CautionaryMary
CautionaryMary
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@ChurchofPig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897584#Comment_3897584
Once this feature drops then there really wouldn't be a reason to have a capped amount of bp.
Yeah, the argument that it will just have people hoard them to instantly put them in a new character doesn't really hold weight for me.
Just let people have more freedom on their bloodpoints, whether they want to spend them or not - give that player the agency that they want. If someone wants to continue sitting and having them accumulate and then going through it whenever they have downtime, let them.
It gets a little annoying when you're almost at the cap of 2 million and then you have to micromanage it by spending BP before going into a game.
I think people might argue that if there is no BP cap then you would have people using iridescent add-ons and more people using meta killer add-ons, but it's the same that we have now - just people are forced to spend their BP to get them versus letting people sit on their BP gains. Sometimes I feel like going through the bloodweb, sometimes I just want to play the game and not have to dread going through it (I go through it individually because I like to pick what I want rather than press the middle button, lol).
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897774#Comment_3897774
interesting, for some reason my ps4 hours don’t show.
Ah, I'll check once I go on my console and report back to you privately. 🫡 But yeah, it should show your hours - I have my PS4 trophies hidden, I think (I like to trophy hunt and I'm not going to continue playing PS4 DBD) - but it still shows my hours regardless.
It's just because PS4 and PS5 DBD have achievements that are tied to both, just because you earn an achievement on the PS5 version doesn't mean it will trigger for PS4 as they are considered "different", so they show up differently on a profile and are considered "separate".
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897768#Comment_3897768
I generally agree with this, but it’s not always so black and white, and every now and then you get survivors that just do questionable stuff, but hey we’re all human, and we make mistakes and that’s okay. Also I’d say I play better when I solo because comms is super distracting, I’m more likely to do a stupid try for a save at endgame bc they’re my buddy and it’s just a game , and I’m very add and find it easier to clock in when it’s just me. At the end of the day though I’m just playing video games to have fun.
Yes, like you said - we are humans and we make mistakes. I make mistakes too, haha. I just learn and grow from it.
People forget that we are humans at the end of the day, even the highest of high people who are in comp make mistakes. We aren't robots, we aren't always going to make the best precise decisions, but what I am saying that with experience - you gain that insight to determine when it's best to unhook, should I commit to this gen, do I have time to commit to this gate (the killer is coming), do I have time to commit to this survivor (even if it risks a gen popping in the meantime), should I drop chase or should I fully commit? Should I slug such and such survivor, a lot of gen progress is happening?, etc, etc, etc.
It's what separates low MMR (they're new and still learning) to mid to high MMR who have played thousands of hours and learn through repetition - that's the point I'm making. 😊
I do questionable stuff, haha. I look back at my chase videos, especially a game I had against Trickster (I had a great chase but still) - I ran to a jungle gym, drop a pallet preemptively, and I go take the vault - the Trickster kicks the pallet and goes to reload, I stay at the window with my little check spot I'm doing and I didn't think the Trickster would fully commit to coming to me and I go down - I chalk this up to being a little overconfident, but it even highlights where I probably shouldn't have ran to the jungle gym and thrown that pallet, lol. I make mistakes, just like everyone else in these forums and on Reddit. 😅
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@HeroLives , well no - let's say I am soloquing and I click on someone's profile.
Sometimes I do this because I like to see people's bios, I don't do that to like belittle people for their hours.
However, Playstation (I can't talk for Xbox) will sort your games by the highest. For example, if you see my profile it will show DBD as my highest hours on my profile (I play a lot of DBD ☠️) - it will still show my PS4 and PS5 hours because I have a lot of hours in both. I believe my PS4 hours are still higher than my PS5 hours, so it still shows both - just shows them separately because of trophy guidelines.
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@Potato_Salad said:
Came across one in a lobby today that had over 20k hours alone lol i am still wondering if they go outside
Dang, that's a lot of hours omg! It makes me wonder what the highest is, haha.
I'm currently at 3.2k hours I believe. 😅
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897627#Comment_3897627
yeah absolutely crawling away is always the move, if they’re following you crawl to anywhere but where people are.
I literally watch high mmr players do just that and get amazing results. They do that, or juggle two until the third arrives, be it on time or because they’ve got the other two on death hook. Then after their sweaty matches go “look at all these stacked perks” There’s a reason they can go perkless, it’s the strats and they’ve mastered them. Other people fail because maybe they’re playing a killer it’s harder to do that with, or they don’t play that killer enough to know all their ins and outs, or maybe the map, or maybe they’re generally not playing for kills but for hooks instead, but if there’s anything I’ve learned about survivor it’s that altruism is the real killer. It’s why they hate those 10 extra seconds so much. Killers in high mmr swear that you have to tunnel and slug though so what does that tell you?
yeah sure high mmr you can punish, agreed, punish and push gens(much easier said than done, probably much easier if you’re matched with players that also eat, sleep, and breathe the game more often than not). Apparently people aren’t always matched correctly though and Q times are prioritized. Or are they? Are the streamers tanking their mmr to get easier survivors for their streams? Or are good survivors dying consistently to this? How often does everyone escape at your level? 3 people?2 people? Even 1 person excluding hatch? Because best case scenario it’s 2 people on average according to stats(and that’s 4mans on comms) So if tunneling and slugging are necessary and most agree, there’s no way all the people chanting that, that have been on these forums for literal years are anything but mid to high mmr. So are you really punishing or are you sharing a space. Pure solo Q 1 person is surviving in the 30% range high mmr. There’s almost a 20% fluctuation between the lowest and highest point, and at the highest it’s HALF YOUR MATCHES NO MATTER HOW GOOD YOU AND YOUR TEAM ARE, or HOW GOOD OF A KILLER YOU ARE , if you’re at the absolute highest point you’re probably getting a 2k on average when you add up and divide all your games, if all you face are 4man swfs on comms, or it feels like it, and no matter what you do 2 is the average you can kill you, or manage to get out if you’re tracking that. So sure you can punish but realistically most of the killers generally agree you have to at some point(doesn’t matter when you decide to do it) agree that you have to tunnel and slug. I imagine had you not had unbreakable that match would of went much differently.I can’t recall many matches where attempts to tunnel or slug doesn’t happen in some capacity, whether it’s from the jump, mid match, or at the end.
Even when you watch highest of high mmr streamers that predominantly play survivor they’re not 4man skipping out of there most of the time it’s 2 maybe three if they’re lucky, whether you’re killer or survivor, and they solo. They also still die about half the time, and it’s not because they aren’t good. It’s because strategies are that strong even at that level with all the macro and game counters included when survivors know how to counter what you’re running and generally counter the killer, and have loop knowledge, and game sense. Even with all of that 2 is the average for either side at the top of the mountain, publicly no restrictions. Two things are generally agreed upon though and it’s 1. Solo Q is rough. 2. Tactful tunneling and slugging is a must. If you’re averaging more than 2 per round as killer congrats you’re superior. If you’re getting out more than 5/10 matches as survivor congrats you’re superior. For the majority of the public it’s looking like 1k -2k as killer , and 3-4 out of 10 matches as survivor you go through the gate.
idk punish or be punished I guess it’s a pvp game it’s a dog eat dog outside the forums. I’m not complaining I’m just saying. I’d love to be matched with killers that almost never tunnel or slug when I start going up.
Yes, it is easier said than done to get gens done.
I am aware that in lower MMR and some mid MMR that survivors - it's harder for them to find gens and push the objective along.
Obviously we can't see our MMR levels, but when I play soloq - sometimes I prefer it over outright SWFing because I find it consistent for myself to play with other people with who the game decides to match me with.
Usually when I play, I get people who know how to do gens. They will split up, won't double gens, and know how to take chase (sometimes, not all the time, but sometimes). They will take body protection hits, I remember one time I was being tunneled on RPD and my team was still pushing out gens but trying to help me not die - in the end, I died but we still had good gen progress, I believe it was around 1-2 gens left once I died I think? Haha, it was a while ago.
The reason why you see people in high MMR typically duo queue is because it's harder to find a full four man SWF that are consistently on at the same time. It's why SWF is not as common as let's say soloq. It's always been the most common to play as soloq as it's easily accessible, you're loading in, and being matched or at least matched with similar skillsets of survivors - then it's duo queue, triple stack, and then four man SWF.
