CautionaryMary
CautionaryMary
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@Nazzzak , yes Scott Jund used to run that combo (I don't know if he does now) when medkits were quite strong.
I think for perks like Overcome and Dramaturgy, you either need another exhaustion perk for back up or simply, as you put it to find another person or way to heal yourself to get value from it.
I'm a Sprint Burst lover (always have been) and always thought it was better than old Dead Hard as you can 99 it to Sprint Burst like a Dead Hard, I've done it before. I got tired of the whole exhausted on the ground thing and Sprint Burst has always been quite versatile, as @iloveandhatethisgame says with their love for it.
Many people can misuse it obviously by walking everywhere, but it's a strong perk for a reason.
Overcome is good, it doesn't fit my playstyle a lot given that I like to take chase, and I find that killers sometimes will drop chase from the huge burst of distance you get. ๐ It's not too bad of a perk, just needs more consistency compared to the major 2 (Lithe and Sprint Burst).
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@Aven_Fallen said:
I would put Background Player to Tier A instead of S-Tier. I dont really think that the Perk is that good anymore and the pickrate in my games seems to indicate this as well.
Would also bump down Balanced Landing. Played with a bit during the past few days and you can end up with Maps which provide no structures where it can be used. Plus in general it does not really give a benefit over something like Lithe or even Sprint Burst.
Yes, it would be nice if Behavior commits to adding more areas where you can Balance Land off of.
I've been trying to like this perk, but it just is too situational to get value from.
Adding more hills, drop off points, and other places would be nice but I doubt it can be done as that doesn't seem to a point for Behavior.
It's why Lithe, Dramaturgy, and Sprint Burst are used so much because of the low activation requirements and the amount of value you get from them.
Then you have perks like Smash Hit that is situationally useful (I like to pair it with Lithe for that extra oomph).
I am not a Background Player user as it doesn't fit my playstyle anyways, but yes I kinda see it, kinda don't see it but definitely not to the area of the major 3 I've mentioned.
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@CountOfTheFog said:
There's no way. This has been a known issue. I have the same problem on Switch and PlayStation 5. I also can't even unfriend some players that I no longer wish to have on my friends list.
Yep, I even block the people at times but nothing fixes the issue. I thought it was just me, but I just ignored it haha - didn't think it was that much of an issue as I only have 3 lol.
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More consistent to play with Distortion if you are a strong chaser, I can easily get my 2 tokens back in one chase if I can pull it off. Obviously depends on the killer, but Off The Record only works twice (as it only works off hook).
@I_Cant_Loop , with the new Distortion there is counterplay as obviously the survivor needs to be in chase to get value from Distortion - if it is a perk that you get tokens from in chase, then there was no need to reduce it to 2 and only give 1. They're complaining about two things because I assume (as I also play survivor a lot) that they see slugging (and find it annoying) along with being found having LP consume one token, potentially getting in the locker a little too late, and having BBQ tell Blight where to go.
In this situation, it's best to go into the locker early or have their aura read and go somewhere else when the bubble leaves (obviously hard because this is Blight we're talking about here, pinball boy who goes from one end of the map quite easily).
These two issues can still persist for the average survivor, as the average survivor cannot loop a Blight to get their tokens back for Distortion anyways.
@HerInfernalMajesty , interesting point - yes, you could use old Distortion to recognize subtle cheating as well. I don't understand why they nerfed the perk so hard when aura reading is quite prevalent in the game. The way that Behavior manages to nerf perks like Distortion and Adrenaline is a bit mind boggling in a way.
They need to find a common middle ground towards perks, rather than obliterating them into the ground and buff weaker perks alongside them.
No one wants to "hide" all game and mentioning how Distortion players are rats are absurd.
No one is loading into a game with Distortion waiting for their team to die, if that was the case we would see people calling for changes for Left Behind key users who go into a corner with a key and do nothing all game.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895318#Comment_3895318
I agree. 100%.
Distortion needs 3 tokens back. Until then, its pretty dead to a lot of players. Not all, but a lot. I very much agree with @shadow_V , but he got snappy.
But lets take it step by step.
Distortion Debacle come and gone?
Yes. Yes it has. Complaints can still be made, but like Skull Merchant, Distortion has just been beaten to death.
This is the forums that we're talking about here.
Mmmmm
It is quite dumb to me that you at max get 2 Distortion tokens, but you only start with one and I say that as a person who loves to chase and can get one easily.
I agree. Again, 3 tokens at start and max, and leave as it is, or 2 tokens and revert how it use to be, when it was useful.
@shadow_Vย has a point that once your token is gone, it's hard to get one back especially if you're going against an S tier killer like Blight.
The killer shouldn't matter. The perk should be functional in general, but it simply isn't. OP is complaining about a perk that's been nerfed, dragged and gutted so much its really not even a thing anymore. This isn't me dismissing his venting, just stating a fact.
I think Behavior should just give the player the 2 tokens off rip, as it's redundant reducing it to 1 at the start when it was originally 3 tokens.
Agreed. Even that lil handout would be nice. But as with all changes in dbd, how would this change make them auric cells?
I did say that this is the forums that we're talking about here because you came at @shadow_V a bit weird along with @SharonPancakes for implying someone is new.
Evidentally he/she isn't new for understanding basic concepts like Lethal Pursuer and BBQ and Chili.
