment, so I definitely think they're a fun addition to the game.

    If I didn't have the smoke bomb, I'd 100% would have died that game, lol.

  • @GentlemanFridge said:

    I think blocked gens are effectively in a sort of 'stasis'. They can't be touched at all.

    Yeah, it only affects gens that were hit with Jolt before it becomes guarded I believe.

  • @Roaroftime said:

    It's somehow 10x sweatier than the main game

    It's always like that with limited time modes, to be fair.

  • @BritneyMitch said:

    People that think WOO needs a nerf dont play much surv in my opinion. They just see people running it every game and assume it is op. It is just a good quality of life perk, but there is no way it is an op perk or strong as things like exhaustion perks, deli, ub, etc.

    Yeah, exactly. I use Sprint Burst primarily in all of my builds, besides the odd Lithe and I'm sure some can call that a "crutch" perk.

    Thank you for the previous poster who mentioned how a perk will always enhance your gameplay and make you better.

    I've seen, at least in my games many survivors who know how to take chase without Windows β€” but Windows primarily only helps people who NEED that information like solo-queue as I've addressed ad nauseum.

  • @OmegaXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820907#Comment_3820907

    Your first sentence literally explained why it's a "crutch for bad Survivors".

    That perk makes you way better than you actually are in the game, compensating your lack of skill. Besides, WoO users won't learn anything about spawning because all they do is simply run to the Yellow. Take the aura away, and they can't even loop for 10 seconds.

    You know, once I played several matches with Third Seal + Penti + Plaything, and Survivors I chased have literally no idea how to loop at all, UNTIL the totem is cleansed. THAT IS A PROBLEM.

    That's why I personally won't use this perk as Survivor. Same goes for Distortion, I never run the perk because they're literally clutch, and you won't learn anything from it.

    If Windows of Opportunity is a crutch perk for survivors, you could say the same thing about aura reading perks.

    Windows of Opportunity does help people learn the layouts of maps because it practically tells them that most entryways to jungle gyms have pallets or where the window is located on each wall of said jungle gym.

    Both in my opinion, yes -- are playing with autopilot, hence why I just said earlier that I don't need to use the perk because I have thousands of hours in the game.

    As I've mentioned prior, the game is shifting towards a chase oriented playstyle since stealth was gutted, so where are survivors going to go off to for builds? Chase? Gen? Endurance? We already see a person complaining about an endurance meta. What do you want survivors to run when there's no viable counters to aura reading? Lol.

    Just because you played a game where Third Seal was active doesn't mean survivors don't know how to loop and it also depends on the MMR that you're in.

    If Windows allows a survivor to extend their chase, aura reading that allows the killer to pinpoint their exact location is a crutch perk as well and its only strong in situations of solo-queue and uncoordinated SWF, but let's punish solo-queue even more when there are perks and add-ons that inflict blindness which killers do not utilize but will come onto the forums to complain or simply will not drop chase.

    edit: Also, how is Distortion a crutch perk? Can you explain?

  • I see, once it gets stacks it's pretty good but most people usually pair it with another Hex totem or something to get more value out of the perk. Thanks for sharing. 😊

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820982#Comment_3820982

    If I'm doing a whole build around it I like Empathy, Solidarity, and Bite the Bullet. Empathy helps you find injured people, Solidarity raises your build's ceiling immensely by letting those those fast 5 token heals apply to you as well (and giving more value from a skill check near the very end of the heal), and Bite the Bullet to reduce the risk of healing someone while injured. I don't have Alan Wake, but Deadline sounds like it could be fun in this slot too!

    This build can allow for some absurdly fast resets and can be a powerful anti-snowball combination.

    I don't like running other healing speed perks with Autodidact because you need to maximize your healing time early in order to get skill checks and charge up your perk.

    Yeah, I know for Autodidact you need to pretty much only use it and only it for the skill checks to happen.

    It is interesting to see it, especially because it's so niche - it's quite rare when I see a random have it. πŸ˜… I don't think I've ever personally used Solidarity, but I do like Bite The Bullet. I kinda stopped using it when it started having that bug where if you heal yourself, you're not quiet anymore (I don't know if they actually fixed that or not) πŸ˜”.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821138#Comment_3821138

    Doesn't work with the boxes. It also doesn't work with any other killer power related skill checks.

    I just like it because it is so bad. The most value I get out of lullaby is the cleansing time. When a survivor actually does miss a skill check with max. Lullaby its hilarious to the max. That's why I use it. It's bad and fun.