I more often than not always play duo queue. In the past I played a lot of soloq - but I usually duo queue. However, I will say like I said prior - I like my soloq games but how I play may not be how others play. You have the gen jockey types, you have the chase oriented people, you have the ones that attempt to flashlight and flashbang save, there's a lot of different survivor playstyles.
I don't opt for the latter, so I am a mixture of the two prior playstyles. If I get sandbagged, I don't groan or complain about it - I just take chase and do the best I can. With practice, people start to get better, and your MMR will start to rise overtime. When I play soloq, I don't really get matched with console players as much either, haha.
Usually I play with PC people, but I have met many people from my soloq that I enjoy and added - I still love my soloq as much or as equally as SWFing, I just like to play with my friends but I do like to soloq as well! I could not go perkless, I tried doing that at the start - doing that hardcore challenge with my friends and it is brutal because you have no protection and like I said, killers and survivors have grown to be more efficient.
When you're in the higher MMR, whether it's mid or high - you have people who do gens - as the basic win condition is to win for survivor (which means basic W/L condition) - most people you see are people who will split and do different gens because that's the best way to get a win, it's to do gens. Yes, people get altruistic and stuff, we wanna help our teammates but it's important to think critically about is it possible for me to help this person who is being tunneled?
As @ScottJund would say, sometimes it's best to let them hang for a bit and continue doing gens. I don't really see people farm people off of hook in my games, but that isn't to say that I win every single game - no. But I just enter a game, try my best, and if it works out, fine. If it doesn't work out, it's equally fine. I don't expect myself to win every single game I load into, it's not realistic - but I do try my best, I take chase when needed, and my chases along with my teammate's decision making processes help the games for me. I am a soloq brained survivor at heart, I don't normally play SWF like I have been doing and sometimes I still miss it and play it from time to time! It's so relaxing for me because you don't have information overload like you do in a SWF and I know I can depend on my randoms equally as well!
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897604#Comment_3897604
yeah, I’m sure they’ll learn ways around it though. Sounds like a “move the clock forward” in training. Easily one of the best killer strats out there when tunneling fails, just slap them down, as many as you can, and well they’re spending more time to recover and balls in your court mostly if you can get quick downs off altruism wait for third to come in(it’s why they complain about unbreakable and second chance mostly because it messes with the formula, mostly) easy bait, and start
hooking. The fourth has to come in, and it’s basically all you can hook snowball fest from there, always just in the wings. Pop on some gen regression and aura for help with a high mobility killer 👌Basically it stops any progression on the survivor side because all the hooks you’re getting basically nullified progression to a halt against most people(I mean umm today’s survivors are just bad).I know it sounds complex but it’s almost fool proof, almost. If we can just get4man swf on comms and second chance perks nerfed.Solo Q buffed. Wild takes truly, nowhere close to balanced even remotely when they start talking about nerfing second chance perks and being hand held(like they aren’t also getting hand held).It’s such a far from balanced idea that it left the solar system. As long as tunneling and slugging exists those perks will, and thinking anything other than both changing both simultaneously and either side surviving that gutting to fix that is a pipe dream. So like can it happen, sure can get that but it’s at a price, and might make the game overall staler for it. Pick your poison/die on your hill. Either way it’s a no from me in the mean time and take 0 calls for their nerfs seriously unless it’s followed by and in return they can take tunneling/slugging out of the game on the killer side and make it impossible to do.That's why if I notice a killer is slugging, I typically move from my starting location, and don't stay where they can continually check and hover over my position.
That strategy ^ would fail in higher MMR as survivors typically are not grouped up, they usually are in different locations, doing different gens, and more than likely one person is in chase.
There is a reason why tunneling, slugging, and proxy camping are a strong thing that many killer players employ - it's more consistent than simply smacking survivors down and hovering, as most highly skilled players will notice it, and punish it by doing gens.
SoloQ needs more buffs as it by default is the hardest role in the game and I say that even when I have nice and remarkable games in my MMR. I still remember my friend watching me play soloq and telling me that I needed to play on his account to get the teammates I get, but I am a gen jockey chase oriented player, lmao.
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@Prometheus1092 said:
And survivors wonder why killers tunnel, this is why. I don't run regress perks at all, but I do use corrupt and gens just fly. Quicker gens fly, quicker I need to kill. Spreading hooks don't kill fast enough but tunneling 1 out asap helps bring balance to the force. I think gen speeds should be reduced so killers can actually use different perks without feeling like they need to hard tunnel to get anywhere.
Then you wonder why survivors run anti-tunneling and second chance perks.
The point is that the game has become heavily competitive since MMR was introduced.
I'd love to go around and play with many perks and do all these wacky builds for survivor, but alas I cannot.
I have to always have a safety net (exhaustion and an information perk) along with two perks that synergize together because I like to run different builds, as I get bored otherwise.
Both sides have become more efficient and even if you remove MMR, you would still have efficient survivors and killers. It's not one side of the equation, both have learned tactics overtime and it's not 2016 DBD anymore.
Killers run gen regression, tunnel, camp, and slug to alleviate pressure.
Survivors run anti-tunneling, gen progression perks, and even will run Resi to just sit on a gen and do them injured. Both sides have been using macro and micro level strategies to win, especially in high MMR.
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@vol4r said:
It's someone who moved either from console or epic. It's not possible for it to be a new player.
Yeah, my friend told me that when she switched to PC she would have people giving her -rep for having low hours, but she has thousands of hours on console.
It's possible it's a cross-play player, but also possible for them to be a new player.
Very hard to determine, honestly.
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@MoZo said:
Take it a step further and permanently reveal the killer’s aura while they are in the boon: illumination range😈
Lmao, that would be insane. ☠️
Out of curiosity OP, as I went through a period of time using it - what's your build with it?
I don't really know how I would buff it per se, I know some people float around the idea of buffing the meters to them but the problem with boons are that unless they're Circle of Healing or Shadowstep - they're not going to get consistent value.
The other ones are quite situational.
Exponential requires you to either go down in the radius or go crawl towards it, both are situational and going down in it allows more snuffing.
Dark Theory is kinda nice I guess, I would buff it a little but again - it's situational as you have to be in the radius to get the speed boost. It's nice with Shadowstep, sure.
But in general a lot of the boons besides CoH and Shadowstep are not considered as good. I love running the combo of CoH and Shadowstep due to how powerful they are together. It allows people to reset, not be aura read, and leave no scratch marks if they happen to go in the radius - such a lovely combo.
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@ralecgos said:
I've gone against so many 100+ ping Huntress players. I swear people use a VPN or play on WiFi deliberately to gain an advantage. For those unaware, killers get an advantage when they have high ping. Hits that should miss on the survivor's screen will connect and feel extremely weird, like a cheap shot.
Huntress specifically gets a major advantage with high ping because her hatchet hitboxes are as big as refrigerators. If you've ever been hit when you were fully around a corner, this is why, and she probably had high ping to top it off.
This needs to change already. If a killer player has poor connection, then they need to figure it out, or play in a way that they know lag might make them miss their shots. It's completely backwards that people with good connections in this game are outright punished for it. Especially when it's VERY easy to intentionally raise your ping like I said with a VPN or other lag switching software.
THIS NEEDS TO CHANGE.
That's why I advocated for more servers to be a thing that Behavior needs to do.
I went against a person in Canada (I am in Florida) and I was getting 100+ ping throughout the match.
I went against a Doctor where everyone, and I mean everyone was lagging. It was so bad that everyone, including my duo friend decided to kill themselves and luckily I found hatch.
Behavior either needs to invest in more server locations or simply matchmake people around similar locations. Obviously harder when you SWF and you're in different locations, but this would remedy the issue. There is no reason why a killer with 100-200+ ping is matched with other players causing them to have massive lag spikes or consistent 100-200+ ping throughout the match.