Yes, I agree that it should functionally go back to three tokens.
Yes, it does matter about the killer as many people find it hard to loop a Nurse or a Blight to even get 2 tokens back when you originally start with one and many mobility killers use LP and BBQ.
If it's primarily a "chase" to get back your tokens, then it was redundant to keep it at a cap at 2 (go back to 3) and start with the 3 tokens โ given how much aura reading is in this game.
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@Spare_Them_Mori_Me said:
Well, you both look new.
Anyway, the distortion debacle has come and gone, and is yet another bad idea tossed in to kill a perk instead of doing actual work on it. But hey, if this is the absolute best BHVR can do, we should be thankful, yeah? lol
Distortion Debacle come and gone?
This is the forums that we're talking about here.
It is quite dumb to me that you at max get 2 Distortion tokens, but you only start with one and I say that as a person who loves to chase and can get one easily.
@shadow_V has a point that once your token is gone, it's hard to get one back especially if you're going against an S tier killer like Blight.
I think Behavior should just give the player the 2 tokens off rip, as it's redundant reducing it to 1 at the start when it was originally 3 tokens.
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@Spare_Them_Mori_Me said:
ย Poor Trapper rage quit and everything because he couldn't handle the pressure.
NOOOoooโฆ! He just wants to be held! Where is heโฆ I'll shape him up to be a SWF destroyer! #Trappersunite
Haha, you're funny!
I felt bad, but the thing is you never know what you're going up against. That's truly how bad MMR is.
You think to yourself, "Hm, this might be a baby killer." and you take it a little easy, but then the random Yui goes down with the box later on in the game, and what you think is a baby killer is just someone who was having a rough start at the game.
Truly, they need to put some type of thing in place. I shouldn't be getting that type of player if all of my survivors are prestige 10+, highest is 20 with Dwight and I'm getting a prestige 0 - but MMR is a bit finicky, it's strange in my opinion.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892919#Comment_3892919
Unsure if they changed it, but Zombies do not give much Mutation Charge.
Nemesis can hold his Tentacle, true but that isn't what you pointed out originally. Likewise, Xeno's nerf to his Tail is only .15, which as you said is marginal.
I'm not too sure because I'm not a Nemesis player, but I do know that they helped Nemesis tier up faster regardless - that was one of his buffs if I'm not mistaken.
Most Nemesis players use mutation rate add-ons. I also see the hindering add-on where the Nemesis hits you and you barely make much distance as well.
I just think even with that being said, Xenomorph's add-ons are not as good as Nemesis' and most use the add-ons to lessen the chance of being broken out of their power.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892894#Comment_3892894
When survivor burn a Badham offering and a "basement in shack" offering, they are going into the game with the intention of purposely hanging out in the school basement, where it's literally impossible to get them to a hook.
But for whatever reason, that's not considered unhealthy even though it's literally 100% being done to grief the killer. However, if killers try to slug for the 4k, it's demonized and considered unhealthy for the game, even though they're literally doing it to raise their kill rate.
Good enough that maps will be changed, so they're not guaranteed.
Still believe they need to be map bans, but it's either here nor there.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892876#Comment_3892876
Nemesis can eat through pallets after he gives Survivors at least two speed boosts. Nemesis' wind-up time, pretty sure it's longer than Xeno's even AFTER this change.
Map mobility and ability to counter higher walled loops by dragging the tail over. Also that he doesn't give people a free speed boost.
A good Nemesis player will obviously kill their zombies to get tiers in their power. Yeah, sure a Nemesis gives a speed boost to the survivor (if they're not bringing the hindering add-on) sure. A Nemesis wind up is much easier to maintain, even if the Nemesis is pulling it up around the corner. It's more accessible to use than a Xenomorph's tail attack which is wonky.
Additionally, a Nemesis like I said - can destroy a pallet without any add-ons or perks - whereas a Xenomorph can do nothing when a survivor is doing counterplay at a pallet unless they run Dissolution (which is an awful alternative for Xeno).
The high walls is also a point for contention with Nemesis, unless the survivor is crouching under a pallet or window - but again, the same thing can be said about Xenomorph.
Yes, from doing the math Nemesis has a 0.5 wind up versus Xeno's now 0.35 seconds, but these are marginal differences when one is superior in terms of deleting pallets and the other is perk dependent.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892248#Comment_3892248
I don't like the trend either, of killers having built-in counterplay that destroys their powers, like Xenomorph turrets, Singularity EMPs, being able to kill Victor, a million cures for Nemesis and Wesker, breaking out of Deathslinger's and Pinhead's chains so fast, etc.
The only thing from brainstorming that I can find as a common middleground for Xeno is to allow turrets to slow you down versus breaking you out of your power. Allow survivors to pick up more turrets and place them around the map, allowing Xenomorph once if they're in contact - to slow them down and once destroyed go back to normal speed. It's either that or how it works now because Xenomorph can be quite oppressive if not taken out of their power or slowed down.
Singularity EMPs allow survivors to have counterplay when going to a gen that the Singularity is guarding specifically. Without EMPs, Singularity would have no counterplay and you can easily set up your biopods in different areas to allow the EMP to not destroy them. They would be quite oppressive on open maps as well. I don't see any issues with Singularity - they notice their biopod isn't in an area and can go over to reset them - it's a non-issue here. The biopod also allows the Singularity to teleport to the survivor and without the ability to get rid of biopods and the biopod on your back, Singularity would be quite too strong for survivors as a whole.