    What is your usual build with it? Sorry, I'm just curious lol. Usually when I see Lullaby, it's mostly on Doctor for skill check type of builds. πŸ˜…

  • @Seraphor said:

    Second Wind is probably my favourite healing perk, although doesn't seem to be too common. Takes a little set up/investment but it's really satisfying getting that instant heal.

    Empathy is great too, not too popular compared to other aura perks but it allows me to ttack injured survivors (for charging Second Wind) and indicates where the chase and thus the killer is.

    A favourite killer perk combo is Make Your Choice with Floods of Rage. Istadowns are always satisfying and I can get ahead without camping or tunnelling.

    Haunted Grounds is likewise a riot when it pops at just the right time.

    I love to pair Second Wind + We'll Make It, makes my Steve the babysitter of the survivor group. πŸ˜‚

    Empathy is pretty good, I use it on my Claud + Botany Knowledge.

  • @radiantHero23 said:

    Hex: Huntress Lullaby 😎

    Is it on Pig, hence your avatar? πŸ˜…

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821076#Comment_3821076

    The thing is, OTR does nothing when it comes to tunneling. If you get hit 10 seconds after being unhooked, OTR did not protect you at all, since you would have had basekit Endurance. And being silent while making grunts of pain before is a clear sign for the Killer to hit the Survivor immediatly.

    I guess because I typically use Sprint Burst to get more of an oomph of a head start, I typically can waste the killer's time with OTR on.

    I think DS is more overrated as I think it's generally less useful than a full on OTR. But you're right, some killers will outright hit the survivor but that endurance hit can allow the survivor to reach safety instead of being down immediately after being unhooked... Especially if you have the unhooker at least take a hit when unhooking. 😊

  • @Chilli_man2400 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820982#Comment_3820982

    I run autodidact and 3 perks of your choice

    I avoid increase healing cause you want skillchecks to appear so no Well make it or Botany.

    I usually run autodidact, inner focus and the rest are up to you.

    Yeah, I don't really use Autodidact in my build due to how RNG the skill checks are, but it was nice to play with it in Chaos Shuffle. ☠️

    I feel like if I was to play with Autodidact, I'd need an info perk like Empathy or Bond to get consistent healing but I respect your choice. It definitely comes in clutch when you have full stacks. 😊

  • Even though I've died to NOED, I really don't think it needs any more nerfs.

    As soon as someone is hit, NOED is discovered, and at that rate survivors should go and cleanse the NOED unless the hooked survivor is right on top of it. I think NOED is fine the way it is, personally.

  • @sizzlingmario4 said:

    It doesn't need a nerf. If someone cleanses a totem, and the killer gets Pentimento, that survivor needs to go back and clean it up, especially if it was a dull totem. In the vast majority of cases, you should not be putting your teammates in a position where they have to spend a long time looking for it. (And if you see Pentimento, stop doing dull totems. Whatever dull totem perk you have probably isn't worth it in this case.) If it's a hex, pay attention to where they were destroyed. Anyone can easily go in that direction and find the totem. It's really not that hard to counter.

    Yeah, I agree that Pentimento is a non-issue. I don't have any problems with it and in most of my games, I don't have teammates cleansing dulls.

    In the case of dulls being turned into Pentimento, at that rate the survivor who broke a dull should know where Pentimento is β€” it's not like the killer is gonna guard their Pentimento totem.

    In cases where you see a notification, you can usually remember where they are but I just always try to remember where a lit totem was broken, just in case Pentimento happens.

  • @Aven_Fallen said:

    Both Perks are really overrated IMO. Especially OTR. They dont need more Nerfs. Let alone that if you are hooking people that fast, you are doing quite well anyway.

    Eh, I wouldn't say Off The Record is overrated. Sometimes I kinda wish survivors would run it for how many complain about tunneling being so common.

    But I agree, neither need nerfs and I don't really think either should be touched as well. I think they're in a perfect spot, especially with them being disabled at end game.

  • @jamally093 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821045#Comment_3821045

    I'm in north American servers. But really Deja Vu? I swear I don't see people running it.

    I just got out of a game earlier against a Pig on Red Forest with four Deja Vuers, myself included. On nightlight.gg, it's ranked as #4 for most used survivor perks.

  • @Caiman said:

    I'd lower it to 6% but no lower than that.

    Why lower a perk that's end game by 1%? A perk that isn't even meta at that. πŸ˜… I personally think if a survivor made it to the end, they should be allowed to use their 7% faster movement speed. I mean, they're going the whole match with 3 perk slots.

    Nerfing it by 1% just seems like an unnecessary nerf to Hope.

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