I'm not familiar with VPN (I'm not a tech girly) - I know what it is, but Behavior needs better ways to make the game have more QOL changes when it comes to these servers.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897590#Comment_3897590
if they removed the “second chance” perks can you imagine how absolutely abysmally low the survival rate would be across the board if they kept everything else the same? Game would be absolutely rigged, might as well watch paint dry over play survivor, and this is coming from someone who doesn’t use any of those perks.
Yes, mind you I'm not someone that uses second chance perks. I just so happened to be playing my Nea with -> DS, Unbreakable, Soul Guard, and Sprint Burst.
I utilized my perks, I didn't go up to the Wesker, I didn't bodyblock or anything.
That Wesker player decided to come back to the hook and think the poor Nea player was going to be an easy tunnel target and it backfired. Things don't always go according to plan, again - I didn't force him to do anything. He chose to do that, just like @Firellius said earlier - anti-tunneling is reactive. It is used because it's a common theme that killers will hook, leave the hook/proxy camp, wait for the little unhook notification, and then go back to hook and try to tunnel the person who got off the hook.
It's why basekit borrowed time and the anti-camp meter (still needs to be shown) exists - it's a strategy that counters tunneling.
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@Jarred2504 said:
Because the devs constantly keep adding ridiculously strong perks to new survivors or buffing perks that are already annoying enough as is. First time in awhile the game was enjoyable with Flashbangs removed. Or nerfing killers to catter to survivors dying so easily, as of right now some killers are having their terror radius INCREASED in the planned upcoming updates, so great more survivor assistance. I already think pallet stunning should just make killers "drop" a survivor instead of letting them escape and run.
All the perks that grant endurance for example is flat out ridiculous and that in itself needs to start being looked at, some of long overdue for nerfs.
They added more of a terror radius to higher mobility characters as, you know, they have high mobility to move from one section of the map to the other.
Blight and Hillbilly are considered S tier killers, so yes - expanding their terror radius to compensate for the high map mobility they have is why Behavior made those changes.
I know some people talk about Coulrophobia on them, like some Wesker players do - but at the same time that's more variety than the typical gen regression/1-2 aura reading that I see on Hillbilly and Blight - both of these killers can use BBQ and Lethal Pursuer to go to people that they aura read quite efficiently (this isn't a complaint) I'm just pointing out their ability to traverse a large distance and go to another survivor quite easily.
Blight can ping pong around and traverse in many ways that other killers do not have the capacity to do, I mean - look at any skilled Blight player, they can ping pong around with their rushes. Hillbilly has an instadown chainsaw and can easily zone a survivor down - it's a no brainer why Behavior changed these aspects (mind you, I have not seen anyone advocate for these changes - correct me if I'm wrong).
@GlamourousLeviathan , the perks that you mentioned have requirements where you get rewarded for hooking people. The objective of the game, yes - it is to kill survivors, you get rewarded for it either by downs (Surge) or hooks (BBQ and Chili, Pop, and Pain Res).
Interestingly enough, people will tunnel someone after a Pain Resonance - so, a survivor using a DS or Off The Record - you can extend this to let's say an Unbreakable.
I have gotten value recently where a killer Wesker, came after me when someone was resetting me with DS active. He chose to come back to the hook and try to down me after I was being reset - he chose to continue going after me, downed me, and slugged me (as a way to counter my DS, I believe I was obsession that game) - I went down on a pallet, he downed another survivor, and tried to come back to me where I did my Unbreakable, pallet stunned him, he tried to continue chasing me, and then gave up on me if I remember. The reason why DS, OTR, Borrowed Time, and all of these perks exist are for what I described earlier.
Just because you hook someone, come back to the hook, attempt to down them again (they're vulnerable) and you want to tunnel me out for an easier 1v3 does not mean that I should not punish the behavior. They exist simply because without second chance perks and the built in borrowed time basekit, killers would easily have more 1v3s in the game, which drastically affects the game if a person gets tunneled out at 5/4/3 gens.
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@I_Cant_Loop said:
Who was saying these things?
Many people like to point out second chance perks as extra lives.
To me, they're just perks that people utilize as tunneling is prevalent. I used to go into a period of my time months ago where I always had Off The Record on, but I changed it out as I don't find myself getting tunneled often.
I actually see it quite rarely (for myself, I am not speaking on others), so I just use my default two perks (Deja Vu and Sprint Burst) - I actually think Sprint Burst is an anti-tunneling perk as you Sprint Burst away from the hook and usually a killer will drop chase (at least I find). Probably why I don't get focused on as I don't stay at the hook anymore when getting unhooked.
I mean, people complain when people use DS, OTR, UB, and whatever fourth perk (let's say Dead Hard) and you have the perfect storm where someone complains about it and say, "look at this guy, all these second chance perks." as a talking point.
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@ChurchofPig said:
After 9 years of this game existing, so many people are done grinding for already released and want to grind for future characters they want to play, but they're "forced" to put points towards the already released characters. They claim to do this so that people will stay intrigued in the game and not stop playing. So people do this, or they save up anyways, keep playing and only get measly amount of points from the rift. I just feel like for people who really feel strongly about not wanting to grind towards released characters or only care about upcoming collabs like Tokyo Ghoul in a couple weeks and FNAF for the anniversary, the cap hasn't meant anything in a while. Eventually those measly points add up because they're one of the few ways to get points after hitting the cap. Hell, I'm already up to 2.8 million saved up for Tokyo Ghoul without taking into account saved challenges or rituals. If people really care about saving up, they'll do it regardless of a cap, so I just feel like we should remove it no? The people you're blocking are able to do it anyways and play the game even if they can't get points anymore. I just feel like the idea of a bp cap has run it's course. The people you made the cap for either aren't playing anymore or not getting close to the cap and everyone else probably wouldn't stop playing if they went over the cap like myself. Let's just face the music. Although if the devs really do feel that strongly about having a cap, can we at least set it extremely high to the point where you'd actually have to be insane to save up that many points for a character. Like make it 100 million, there's no reason to save up more than that because if you don't hit the auto bloodweb button, each prestige is worth just shy of 1 million bp so 100 million should clear you all the way to Prestige 100 a character.
Mr. Tat0rhead would be so happy with his many, many, many bloodpoints that would accumulate. 😂
I think they made a BP cutoff to prevent people from hoarding points, but yes - I don't see a point of having a BP cutoff. It would be nice for me because sometimes I just let them accumulate up to 2 million and then I spend them enmass.
It would be nice to have a revamped system where you can pick and choose what it prioritizes rather than having to individually go through it to pick what you want, as another example.
Remove the level perk requirements too for easier access for newer and older players alike. Edit: by this, I mean - you have to be level 15/20, I can't remember as all my killers and survivors are prestiged, but this would allow people to have perks from the get go. I couldn't imagine playing this game in this current age where I have to start the trial with 0 perks and work my way up to be able to use 4 perks.
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@Spare_Them_Mori_Me said:
Wow, this thread went in a typical direction lol.
Well, thank you @CautionaryMary for trying to give a helpful idea to deal with a perk. Regression is prevalent regardless of how good the perk itself is, so any tips help others in some way, I like to believe. :)
To the few who toss up snarky comments without adding anything, you are the lesser half of the average player. Stick to the sidelines and let the others discuss. The need to insult others just astounds me on these forums.
Yes, I don't mind talking about things - I have conversations with killer mains and I'm perfectly a-okay otherwise.
I've talked to @danielmaster87 and I have told him that he has a point when he has a point, so yes - I come on the forums to talk to killer and survivor mains alike. Literally one of my closest friends are a killer main and I talk to him even though I play survivor majority of the time.
So, ad hominem here, ad hominem there - does nothing but tell me that you cannot engage with my point. I don't know why people think insulting me would get underneath my skin, it's water under the bridge for me.
Typical entitled survivor main talking points when I have directly said before that tunneling, slugging, and camping is fine. I have said that NOED is fine for how it is and it doesn't need a nerf. I have mentioned how Pentimento doesn't need its aura revealed - you can remember where it is and if a survivor cleanses a dull totem - they should remember where it's located (I can see why for soloq players with no comms, however). If I was an entitled survivor main, I would be complaining to complain - which I don't do lmfao.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896980#Comment_3896980
It means once survivors are done with one perk they move to the next.