Without the ability to kill Victor, that would mean people can now hold down the ability button or pounce more often without any counterplay to Victor as Victor is Charlotte's main power and the most oppressive part of her kit.
Hyperbolic and exaggerative for the last two, Daniel. There's four syringes on the map for Nemesis, while he gets killer instinct when you use them. Most survivors that I see will go ahead and use them even if I opt to save it for when I am on death hook.
You get 12 sprays against Wesker, again you need to spray to avoid being infected and slowed down. These two issues are again, counterplay to Wesker and Nemesis who are 1 & 4 most used for killers via nightlight.gg.
Edit: I didn't respond to the Deathslinger and Cenobite - my bad.
Deathslinger's main issue for me is the ADS slowness (not saying he needs to quickscope - but at least make it a little better but that's just me, take that with a grain of salt). Anyways, the counterplay for Deathslinger is obviously to drop a pallet with them on the other side or using your terrain (or another survivor) to break the chain for you. Former is the easiest, while the two latter ones are harder to pull off (SWF can do the last one easier, but again SWF is not the majority playerbase) - once you're caught, you're dead unless there's an obstacle obstructing you and Deathslinger.
Cenobite's chains, yes - you can break around terrain and general pulling them off but once you're caught - you get hindered and slowed down causing the Cenobite's to catch up and hit you/down you. They can also catch you out of place when solving the box and cause a chain hunt as the chain can disrupt the survivor while in chase, stop a survivor from allowing a protection hit, or prevent them from opening the box.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892773#Comment_3892773
OP ignored the positive changes and said Xeno was worse than Nemesis.
Xeno is not worse than Nemesis, even if all of these changes went live.
Xenomorph is by far worse than Nemesis.
Nemesis can outright eat through pallets, there's not much of a wind up problem with Nemesis (they're increasing Xeno's), not only the inclusion of how long it takes to wind up (survivors have more of a reaction time to crouch to counter the tail attack from Xeno).
I don't see anything that Xeno has other than map mobility, sure. Exiting a tunnel is nice, killer instinct range is okay (that's whatever), missed attack is fine, but what else is there for Xenomorph? These changes are a net nerf to the poor fella.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/439788/knock-out-rework
Unfortunately all this will do is evolve the slugging strategy. Many have already evolved it being knockout because knockout only works against solo queue survivors typically, so why waste a perk for dealing with something you already should be winning against?
We'll see what phase 2 does, but i don't hold high hopes as its all just "anti-killer doesn't play the way we want" rather than encouraging them to play they way we want, and we see how well that works for camping and tunneling.
Yeah, but the point is that it is no longer so simple to abuse against soloq.
With these changes, I will be happy to go back to soloq and help out my fellow soloq teammates - instead of feeling like I always need a duo to overcome these issues. W changes all around, I am glad they listened to player feedback with this change.
Bring Third Seal, it's whatever - Knock Out did not need to be stronger than Third Seal.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892744#Comment_3892744
The main thing Iโm happy about is the longer scratch mark hiding. 5 seconds is a massive difference to 3 seconds. You can now basically just use it for the scratch marks.
Yes, I was experimenting with Lightweight and it's a massive change! Definitely gamechanging and potentially creates more chase alternatives than Finesse.
Probably still not going to be meta obviously, but more pick rate is good!
I don't understand the Xeno changes because every other killer has a quicker wind up charge compared to Xeno. Yes, you can argue that his tail allows him to reach over pallets and injure you - but as @Reinami mentioned - they are outclassed by other ranged killers and it's a net nerf to the killer as a whole.
Compare them to any other ranged killer and they have more ease of access with wind up, letting go of the attack, and the tail is a bit wonky (I've tried their adept before). To me, at least when I play against a Xeno - it does take a while for me to break them out as a good Xeno will know to break the turret, so I'm not a huge fan of making them tankier but I can see the gripes that Xeno players are talking about when they break them out of their power. I don't think these changes are the way to go, per se.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892595#Comment_3892595
Which changes exactly nerf him so much? And how?
Genuinely asking, since I don't know a lot about Xeno's power.
I'm not a Xenomorph player by any stretch of the imagination, I do think the wind up time and time it takes to burn him was an odd change. If anything, I would swap that around but I am not too sure about how Xenomorph mains feel about him being more tanky as a whole.
I honestly don't have much input here, but the tail changes are what Xenomorph players feel like need to be changed. I don't think they need more of a charge time, to be honest.
Additionally - a side note: I hope they include Unbreakable in with Plot Twist for the surrender mechanics! If a survivor is on the ground with Unbreakable and three other survivors are on the ground, there should be an exception here just like with Plot Twist.
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Yeah, I agree - even though I do think Knock Out should be changed - whether reworked into something else entirely or a more diminished effect.
The new change is more situational than anything as people will often stand at a pallet to watch what the killer does, especially if they're at a safe pallet. @beater15
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@Langweilig said:
The deception buff is awesome and my highlight, but I want to be able to fast enter a locker when using it.
I still would like them to change the button prompt. It sucks when you deception a locker and there's a double locker nearby.
I still won't use it, but I'm glad you're able to use it more frequently.
I'm very surprised with the Dance With Me changes, definitely good all around.