Just like killers did with Deja Vu, Windows of Opportunity, and anything else off a certain checklist - my guy? Both sides do it and where in my post do I suggest a nerf?
Edit: Finesse, Counter Force, etc, etc, etc.
I don't think I've ever talked about nerfing any perk on this website other than Knock Out for its inherent advantage over soloq. Edit: Oh, yes - I have talked about nerfing Thrill of the Hunt when it was strong and overtuned, which Behavior rightfully so - nerfed. So, again, what perks have I said need to be nerfed other than these two?
I have talked about Behavior's decision to not revert the Wake Up changes and change Sole Survivor instead, yet they decided to keep those changes.
Let's not act like neither side goes through an assortment of a checklist about what they want nerfed or buffed, however, I must say I do not have a checklist - I can adapt to Surge and all the other meta perks as shown with my initial post. I've never complained about any particular aura reading perk, gen regression, or anything like that - so, again you're barking up the wrong tree.
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@hermitkermit said:
Just wanted to pop In and say thank you for the tip, and I’m sorry people have been demonizing your intentions. Not long ago you were the one who gave me the locker tip when knock out was in play. I was really thankful for the advice and it sucks to see you doing the same thing for others and then getting baselessly attacked.
Honestly, I try very hard not to fall into the us vs. them slope. I try and catch myself if I’m leaning one way too much or not being sensitive to an issue I may not have extensive knowledge about. We all have our personal biases. But watching this kind of thing unfold certainly doesn’t help with trying to keep my personal bias in check. Sharing a simple tool tip somehow turning into accusations about entitlement, ignorance or laziness is truly baffling.
It only feeds false validations of unfair generalizations of roles.
Sorry your post has become that. Thanks for the tip Mary. It is appreciated.
Aw, thank you Hermit for the wonderful comment. ❤️
It was quite disheartening to see the reaction, I didn't think it would devolve in the way that it did! I'm still glad I gave people the tip I gave, you can utilize a multitude of different things to avoid Surge of course. I do try to also keep my biases in check - if you check my profile, I have said numerous times that tunneling and camping are strategies for killers to use - on the reverse, me wasting your time being on the hook to allow my team to progress the game forward and do gens are also strategies survivors utilize.
I run Deja Vu when I play soloq a lot of the time and I still stand by the fact that Deja Vu is a game changer for soloq due to the horrendous gen spawns that Behavior needs to fix.
I like to do the three gens early and just move from one cluster to another, some people might find it boring but I mean, gens are how you escape lol.
If I find myself in a chase, I run opposite side of the 3 gen to ensure my team gets them done.
If I notice Surge, I do my tip. If I can't find a neighboring locker, I will obviously go down normally and if I am slugged - I crawl away from my starting position, I know that's another controversial take — but you can't imagine how many times a killer has left me slugged, come back to where they downed me, I'm gone, and I'm able to be reset.
Yes, I do utilize comp corner when I go down - I even use it at times with Deja Vu, go into a corner, go down, but you know what? I can do that because if I'm hooked in a deadzone I Sprint Burst away. So, telling people hey, you can go down in a corner with a potential dead zone does nothing if they cannot move away if the killer returns - they'll just easily be tunneled out due to no resources.
I also do not like healing at hook anymore and will oftentimes (when I played soloq a lot) would Sprint Burst to someone doing a gen, pop the gen with them, and reset.
But those are all tips that I utilize myself when I play soloq and if anyone wants to utilize those, you can, I just wanted to share things to help people both in soloq and SWF.
Best of luck to you and your future games, Kermit. 💙 I am glad that in the future you do not need to jump into a locker to prevent being on the ground hidden away from your team in soloq and can have healthier games in the future.
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@BorisDDAA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897342#Comment_3897342
I believe the "survivor main vs killer main" mentality has always been bad but it just feels worse compared to many years ago.
Yeah, I think with that it's because it's inherently a PVP game at the end of the day.
You have one side who plays for wins, another side playing for wins.
I've noticed that when you compare the famous people from both sides, killer and survivor - a lot more killer main focused people are quite analyzing, similar to myself - think of an Otzdarva.
I don't think survivors really have an equivalent to an Otzdarva. Many survivor content is more focused on flashy saves and chase oriented things. I hardly if ever see survivor content geared towards helping one another other than looping tile related videos that you can find online. It's very odd in a way, lol.
You have many analytical people on the killer side, hence all of the plethora amount of knowledge, tips, and strategies there.
Then I just come on here, trying to share a little tip that I found, I've been doing it for years - I thought it was more common knowledge but I guess not - hence, the amount of backlash my post got.
You'll have people who say survivors suck and how they're in such a horrible state, I won't name names - but yeah... You try to name out a tip to help fellow survivors and it's just ad-hominem attacks galore. You can tell how tribalistic the forums are, I just didn't know it was that bad for it to be centered on me just sharing a tip to others.
You'll be thinking I said something awful to some of these people, it's always passive aggressive behavior and I really have no idea why Dead By Daylight has cultivated that type of conduct, both in killer and survivor. People are just stuck in their ways metaphorically or just are so used to having emotional spats with one another. I'm not gonna have an emotional spat with anyone on anything on here, it's a waste of my energy, either you take the tip or you don't as @Spare_Them_Mori_Me said.
I appreciated them earlier because I never promoted people to play like me, it was simply me sharing information.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897344#Comment_3897344
hey some of their takes were spot on sometimes underneath all the boisterous stuff.
Lmao, I always kinda laughed when Sluzzy would make a post and everything.
I agreed and disagreed with her at times, more likely I would probably disagree with her if she was still here on the forums.
But I hope that Sluzzy still sees that I will carry her torch, but in a more balanced and respectable way. 😎 Still miss her and her exaggerations at times, however. Forums aren't the same without dear ol' Sluzzy.
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I'm slowly waiting for myself to be called a Sluzzy, lowkey. I feel it'll come sooner or later. 😂
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@BorisDDAA said:
The amount of salt this thread caused which is basically a can be useful advice is astonishing.
Thank you, Boris - adding on in a positive way.
I have no idea why it garnered so much salt when all I said was, "jump in a nearby locker to prevent Surge."
I only made this post because my friend thanked me for telling him that tip and how he wished his soloq teammates did it.
I make this post and everyone is up in arms over it.
I always come at people respectfully at all times, I give advice when needed, and I have never had any "entitled survivor main" takes since I've been on this forum, so it's funny watching people label me as one for simply mentioning a Surge Counter and things I wish the game would do better.
It's very eye-opening.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897328#Comment_3897328
ad hominems left and right on here. That’s how you know they have no gas in the tank for a discussion, it’s just passive aggressive insults and name calling. Also locker jumping for surge is 100% the better play tactically when you’re between a rock and a hard place. I would do corner as a last ditch effort because there are literally no other options. Realistically people should be looping as close to progressing gens, and using locker hop to dodge surge as long as possible, and then chaining so you’re not creating dead zones where people have to eventually move to , to do other gens after. Also correct going to a corner doesn’t stop surge is there’s a progressing gen nearby.
Yes, people might think me saying the casual base can't chain loops together is handholding.
But Scott Jund does the same about syringes and even mentions how he wins most games, but we need to think about the average killer.
But when I mention a tip and how loops are progressively getting worse for the average survivor who cannot effectively chain loops and tiles together, apparently that's a handholding take - yikes.
Going down into a deadzone is a horrendous aspect, you go down, get hooked in that edge of the map with nothing there to protect you - good luck getting out of that one, tunnel target.
My counter effectively avoids Surge as a whole, yet I have people trying to tell me how niche the perk is, when it's a perk many utilize and even I use on Onryo. It's quite telling, isn't it?
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@Mikeyboi1225 said:
Some days it seems to me like my fellow survivor players won't be satisfied until the Entity itself spawns into the match and holds our hands throughout.
How does that relate to the post other than basic ad hominem?
Where do I say that I want survivors to be hand held? On the contrary, as I am sharing a tip to others.
Is this not what the forums are for or should I see myself out somewhere else where people talk about gameplay strategies in a video game we all play?
Where is the handholding in my post, hm? 🙂
Edit: You know, I expect the same discourse when killers decide to give tips to others.
I guess Otzdarva, Scott Jund, and Hens all hand hold killer mains by sharing tips and strategies, correct Mikey?
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@Spare_Them_Mori_Me said:
Personally, I'd rather just not proc surge at all and keep running the killer. Ideal scenario, right?
So now if I know the killer has surge, I have options!
1: Hop into a locker before getting hit so Surge doesn't proc.
~I would do this if I had the game sense to know if I could get away or not. If there are no gens in vicinity to pop, I would rather be hit to the ground than use the locker strat. But the locker strat does have its time to shine. It's all about where you are at the given time.
2: Run to edge of map.
~This is if I am already kind of there and again, if there are no gens around. If it's a corner gen and Surge is in play, locker strat still wins here. Hopefully its shack corner.
3: Continue running, using up map resources.
~If its mid to late game, this is always a great option. But it is solely dependent on what's been used and how good you are at looping, AND trumps both locker and edge strat. In fact, it trumps any strat with 'going down' as the end result.
I see both your points, but I don't understand why it has to be a wartime battle and not a conversation.
No, if you are injured and you are going down - you go into a locker to prevent Surge entirely as it only works when survivors are going into the dying stage.
Example: I know a killer is running Surge because I take a mental note myself (I do this a lot when I play both soloq and with SWF) - I remember that a killer has a specific perk.
Let's say I am in chase chaining loops together and I am about to go down, I am already injured. There is a locker nearby, I am already injured, I completely void Surge from multiple gens in general.
I am aware of "comp corner" and dying in a corner, it still does not prevent Surge from proccing - which is the entire point of what I'm saying.
The difference between pick up off the ground versus locker is negligible - given the scenario is either go into locker to prevent Surge entirely or to have Surge proc on multiple gens if going down.
Going into a corner to prevent Surge, sure - you can do that - but why willingly take yourself to the edge of the map to a complete deadzone to prevent Surge? It still procs regardless unless there is legitimately no gens in the 32 meter radius that you're downed in.
The strategy I said prevents it entirely, which is the point of the post regardless as in an ideal situation dying in a corner involves you willingly putting yourself into a dead zone for a "niche" scenario that we like to throw the word around in.
Relying on a teammate who may or may not help you isn't feasible either, hence why my strategy prevents it as a whole.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897220#Comment_3897220
Again I have no idea what you are talking about here.
Dredge is something I brought up for your "lockers are everywhere" idea.
As they arent, and map RNG is a real thing with lockers.
Your list of knows for your strategy:
1) You know the killer has surge
2) You know there is a generator within the area of surges activation
3) You know the generator has progress
And you chose to, when you are about to go down, path to a locker. To counter the perk
If this is the case, why not, path outside of the generators range?
Ie: Edge map?And how does edge map work for the hypothetical attempt of crawling underneath a pallet or having a hovering teammate flashlight save?
Surge still gets value for going edge map regardless - my counter completely voids Surge.
This is my last response because this conversation is going nowhere and it's just, "What about this, what about that, what about here, what about there?"
We're talking in circles at this point, I look forward to others and their responses - thank you for the conversation, Chucking.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897213#Comment_3897213
You keep taking things I say and not like…. responding to what I am saying
Ie:
Niche situtation - you applied it to the perk surge
Dredge - you think I am countering your entire argument with dredge.
And then loading up a comprehensive list of things …. I havent said to you.
Keep things short and …. what I say I think is the advice here.
Keep the other things out. Entitled survivor main, and all that other crap that I didnt say.
————————————————————————————————————————————————————————————————-
Your entire idea of countering surge, seems to be more of a indoor and small map sort of situation. And still knowing a lot. *
As you wouldnt need to do this on coldwind, yamaoka, hadonfield, autohaven, swamp, springwood, forest, ormond, Eerie, GOJ/Greenville, …… they are large enough… etc…
Pretty much the only maps that would should be attempting this on would be:
-Lery's
-RPD
-Gideon
-Hawkins
-Midwhich
-Dungeons and dog sh…
Everything else is spaced out enough.
*Which if you have all of this knowledge. Its undeniable what you should do.
The real counter here is not to go into a locker, but to run edge map. Which would … actually help far more than giving a fast pickup/hook/locker grab.Like I mentioned prior, I can respond to you and what @DarthYooDar45 said.
Sure, you didn't mention that but bringing up a lukewarm argument that Dredge complaints in lockers is the same as a survivor finding a locker isn't the same.
Does Dredge have to go up to a locker and search it to go teleport elsewhere? No.
Dredge pulls up his power, teleports to a locker, that may or may not be locked. Those are two separate actions and comparing both of those are an oversimplification.
You keep going on and on about how unrealistic a locker is for me as a survivor to get into - yet lockers exist in many areas, especially near gens unless they're in a corner where a deadzone is located - still you can walk a few feet and go into a locker - look at Temple of Purgation and Mothers Dwelling as prime examples of these generator spawns.
The whole point was that if you are about to go down, you're near a locker, the killer has Surge, you can deny its value.
You are the one overanalyzing and doing all of these "what about, what about, what about" scenarios that do not matter. If I am near a locker, I go into the locker to prevent Surge. Like @Spare_Them_Mori_Me mentioned, we can have two different playstyles and you can do your little strategy and hope that a survivor is nearby for a save. I would rather have my teammates doing gens and for the MMR bracket that I am in, they do that - they do them separately and don't double anyways.
So, most of the time when I load into a game - all four survivors are doing gens. If someone goes down and I notice Surge, I play around Surge, that is all.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897204#Comment_3897204
1)Plethora amount of lockers around?
No, no youre mistaken. This is maybe true on a couple maps but the majority of them this is not the case.*****
Just search the forum for how many dredges are constantly annoyed by this problem.
Bunch of things here which I am unsure why you are responding to me about them.
2) Never said you were an entitled survivor main, not sure who did.
3) Never said gen regress is weak
4) Never said anything about fog
5) Never said anything about map nerfs/deadzones and terrible loops (in this thread at least) ***
Which is where you get caught in maps more common now, and you will not have any
Ding ding ding, lockers to hop into.
Yamoka for like nearly 1/2 the map after a single pallet is broken. (sanctum of wrath)
Coldwinds (rotten fields lol)
Hadonfield (only lockers in houses) Unless you are seriously running to the friggen dead pallet on the 2 bushes on either side lol
Ormond
Shattered sq
Toba/Alien (garbage delete please maps)
And theres almost NO lockers in these variations im giving the HARD variations where its pretty much blank everywhere.
6) Never said to rely on a random survivor who hovers all game….
***** I think what this entire thread is, is about indoor maps which is where this can be true.Alright, let's go back and forth shall we -
You know, there is a difference between a survivor directing themselves to a jungle gym or main (loads of mid to high MMR survivors do this) - obviously, you will be in situations where a locker is not nearby but to compare this to a killer who relies on lockers isn't a strong argument.
When I loop a killer, my first instinct is to run to tiles where there are pallets that I know from playing for thousands of hours. My first instinct is to spot a pallet, go to the pallet, greed/predrop depending on the killer I am going against and chaining tiles together. Eventually, I am going to reach or at least be near a jungle gym. Again, you are assuming that I am going to take a locker after I get hit. No, if I am looping and I do not know that Surge is active I will not do it because there is no point of doing it.
Comparing ^ to a killer like Dredge who relies on his lockers and having them be a little away from gens and having their lockers locked are a bad comparison. I should know because I've also played Dredge (the survivor main that I am 😜) - these are not comparable. It's easier for me to find a locker to get into to deny, let's say another perk - A BBQ mobility killer, so I can continue doing my generator uninterrupted versus a killer like Dredge that can have it disrupted if they're teleporting to a locked locker or one that is not so accessible near a gen - redundant point and two entirely separate situations.
Maybe if you noticed, that was me pointing out a multitude of issues that were wrong with the game that needs to be addressed for both newcomers and veteran players. I have been saying for the longest time that they need to recognize the WHY people DC and go next, versus continue to ignore these issues that continually persist.
Many people on the forums and even the Reddit itself have posted pictures of gen spawn logic where they still have not fixed, still have done nothing, or even acknowledged it.