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I didn't mean to offend or anything. Obviously you can have fun being casual and you can have fun being competitive.
I'm a person who is competitive, but mostly on myself lol. If that makes sense, I have fun in the game from the chases and time that I generally waste. Yes, I do gens. Yes, I can do flashlight saves (if I'm in the position to do it). I still progress the game forward, I try my best every time I load into a game, even if I load into a map that I don't like - I still try and everything else! That's where my fun lies, learning and growing each time I load into a game.
Obviously fun is subjective, people think casual is fun, people think playing competitively is fun. ๐ The reason why I drew a comparison to Fortnite because I was a huge Fortnite player in the past and I knew how to build, just like all the others but obviously I didn't know how to edit very fast like others but I'm sure if I took the time to learn, I would have been obviously good enough to keep up.
The same thing with DBD, people find stealth fun, people find chases fun, people find whatever semblance of gameplay - whatever it is, fun.
Personally speaking, I don't know your perspective on chase vs stealth as I've never talked to you about it before - but generally, I did like the game when it was more stealth based but when Behavior started to introduce more aura reading into the game - it's been harder to pull off stealth plays in the past, hence why DBD has shifted to more of a chase styled game.
Of course, it wasn't overnight but we're talking about a game that's been out since 2016, right? We're now in 2025 and that's a lot of changes for the game to undergo.
Back in 2016, you had people abusing infinites, abusing Self Care, abusing Balanced Landing and other exhaustion perks, etc, etc, etc. Obviously DBD went through a lot of patches, I started in 2022 so that's where my experience comes from.
I don't even think if Behavior made a casual mode, like let's say casual vs competitive, right? You would have people more or less joining the casual mode and making it a "sweatfest" regardless, you know? I mean, they could theoretically, maybe ban meta perks, and call it a day, but even when you have so many people with so many hours - it's just hard to tell many people to go back to 2016 mindset or whatever the year was when chase gameplay became stronger. Obviously, it was there when I played back in 2022, I never was an Urban Evader gamer like they did back in the past.
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@Thesevenspirits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892011#Comment_3892011
SWF are not the majority of the players of this game. Why do you use the performance of the most coordinated teams to judge what perks should be tweaked?
Its just like saying Ayrun, hens, otz or spookyloops can loop go to 3 Gens straight so we should reduce the vault and running speed of all survivors.
If the brokenness and the inability to heal for that long and it's once per trial the killer can down you again almost immediately and that's two downs two hook states in less than a minute and a wasted perk slot for the rest of the game
Man, I don't know why people put words into my mouth so often onto these forums, lmao.
You are talking to a person who has most of their hours into soloq.
Where in my post did I say that SWF was the majority player base?
Where did I say anything about SWFs in my post?
I literally said that people got better at this game from watching content creators and watching people who do comp, such as myself.
Watch a video like the below, you will see that people mimic and copy the behavior. Literally why I even made my YouTube channel to begin with to help others with their chases against specific killers. People need to read and quit placing words into people's mouths. All I said was that this game will not be casual because of the information that people do. People watch Ayrun, JRM, and other survivor and killer main content, copy the behavior, and get better. It has nothing do with SWF behavior.
https://youtu.be/TXVZ_CJcFhE?si=Ow47vrlrhNkDwsCuEdit: I know some people will say wow, the likelihood of you pallet stunning a Nurse is low.
But look at Doc's movement, he runs tight around corners. When he faces Nurse, he breaks LOS with her, and allows himself to keep Nurse guessing and mindgaming. When he's at a pallet, he pre-drops, something I've utilized because killers will often not respect pallets as much anymore and will swing through a pallet for a down or hit. Look at Huntress, he doesn't drop the pallet because she has her hatchet drawn and will down him, so he crouches near the pallet and finds an opening to pallet stun her.
All of these actions are done through repetition and learning. People get better by watching and repeating behavior, lol.
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@Spare_Them_Mori_Me said:
BHVR needs to fix this hook issue. Getting tiresome of hearing killers who are above their MMR trying to paint a ridiculous picture that BHVR has made, especially because its mostly true. (This isnt shade towards the killers, fyi)
Its not wrong to say hooking has too many drawbacks, because its pretty true from a comp perspective. And this is why comp, imo, kinda brought dbd low. Its no longer a game one can play for fun, and it'll simply be ruined by a comp killer or a comp group of Survs. (This is indeed shade to comp in general entering DBD)
One of the major downers for me about the game's evolution.
Even then, I think it's hard to keep DBD as a casual game in general. We saw that with the general transition from stealth gameplay to chase gameplay.
When I first started the game, I did not jump into a game of DBD and figure it out on my own. I watched a ton of content creators (survivor mains) and would just do monkey see, monkey do behavior. When you have a game that has been out for as long as Dead By Daylight is, similar to any other multiplayer game - people will consistently do better and be better as many people learn more knowledge and spread more knowledge.
Look at Fortnite as a prime example of this, people didn't know how to do any form of building at first... Just basic introductory things like build a wall when you first get shot at. As the game developed and people were learning how to play, people learned how to crank 90s, double wall-double ramp combinations, pyramid edits, etc.