Notice how a lot of the maps that you mentioned all have jungle gyms (lockers), main building (lockers), and shack (lockers). You're acting like I am doing this every single time I am in chase - if I'm near a locker, I go into the locker. If I'm not near a locker, I go down normally and crawl to a pallet or crawl outwards in case a flashlight/flashbang save is possible.
You are the one insinuating that I, myself, am always in these perfect situations where a locker is magically nearby for me to go into it. My counterstrategy is works when I am near a locker to deny its value, it is not hard to find a locker to jump into as a survivor and comparing that to killers who rely on lockers is not the same type of argument.
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Brother, you know exactly what I mean when the comment above yours mentions how Surge is niche.
I can talk about multiple things and not particularly be you, I am aware you are calling it niche due to me choosing to deny a perk its value.
I am aware it is niche, hence why I shared it on a game forum … that I am playing ... to other survivors who by the way ... come on here for discussions lol.
Edit: that is what the forums are for, right? It's not just hey, killer main to killer main - let's exchange tips. Imagine me having the most neutral takes on here, along with the neutral topic at hand and I am called an entitled survivor main. My lord, apparently sharing a tip makes you entitled.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897198#Comment_3897198
And I think the best part about this is like pre-routing yourself to a locker. Otherwise it just wont happen.
Like you usually are not at this amount of freedom in the game. When you get downed or you are severely nerfing pathing to always be next to a locker when you suspect surge making a giga play.
Im glad you play like this and think its great, its just not realistic.
And also terrible advice.Yes, I appreciate your passive aggressive and condescending behavior just like any other person who gets hyper defensive for absolutely no reason on these forums.
You're acting like there isn't a plethora amount of lockers nearby. There's lockers in main building, lockers in jungle gyms, anywhere you go there are lockers. I'm not hyperactively thinking to myself - omg, where is a locker - me needs to prevent Surge. If I am in a chase and I know I am about to go down, I am next to a locker, I will prevent further damage with compounding effects of gen regression.
You play how you play, I play how I play. 🤷🏾♀️ I have success in my soloq due to my counterstrategy towards Surge. You wanna rely on a random for a risky flashlight save, be my guest, but don't come on here and think it's impossible for gens to get done if you're actively contributing to the issue by having 8% + 8% + 20% + 20%.
Me getting called an entitled survivor main for sharing what I find successful for MY games and in a forum based on the game that I am playing, when you have killer mains proactively saying how gen regression is weak (it's not LOL) and how they don't want to work around second chance perks and that's fine.
But a survivor sharing a Surge tip and they're an entitled survivor main. Your suggestion does more damage as gen spawns (which have been talked about) are in a horrible spot, yet has not even been a focal point of "Operation Health" is asinine. I am pointing out a multitude of issues with the game.
- The fog removal rendering stealth useless and forcing survivors into a chase oriented playstyle and allowing killers to see people from one point of the map to the other.
- The increasing amounts of nerfs towards loops, as we see with the Coldwind variants.
- The fact that they nerfed Distortion by causing it to cap at 2 (originally 3) and then announcing two more aura reading, on top of the plethora amount of aura reading in the game.
- Increasing more 50/50s, which renders looping in general harder to do. Many of this casual player base don't even know how to chain loops together, let's make more 50/50s where it's simplified down to killer walks a few steps and hits them anyways.
- The lack of actual map reworks for both strong and weak maps - case in point, Haddonfield and Badham.
- The horrible gen spawn logic that has gens clustered all in one section, shadowbuffing Surge which was why I brought up a counter to it.
But go off, King - continue telling people they should rely on a random survivor who hovers all game and does nothing other than make gen regression worse longterm.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897185#Comment_3897185
I brought up 99ing a door because,
much like your counter to surge proposal here as a general rule to "just hop in a locker".
Which to say again, dont do it people, this is not a good idea.
People think you should always "just 99 a door" to give more time at the end game.
There are specific things that have to fall into place, and generalizing these things,
Like your post says,
Is not something anyone should do.
There's a reason noone really does this. And noone has really posted anything about it (your words)
And its because it would more than likely, lead to worse outcomes, than good ones.So, you're asking me to rely on a random teammate for a potential flashlight save that they may or may not pull off?
On top of that, let's say the save was successful. That's 8% in my 32 radius of my dead body, I get up, I get into a chase once more (I will bargain that this random will not take a protection hit anyways) so, I'm in the injured vulnerable state the entire time. I'm not magically healed and it doesn't remove my injured state, I will inevitably go down once more (another 8%) on my dead body. Sure, Nea could continually hover over me but this is generally a waste of time as a whole with 16% now being triggered around my two downs.
Now couple this with Pain Resonance (20% and more if the survivor doesn't let go) and another 20% from PGTW, this is a lot of regression going on. You're acting like PGTW, PR, Surge, and another gen regression or another choice of your perk is not a build that you see consistently.
Evidentally, Mr_K recognized my counterplay by highlighting that they need to use another perk as I mentioned counterplay to a "niche" #7 most used perk. Gen regression is primarily used in mid to high MMR, which is where I am.
Therefore, yes I will take the more reliable route of denying Surge its value than have a hovering Nea do more and more damage as Surge works on every single hit that a survivor undergoes to go into the dying stage. My point is to minimize gen regression as a whole - I routinely would face killers with a myriad of PGTW, Surge, PR, DMS (pairs strongly with PR), Corrupt Intervention - and by implying that these perks are niche is absurd.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897129#Comment_3897129
Its a trade off though. You are countering the perk sure, you are also making pickup and pressure faster. All to avoid "POSSIBLE" generator regression.
Possible being that you will only regress generators that are in its area, which may not be something your team is even working on/worked on. And you just gave the killer a quick grab rather than going down on a pallet or going down for a flash save etc…
Or you just gave the killer a fast pain res/pop, that regresses the almost completed gen you wanted to avoid surge with, but now just gave the killer even more regression….
The amount of ######### that could go wrong here, from you avoiding surge on…. a guess on A LOT of different things
DISGUSTINGLY
Outweigh,
The amount of disadvantage of surges 8% regression.
I guess if the situation presents itself and you KNOW all these things(parameters),
Cause in soloQ, we just have all this information in those matches right?
Sure go head, hop in a locker because surge.
I personally wouldn't, in nearly every circumstance. It would have to be so NICHE, for me to even consider it.
This is the equivalent of always 99% a gate when only very little times you should do it, resulting in you killing your entire team.
Which happens wayyyyy too often, "because me see streamer do it, so me copy streamer"Okay, sure I denied a flashlight or flashbang save but at that point I would rather have my team doing gens than a hypothetical flashbang/flashlight save. Edit: that's even if the random Nea can get the flashlight/flashbang save unless they're running Background Player, hovering me the whole time (one person off a gen during my whole chase is horrendous), and potentially or not potentially getting the save - I will take my chances and minimize the general circle of a radius that Surge does to prevent multiple gen regression as a whole.
I saw no one mentioning a Surge counter - even when I take a quick Google search - no counters were discussed.
Possible being that if I go down near generators, 8% is applied like you've mentioned - in combination with other ones like Pain Resonance - usually I play with people - soloq specifically that know how to counter and let go of the gen. Pop Goes The Weasel would also be applied to a further out gen causing more regression as a whole.
Are you arguing against 99ing a door? Sure, if the whole team is reset and you can ensure everybody is able to get out - yes, you can open the door freely. But opting to just open the door to open the door also kills your team depending on the endgame that is presented to itself as survivors can be overly altruistic in general.
There isn't much of an issue with 99ing a door, now if you're 99ing a door and you don't open it when you recognize a survivor is running full speed ahead to you, yes - go ahead and open the door.
People 99 doors specifically to counter endgame perks like NOED (they need time to go and search for the totem), Blood Warden (to prevent the exit gate from being blocked as a whole), and to allow their team to reset and take bodyblocks when necessary.
I wouldn't want a random survivor or my teammate to hover over me for a potential flashlight save or flashbang save - at least I would rather them to be on generators for the best chance of survival as more gens done = the higher chance of getting out of the trial with more people alive as it minimizes tunneling out a survivor.
But again, you're talking to someone who is constantly on gens so I would rather take the locker attempt, have my teammate (they typically do) get off their gen in preparation of Pain Resonance - again, you're thinking I am doing this every time I am in chase which is redundant and assumptions on your part.
If I recognize that the killer has Surge as they will typically down another person and my gen is affected, in my chase with them I will hop into a locker especially if I am near many gens that I know are being worked on. 32 meters is a large radius to encompass for how small gen spreads are. I have had someone go down in the corner of Toba's Landing (opposite side of main) and my generator behind main on the other side is affected, so I'd rather take my chances. 🙃
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@DarthYooDar45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/440549/psa-surge-counter
You know the entitlement is real when the survivors are complaining about a rarely used killer perk...
Where in my post does it talk about entitlement? Giving survivors an idea on how to counter #7 Surge via https://nightlight.gg/perks?
It's a rarely popular perk, but used in tandem with other gen slowdown? Are we being serious here?
Also, I'm on mobile so here is ChuckingWong's response - Surge is directly countered by hopping into a locker by preventing the basic attack. So, why not jump into a locker to prevent multiple gens from regressing with Surge? The #7 most used perk via Nightlight.gg.
I find it ironic that my post is seen as survivor entitlement, when all I see are killer mains getting entitled over me sharing a fundamental tip that others might not be aware of. As we see with, Mr_K where he says that other people should use another perk because I named out a counter strategy.
It's fascinating to me to see over the years when Iron Will was in the top 10 most used perks and years ago, I would see killers use Stridor to counter it. But when I name out a viable counterstrategy towards Surge and telling other survivors that counter strategy and tips - I am the one entitled? You guys need to look in the mirror.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896835#Comment_3896835
They have made 3 similar posts that have answers to what they are asking in the last week.
Account was just made to farm. Not a genuine post.Ah, okay - thanks for letting me know. 😅 Maybe my answer will still apply to others. 😂
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896687#Comment_3896687
I do it almost always to waste killer time when its like the last gen being worked on, a myers( until tombstone piece is reworked ill always assume they have it) is in evil 3 or overall stacking, prevent legion from stabbing my entire team or overall am about to go down, letting killer hit lockers then forcing you out is funny too boot. love when they think I have head on and keep backing up and forth for at least 10 seconds lol
Yeah, I usually play with a duo typically so it's easier to figure out when a killer has Surge.
If I am playing soloq, I still do the same - I just know that if I'm working on a generator and the gen blows up (32 meters is rather big), I just know for my next chase that once I'm about to go down I always normally jump into a locker to prevent further gen regression.
I also normally take Deja Vu into a trial when solo queuing anyways and I'll always take the killer away from their three gens, so those gens can pop and the game gets easier. I think that's a huge reason why I can't relate when people say solo queue is bad for them, I usually have great games, but I usually only focus on three gens, I break them, and when I am in chase I always chase on the opposite side of the three gens. 😊
Edit: a fun thing that I like to do with Wesker and Legion is that once they vault something, lets say a pallet or a window - I will vault back into the pallet or window because they are in animation of having their feet drop on the ground.
I have had a feral frenzying Legion hit the pallet as I vault over it, along with a Wesker being on the other side of the pallet as I switch sides back over. I call it the, "Bait Tech" lol. ☠️
Gives you some space between them, especially Wesker as his dashes are strong and closes the distance between you and him (and slowing you down if you're fully infected).
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@Mr_K said:
Onto the next perk already.
Lmao, what's that supposed to mean?
Because I mentioned a counter to an already popular perk, haha?
But people can talk about deciding to not hook people because gen regression is "too weak", right?
Yet that's what I got all game two days ago, so it's a problem if I counter your perk?
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/440577/you-guys-having-fun
Nope, at this point I just want to finish rift and move on to other game.
BTW this challenges aren't it.
https://us.v-cdn.net/6030815/uploads/MSCE5OXC88VO/image.png
https://us.v-cdn.net/6030815/uploads/OHONOLBWOBFA/image.png
especially this one:
Does the challenge work with Borrowed Time?
I usually run Deja Vu to prevent three gens, an exhaustion perk of my choice, and two random assortment of perks to help reach the end and escape trials.
If you find yourself tunneled out or focused on, you can bring an anti-tunneling perk as a third. I try not to have too much anti-tunneling or too much of the same type of category (healing, gen, anti-tunneling, chase) and try to make a more diverse build.
I think for my last game I've played recently, I played with Kindred, Open-Handed, Deja Vu, and Sprint Burst on my Ace which is nice. It's information and very good for soloq or even a small SWF group.
For the healing others challenge, it'd be good to run Bond or Empathy on Jane to find people to heal, but best of luck to your challenges. 🫡
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@ChuckingWong said:
They really need to have better detection for creating accounts on this forum.
Yeah, what's that supposed to mean?
On topic, I've been having alright games. It depends on the hour for me, but when I play soloq it's pretty good. I don't have as much people dcing on me when I play.
SWF is more of a mixed bag for me at times because of the range of MMR levels, but otherwise games are alright in general. - just gotta find fun ways to keep the game from practically burning you out and just taking necessary breaks when needed.
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@KerJuice said:
I’ve seen quite a few people hop in lockers with no DS, while in chase lately; now I know why. I always found that odd. Thanks.
I mean, I also force a grab if I'm the second to last survivor as I don't want to be slugged for four minutes additionally.
I have specific things that I do, Surge included ^ as that is the only genuine counter to Surge, lol.
The other is simply because I just want to get out of the game when it's quite obviously a loss and I don't want to be slugged for the 4k. 😊
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@buggybug said:
Well said and also cherry on top for the surge advise, I never consider that. Btw I remember surge never use to make you scream then I think it was during singularity release they shadow added it lol.
Yes, I've been pondering to just make a video on how to counter specific killer perks as I am very surprised to see that no one talks about Surge counters.
A lot of the counterplay in this game involves a lot of playing how you normally wouldn't play!
Especially in the case of Knock Out, which is what I highlighted earlier in the weeks. Hopefully my post reaches others to counter Surge due to the often large radius it encompasses with how small the gen spread is currently in the game.
I understand how frustrating it is to have a gen have great progress to not only have Surge inflicted on it, but Pain Resonance and PGTW. So, I started developing that habit that once I recognize a killer has Surge, I jump into a locker to prevent further gen regression. Cheers, Buggy. 🎉
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@SoGo said:
The 3-gens are getting worse.
But, honestly, with maps like the recent Haddonfield, you can't really choose.
Yes, I'm not advocating for larger maps in general like Badham.
However, they need to find a common middle ground and decide what they want this game to be.
Is it a chase looping simulator? Then the insistence on ruining loops need to stop.
Is it a hide and seek type of game? Then show an indicator (bottom right hand corner that your aura was shown - this would help newer players and older to let them know the killer might come to them).
The fog needs to come back at this point - there is no point of doing anything when the killer can spot you from the whole other side of the map.
Aura reading is prevalent (usually 1/2 max I see, unless it's of course an aura reading Huntress). The removal of fog is another situation where I still do not understand why it's not in the game.
It's hard enough having gens all on one in cluster. In a Grim Pantry game I had yesterday, we have two gens at dock, a gen right ahead of it at the end of docks, and a gen literally to the left of that gen.
At this point, the game has an identity crisis and they need to figure out what they want this game to be going forward - otherwise player retention rates will continue being abysmal and they need to rework maps, rework the loop system (if DBD is a chase game), and entirely revamp the gen spawn system to ensure people can do their objectives with the inclusion of the fog.
If it's a stealth game, still the introduction of the fog along with the new revamped gen system will still be in place.
Yesterday was horrible for me - tunneling (not that I complain about it), horrible gen spreads, lack of fog, and a combination of Pain Res/Pop/Surge is ridiculous with how horrible gen spawns have become. I miss old DBD not for how strong the loops were, but at least gens were spread out and I have no idea why this is not a huge thing for Behavior to fix.
It's gotten so bad that I was running Rookie Spirit with my friend's Deja Vu. 😂😂😂 It was very eye-opening to see 4 gens all regress on Dead Dawg Saloon from Surge and Pain Resonance, lmfao.