Same for Behavior's Dead By Daylight, you have people uploading videos on how to run specific tiles, what perks to utilize, tips and strategies in general, when they nerfed medkits and CoH (not saying they didn't need to be nerfed) but survivors adapted and pressured gens while injured. The game will continue to learn and grow with each development and change that Behavior does to the game because we have people with minutes to thousands of hours of playtime. Comp didn't do that - sure, it illustrated habits that we learn and do - I learned a lot from watching Doc from his old team Calamity and watching his YouTube channel in general as a warm up before queuing - but that does not mean that comp players ruined DBD - DBD was already changing when we transitioned from a horror stealth game to chased oriented gameplay.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891942#Comment_3891942
I honestly try to ignore basement. Basement trapper, while very effective, is kind of boring to me. Its a personal choice, so I don't think others should do as I do in this case. Basement Trapper is probably one of the most oppressive Basement Killers in the game.
Gen regression isn't a mechanic I feel helps Trapper as much as other killers. Its great at times, but I feel high mobility fares far better with regression. I favor being silent with oblivious and undetectable while using the Naughty Skin. Pay to win sorta. But its Trapper, and if any killer needed a lil help lol
My playstyle is purple Trapper Sack and Tension Spring. I try to engage immediately instead of setting up. After two gens or a few chases, I'll start setting traps, sometimes during chases. But the free running the first 3-5 minutes of the trial sheds some fear from the survivors (I feel anyway) and then they start hitting the traps.
The power of being silent has netted many grabs and other fun interactions. Sometimes Ill come around a corner and just stare at the gen jockey a few seconds until it explodes and they spaz out. Its such a good feeling lol.
Would love to go against your trapper (Or any killer) in customs sometime! Im west coast NA though lol
edit: To reply to OP, Midwich is definitely (my) Trapper's best map. Indoor maps and the swamp maps are a playground for Evan and I lol.
I see, I haven't played Trapper in months on my end. ๐ญ๐
I hardly if ever utilize basement on my Trapper given that I run a lot of slowdown on him. โ Grim Embrace, Corrupt Intervention, Pop Goes The Weasel, and No Way Out. Honestly, I could swap Grim Embrace for Pain Resonance for more consistent gen slowdown but regardless - I don't really mess with basement due to the fact that I utilize Corrupt Intervention's slowdown to put up traps and I normally like to sneaky with the traps that I do put up. I also like to put my traps towards tight loops and corners as not many survivors notice them, especially as they hug the walls very tight โ at least I do a lot when I'm looping in general, so I take that knowledge and expand that into Trapper lol.
Basement Trapper is strong, especially if you have the downtime to ensure a quick basement pick but a lot of the times I find it to be more consistent with my build versus basement Trapper โ especially if they are smart and are aware of how dangerous it is to go unhook against him unless you're a coordinated SWF that can help disarm traps as Trapper obviously will reset and go to basement to pressure the unhook. I think when you play opposite to what people normally think, you have an inherent advantage because they think you'll play like all the other Trapper's (Basement ones) and be very surprised when you are not playing like that! Apparently the add-ons I used last were the Fastening Tools and Coffee Grounds, which works well with my build as it speeds the trap placements down lol.
I do play in PS5, but I don't mind - I play more survivor on my end, so if you want to play customs or generally play as a whole I'm down. I am NA East though. ๐
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892039#Comment_3892039
I have on occasion considered taking Reassurance just to wind up an SoH player trying to leave xD
I had to look up what the acronym is. ๐
But yeah, it's really odd to play with the perk but then again - when I used Reassurance and that happened... It was years ago I believe? Maybe if I used the perk on soloq now maybe it'll be better lol.
But even then, I think people are generally so impatient that they're like - unhook me so I can finish the gen with you, but I'd rather finish the gen and then unhook the person. Makes much more sense to finish the gen and then unhook, but no - people are like unhook me right away lol.
Edit: I'm talking about a gen that's nearly popping - obviously if the gen is like low progress I will just unhook or just run nearby to reassure the person especially if a killer is camping.
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892044#Comment_3892044
Iโm glad theyโll be available for new players that come in, especially with the upcoming fnaf release but having every killer have access to deadlock will just feel annoying. Plaything might get changed or give more clarity for new survivors since the perk is outright game breaking for new players that have no idea what oblivious is, let alone a hex perk. But at the end of the day Iโm all for the general perk pool having good options especially on the killer end. Survivors get resi, prove thyself, adren, sb, hope, dh, and many other perks are completely free and have been meta forever. When Stranger things was gone, surge (Jolt at the time) was the most popular perk for a while since it was free AND was a good gen regression perk. I wouldnโt be surprised if deadlock and plaything reach high pick rates once the perks become free to all players.
I suppose, yes - you have a point but I don't mind perk diversity as a whole because it pushes people to try different builds.
We hardly have any generic perks as is and I am sure there have been many people who point that out that we need more. Behavior hardly does anything to the generic perks (that I am aware of) look at how they announced they were going to change This Is Not Happening during the time where they nerfed Ultimate Weapon.
Many people overlook this, but the point that I'm making is that more generic perks are better for newer players or players that want to experiment that didn't want to buy Pinhead.
Sure, it'll get annoying to go against full Hex builds or Plaything with Pentimento - but that is in essence build variety that I like to see from the game going forward. But again, I know how to counter these builds and combat these issues because I do see these perks at my MMR level. You can choose to ignore your Plaything to avoid accidentally proccing Pentimento OR you can go cleanse it and remember where it is.
Deadlock? Do another gen or wait for It to unlock nearby in case the killer comes back to kick it. If anything, I'd argue that Deadlock is a weaker version of Corrupt Intervention and why it's usage is not used as much as CI.
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@IamFran said:
I hope you can negotiate it again in the future as happened with the Stranger Things chapter.
And I also hope it will never happen again, take more things into consideration when you negotiate a new license for preventing this.
It's hard to pinpoint situations like this.
Companies lose licensing all the time, even look at GTA: San Andreas remaster when they lost music rights to specific tracks.
I don't remember when Cenobite came into the game off-hand, but Behavior had him for many years now.
Sometimes lawsuits happen, look at Friday the 13th as a prime example. Look at Netflix wanting to do more with the Stranger Things property and changing their mind โ this is not something that can easily be predicted and I'm glad at least we have the Left 4 Dead, Halloween, and Nightmare on Elm Street licensing.
I'm glad they gave more outfits to Bill instead of the generic Bill we see. I hope the same for all the other licenses we have - in particular continued stuff for Ghostface as he is easy to make content for and probably the best for negotiations.
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891804#Comment_3891804
I agree. The part that is going to frustrate me the most is that deadlock and plaything will now be general perks available to everyone that levels up the bloodweb.
These, at least to me are quite niche perks. Yes, you see them get value, yes you see people can use them more often - but to be upset that more people have the opportunity to use them as generics (when we barely have any generics) is odd to me.
If anything, I am happy that people can use them without waiting for the Shrine of Secrets or simply having to buy the character.
More people will experiment with these builds, getting off of meta builds, a win-win for perk diversity - I do not mind this change.
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@UndeddJester said:
It's a great perk if the Killer keeps trying to cut people off from going for saves or is looming constantly to tunnel the player out, but as with any perk related to anti-tunneling or camping, SoloQ's aura goldfish brains and general refusal to be on gens, massively limits it's value.
If your team is smart though and let's 1 player go for the unhook while otherwise doing gens, the perk is generally solid.
Don't get me started on a random who tried to kill themselves because I reassured them.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892017#Comment_3892017
Who here said we should make it 68 seconds?
Reassurance is applied twice per hook. I feel like this perk should too.
Yes, even Off The Record does apply to both hook stages.
It's not too much to ask for Camaraderie to be buffed to allow it to work on both hook stages.
When I first played with it, I didn't read the perk description to recognize it didn't work on both stages and even then, it would not make it OP. Yes, sure someone could reassure my Rebecca but I am running, albeit a very situational build that buys my team time.
If people want to make survivors and killers use different perks, they need more QOL enhancements!
Same for when I said Deception needs to be an ability button, not the same button for when you vault into a locker. The game needs more QOL to the perks and general overhaul to the weaker perks and why we have players who generally do not know what each perk does or only plays meta.
I tried Lightweight and Dance With Me last night (not houdini build) - just Deja Vu and Sprint Burst and I loved it because I escaped three times in a row with the build because of Behavior buffing Dance With Me, allowing it to synergize with Lightweight.
You want more variety? Buff the weaker perks.
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@Thesevenspirits said:
Yes only if deliverance also worked on both hook stages too. I mean how many times can you stay on the hook? Twice and deliverance does not work on second hook state. Some perks like this should offer more value, not some one time use perks that also punished you for using it
Hm, I think that would be a bit too strong in my personal opinion - you are getting free time to do it whenever.
Think of me as a Deliverance player - I like to waste the killer's time as much as possible so I always like to Deliverance off when I'm about to reach second.
Let's extend that to my second hook, I can deliverance off once more right when I'm a sliver of health away. It would be incredibly strong in a coordinated SWF that tells others, "Hold on, let me hang for a bit bro - trust me."
Deliverance is an already strong perk and even though people don't think it should work end game (I disagree, especially if you go all game without being hooked) - that buff would make it extremely strong with no counter and allow survivors to rush gens without worrying about unhooking the person.
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@Kaitri said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891965#Comment_3891965
yeah damn right im mad, yall supporting these kinds of ppl? like #########.
next yall gonna tell me otzdarva is a bad guy and smallbread is a good guy
As I've mentioned once more, I saw Aven's name and I reacted to it - sorta like @LordGlint
Once I continued down and read what was after and the omitted screenshot, I responded to @Nazzzak about how I play and that I will actively continue persevering even if I am the second to last and the game is dead. It's why I jump into lockers and force the killer to hook me rather than lay on my stomach like a snake for 4 minutes straight for a hatch play.
Yes, I could have edited my prior post but there is no point of doing so. I never enabled anyone's behavior and I am a very respectful person when it comes to others and when I vs them/play with them. I didn't think there was much to add onto, I'm not going to scold @Aven_Fallen for his/her behavior when I'm not in the game. I didn't see the screenshot that was posted, maybe it was indeed Aven saying what they said but I did not have the added context to make a comment on that. Like others said, you use the in-game report function and do not name and shame people. Yes, I said what I said about Improbzz but I am not harassing him over his playstyle - I am simply drawing a comparison that when you have thousands of hours, you will rage quit and DC giving Behavior an idea of player behavior if and when they enact the "go next" solutions.
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@solarjin1 said:
Classic solo Q shenanigans
Makes me wonder what the Pig's build was.