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@ChainsLogic said:
I would make 2 additional changes for bloodpoints:
1 - Currently, both killer/survivor have 4 bloodpoint categories (5 when there are events) that cap at 10k or 40k bloodpoints in total. This is increased by cue incentives/offerings, but a slight increase to 15k bloodpoints per group/60k in total would help further reduce the grind
2 - Make the bloodpoint cap 5 million, that way you can hoard bloodpoints for a bit longer before deciding on what you spend them on
I would like for event bloodpoints to actually compound off of each other, rather than just individual based as well.
Many of the event offerings are just individual, when bloodpoint offerings during the event should be a pool based system allowing more points for everyone.
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@UndeddJester said:
Gonna basically copy pasta my response from elsewhere:
Tbh, you can't really "fix" totem spawns.
You might be able to hide "some" of them a little better, but that requires adding additonal clutter to obscure them in the map, but that can make them obvious in of itself... humans are good at recognising patterns, and the tricks you'd employ to hide them will also be figured out passively over time.
The real issue is after you've been playing for so long you start to learn totem spawn locations passively. I only have about 2000 hrs, and even I have approximately 3 hex totems spawns passively memorised for each map, with a pretty decent general idea of the kinds of locations they spawn as well for most others, and I'm getting better at it all the time.
The best solution to my mind rrwork all hexes to only light the hex totem when it gains a token or it's effect is revealed. The only exceptions being Haunted Ground and Retribution, which illuminate automatically when another hex is illuminated, or after 60s, whichever comes first. That at least gives the killer a chance to setup/defend their hexes and get some use from at the start of the match.
Precisely, if anything they can change them so they're not loading the survivor in directly on a hex totem.
Like I said prior, Hexes are high risk and high reward. There are totem defending perks in the game and if your Hex is destroyed - you want to run Thrill of the Hunt (it was buffed recently), Pentimento (it slows down the game), Undying (It replaces your totem with another dull totem). You could run a combination of these, hence why Thrill of the Hunt was nerfed anyways.
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@Chiky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895939#Comment_3895939
as i said before, if the system was implemented, all hexes would need a rework.
Boons are more powerful because they can be blessed infinitely.
Boons are not more powerful than Hexes.
That is genuinely incorrect, as Hexes have more powerful effects.
Boons can be snuffed within a second and needs to be reblessed, which means a survivor is off a gen.
Why do you think a survivor goes out of their way to cleanse a Hex totem? Because they're weak? Lol.
Also, which boons are powerful than let's say, a Devour Hope? Pentimento? Thrill of the Hunt?
Circle of Healing?
That's the only one that persistently gives value, along with Shadowstep.
All of the other ones are situational due to the 24 meter radius.
Edit: if you want, you can make hexes a 24 meter radius if you genuinely think that boons are stronger than Hexes. 🙃
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@Chiky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895850#Comment_3895850
Remember that each second for the killer means 4 seconds of the survivors
Can you respond to the rest of the text? Especially regarding strong totems like Undying and Pentimento?
Edit: do you think Hex Totems are about the same strength as a Boon totem?
There is no set up timer for a Hex Totem, it has no restrictions, it affects the whole map (while a boon is 24 meters). It takes longer for a survivor to go and find it versus a killer snuffing out a boon.
You could have a point if the reignited totems do not take as long, but having to recleanse a Thrill of the Hunt and a plethora amount of other hex totems would fundamentally break the game and make SoloQ (the biggest group that plays the game) much worse.
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@Chiky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895740#Comment_3895740
of course, if the chsnge was done, it'd need a rework of all hex perks. Infinite Ruin would be extremely annoying to play against.
As for time needed, i'd say 5 seconds.
Also, clenasing the totem would not destrpy it, but just remove the hex, so the survivor would have to cleans and then destroy the totem
Eh, five seconds is a low amount of time needed to reignite something so strong. Does this apply to a Hex: Undying and Hex: Pentimento as well?
Sometimes things need to be cleansed to make the game easier, think about a Hex: Huntress Lullaby Doctor that's skill check based.
If I was to go against one, which I have recently via Lery's I would have one that's reigniting his Undying and Huntress Lullaby (he was guarding his Huntress Lullaby as Undying was gone) - it would be an inherent buff to Undying, which is already a strong perk mind you. I just think if you want totem defense, it's already there.
You could run Undying, Pentimento, Devour, and Pain Resonance/Surge if you want a versatile build that keeps your totems for a while.
Edit: I forgot about Thrill of the Hunt, but you could swap Undying for Thrill. I just think with the proposed changes it would make both Undying and Thrill of the Hunt even more buffed from the proposed changes you've mentioned.
There's a reason why there's a high risk and high reward attached to these playstyles.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895725#Comment_3895725
Well, Smash Hit is for god players or people with good connection, so I really don't know where it should be placed. If those weren't the determining factors, the mere 20s of exhaustion alone would make it broken.
Yeah, Smash Hit is for very good ping related survivors but by itself it's a lot more situational.
Even more than Balanced Landing as some killers will outright respect a pallet stun and force you to drop it, hence why Lithe is a good combination for it in these situations.
Edit: funny you bring up the exhaustion status effect.
I usually use Smash Hit, Lithe, Deja Vu, and Vigil for faster time of recovery - so you'd definitely hate that combo as a killer, haha.
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@Chiky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895624#Comment_3895624
I think the perk would restart with 0 tokens. It's a buff, but also a nerf, since the killer would start with 0 hexes and would need to "waste" time to kindle them.
Not to mention that most hexes have a pretty mediocre effect
I see, hm - I still think it would be a strong effect given that you could keep rekindling said perks. You could keep consistently having permanent Ruin, Devo, and any other Hex perk. Hex perks are strong for a reason, which is why survivors go out of their way to cleanse it (unless it's Plaything due to Pentimento existing).
How long would it take for the killer to relight it? The same amount of time it takes to snuff a boon?
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@iloveandhatethisgame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895616#Comment_3895616
I combine it with vigil it’s very good!
Yes, Vigil and Fixated is super good with Sprint Burst!
I've been trying to wean myself off of Deja Vu, more than likely going to continue using it in soloq because I want to avoid 3 gens like a plague.
But there's many perks that work well with Sprint Burst, I even use it sometimes with Finesse because I'm a little quirky at times for that faster speed with vaulting (combine it with Resilience when injured) for more variety.
Same with Alert and Troubleshooter, nice to win 50/50 mindgames too.
If I had to rank the exhaustion perks, I'd go Sprint Burst > Lithe > Dramaturgy > Dead Hard (I still do not use it since you only get two uses) > Balanced Landing (I still use it more than DH, but much more situational) > Background Player (don't use it, but strong in the right hands) > Head On (again, don't use it - I kinda dislike that you have to set it up and stay in a locker for 3 seconds) > Overcome > Smash Hit > Adrenaline > Blood Rush (I use it on Renato with Off The Record which is nice for tunneling).
Reason for Smash Hit over Adrenaline is I don't really consider them (both it and Blood Rush as exhaustion perks). No one uses Adrenaline for the speed boost, rather the self heal after a gen pops. 😝 Adrenaline is obviously stronger than Smash Hit, lol. Smash Hit is the weakest, but shines really well when you combine it with something (Lithe + Smash Hit is a great combo because you practically win 50/50s with it).
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@Chiky said:
tbh, I've always tjought thatkillers should be able to kindle the totems, and rekindle them if cleansed
No, too strong of a change.
If you were to allow a killer to let's say, rekindle a Devour? Does it keep the tokens that Devour has? How long would it take for the rekindling process?
I can see the stacking changes, one where the Devour totem stays hidden until a stack is on the perk itself to survivors, sure.
But rekindling a Hex totem that is arguably much stronger than the average Boon is not necessary.
I don't even think I agree with Hex placements as Hex placements allow the survivor to memorize totem spawns, making it more RNG based would make Hexes even more stronger on maps like Midwich and Badham for example.
Sure, it sucks to have a Hex cleansed because it's in a little nook of a hill or in a jungle gym - but it's a high risk, high reward playstyle. You have totem builds that allow you to get more value from them such as Pentimento, Thrill of the Hunt, and Undying as examples for totem defenses.