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@Kaitri said:
yeah yall keep praising the guy who straight out says he wont unhook people that dont surrender whenever he does.
actually wait, he doesnt say it on the forum, he doesnt have the balls to say it here i guess.
if its a "blessing" to play with these kinds of people, man i dont wanna know what kind of people count as a "curse"
To be fair, I did not read the earlier posts. I just saw Aven in the screenshot and said what I said.
I also did not see the screenshot because you removed it and I did not get the added context that you mentioned, Kaitri.
Do not insinuate my intentions, obviously you are upset and that is fine but do not take it out onto others when they do not see the full context of what it was. I merely saw the first screenshot and noticed Aven.
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@MechWarrior3 said:
Title.
When you are on death hook if a survivor is up to 16 meters away this perk will active keeping you alive for 34 seconds longer on the hook without having to do skill checks.
Personally. I wish it worked for both hook states. I do enjoy using this perk though. It has saved me many times especially at endgame.
Yes, it would do wonders! I used to run it on my Rebecca back in the day.
Reassurance, Camaraderie, and Kindred - with a fourth perk usually exhaustion. I don't know I'm a bit whimsical when it comes to perks and I try to find nice little synergies! It would be great if it did it on both hook stages instead of the one. Nice suggestion, Mech!
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@Nazzzak said:
5 gens, a bot, someone on death hook already, and someone slugged. I'm guessing that's why the Kate let go? You mention they have 11k hours, usually after playing for that long you know a lost game when you see it lol
Yeah, I think this is a huge indicator on why people DC. They play so many games and if it doesn't go according to play, they give up, DC, or kill themselves on hook.
It's why Improbzz plays the way he plays, it's sad. I try my best to continue the game regardless as you can always turn a game around, in my honest opinion. I do not have 11k hours, but my 3k hours tells me it's best to continue and only will give up if I am second to last to give the last the hatch chance. โค๏ธ
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Lmao, beat me to it first - dang it. ๐
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@Kaitri said:
https://i.imgur.com/nFPV265.jpeg
ragequits, quitters on hook, i dont even know ######### cause everyone in the team to give up, i really dont know.
but im so sick and tired of it, once 2v8 is gone i will literally uninstall the game till the next rotating gamemode comes by.
1v4 is unplayable and just puts me in a bad mood any time i even think about it.
Oh, do I see an @Aven_Fallen in the screenshot ๐.
I still haven't been blessed to play with them, so sad.
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@Spare_Them_Mori_Me , as another addition because I can't be bothered to edit my comment.
It's why I say playing both roles give you a lot of unique information about each other.
You play survivor, you learn the strengths and weaknesses of each killer. It is why when people ask who are my most disliked killers, it's nothing about my ability to loop them. It's moreso my enjoyment factor versus playing against them, but even with my three (ehhh) killers โ Wesker, Hillbilly, and Blight...I still will face them and loop them accordingly. I do get a sort of cockiness when I do because again, I don't care for vsing them but it's a little cathartic for me to loop them versus let's say a Trapper. You also get to see how killers play and learn strategies from that, not to mention what you read and see online.
You play as killer, you see the same thing that makes it a detriment when playing survivor. The greeding, the misplays, and general things that can make or break a survivor team.
When you play both, you get valuable information on how to improve as both. It's why I love Onryo and when I face Onryo I do extremely well! Love her lots and she's very easy for me to loop and deny her, her power. ๐ I have so many Onryo games that are super memorable @MechWarrior3 (I loved going against you last night!) and @OnryosTapeRentals
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Aw, yeah - you are correct about Balanced Landing! One of the few maps that have the elevation to pull it off and you can get so much value either by taking the vault or simply dropping down at the drop down point! Vault is better, but you get my point. ๐
I think my friends usually hate the gen spawns, but I agree - it does have really nice loops if you take the time to learn them. ๐ It's all about repetition in this game, especially when you play on the maps over and over again. ๐ Thank you for the answer!
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891764#Comment_3891764
Spending hours on maps in customs to find sweet spots for traps. I've no weak map atm.
Hex: PT, trail of torment, Coup, and flex. Sometimes Lethal, sometimes another hex to protect.
But survivor knowledge is what scales Trapper. If you're great at survivor, then Trapper is just incredible.
This goes against what I just said, as I am mediocre at best on survivor lol. But the map knowledge and how they move is all there, and its awesome imo.
Haha, no I get it.
Do you play around basement as well or only set up on basement when the opportunity arises? I'm only asking because I focused on gen regression and prioritized his downtime to allow more set up time. I hardly play around basement as Trapper when I played him, but I will mention that I did run grassy map offerings when I played him. โ ๏ธ I wish Behavior added more grassy spots to make him more viable, but that's just me. You only have a handful of maps, but I know to trap corners of a jungle gym and whatnot. ๐
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@Spare_Them_Mori_Me said:
My unpopular opinion is Trapper outshines most killers.
What is your Trapper build?
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@Dadeordye said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891658#Comment_3891658
Dual Sense Edge or Nacon Revolution 5?
Dualsense Edge.
Gives you two paddles to choose from, three different analog sticks, lets you customize how far down you push the buttons (as we have adaptive triggers), and custom analog stick sensitivity.
Upon further analysis, you can do both. They say the Nacon Revolution 5 is more durable and doesn't experience stick drift as much from what I can see but I never heard of it until you mentioned it, haha! Makes me think twice on which controller to buy now. ๐ค
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@Dadeordye said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891652#Comment_3891652
Crap.
I thought it could be done with the regular Dualsense. ๐ฅ
Thanks anyway.๐https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891656#Comment_3891656
DAMN!
Yeah, with the new Dualsense controllers - you can customize your sensitivity, your analog sticks, you can swap between paddles (large and small), it's easier to clean the thumbsticks, etc.
It's just like a super expensive controller, we're talking 100+ lol. I was thinking about buying it my next semester just so I can swap crouch to a backpedal. She says it was worth the investment, so yeah. ๐๐
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@Dadeordye said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891640#Comment_3891640
Damn!
How do I set up this magic with the Dualsense?
My issue is the stupid lag that playing on console has.Do you have the expensive controller? I can ask my friend and tell you her settings.
She does play comp killer and survivor, but she recently got the controller and told me that she can spin much easier - sorta like a PC player lol.
I don't think she really plays Nemmy, I know she plays a bunch of Onryo lol.
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@Dadeordye said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891340#Comment_3891340
Thanks for the tips. ๐
My Wesker friend is on PC, so the way he deals with 360ยบ is always lunge and rotate with the surv. He almost never misses by doing this. I also try doing this, but being on console make this strategy not that much effective.
I understand your point about hugging the killer sometimes being the only way out, but if it comes to this and you have to exploit the killer's bad view I think the killer should be awarded with the hit.Yes, my friend got the Dualsense Edge controller if you play on PS5, which allows you to control your sensitivity and play more like a PC player.
Obviously that shouldn't be the workaround, but at the same time like I've mentioned it's the only thing you can do as a survivor is to 360 or run at the killer. I didn't have as much of an issue when I was playing, at first I did, but after playing and watching survivors move โ if you are patient and time your hit, you can catch them off guard. Not many survivors can routinely pull off multiple 360s over and over unless they're someone like Improbzz, which is a PC player. Not many people have the skill set to continue doing it over and over, at best one or two 360s.
But like I mentioned, you can practice with someone trying to 360 and timing your hits properly. If it was removed, it would just be a removal of skill expression that I feel like is slowly being taken away from the game regardless making a lot of the matches feel a bit "samey".
Edit: on further note, you could wait until they're done 360ing you and just hit them point blank. A survivor cannot continually keep 360ing over and over, at least from what I have seen even from popular streamers who have thousands of hours more than me.
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@xGodSendDeath said:
I think they should change Nurse to where she can't blink through floors specifically but I guess that wouldn't make sense for the character
Yes, it's like a double edged sword in a way.
Many people who main Nurse (I believe @Reinami is one of them) would argue that it would take away the skill expression of allowing her to traverse through walls and floors.
The only thing I could recommend as I do love going against a Nurse of all kinds - is to break LOS with her.
She is very easy, at least to me -- I know some people do not have my hours... But if you break LOS with her, she has to mindgame and predict where you are going. If you are out in the open of course, you are going to struggle because there is nothing hiding you from the Nurse.
If you know she has any aura reading โ
BBQ and Chili - just pre-run and take note of the bubble, the one where the survivor is hooked. I like to run in one direction and then double back because it confuses the killer.
Nowhere to Hide - a little trickier but once you recognize any killer has it -- either don't stay near a gen super close or just make a mental note that the killer indeed does have NTH.
You can't really counter Lethal Pursuer, so I won't comment on it.
Aura reading is very strong on Nurse, similar to a Huntress and other mobility characters - it's good to have a mental note in the back of your brain that these killers will indeed run aura reading, so it's best to come prepared if so.
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Yeah, like the above have said! ^
There's a reason why many Huntresses use aura reading a lot of the time - it allows them to know where the survivors are, gauge and predict the movement, and throw.
I haven't gotten the challenge done personally, but it's mainly due to the fact that I tried to get her adept and it was brutal.
The challenge is far easier than her adept in my humble opinion.
So, just slap on aura reading and just throw - you'll get it in no time.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891541#Comment_3891541
Kinda sounds like a bull in a China shop tbh, you'd think there's an earthquake with all that glass shattering
Aw, thank you for the vivid noise description! I'll have to listen to it the next time I go against a Trickster and they spam the knives at me on the hook. ๐
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@100PercentBPMain said:
Midwich and The Game uses to be my favourite levels until Toba Landing. I still appreciate Midwich.
Interesting, why do you like Toba Landing? Everyone I meet hates Toba. ๐ I don't mind Toba Landing, it has some nice little loops.
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@Nomade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891523#Comment_3891523
I mean yeah but then again Midwich is hardly the only map where some killers perform better on it than others. I have to say though, Nurse on Midwich is somehow even more unfair than nurse normally is because she can teleport between floors.
Yes, Nurse is very strong on the map. Especially ones that bring Overcharge and other gen regress builds.
You are correct that ranged and other killers like a Demogorgon for example can have a hard time. The only reason I would edge it out to killer sided is due to the maze like structure, finding gens (obviously becomes easier with hours), and the doors being on opposite sides. Other than that, yes it's not as bad but it's still one of my least enjoyed indoor maps.
I love Lery's, Hawkins is alright, and Midwich is okay for me but I learned gen spawns and how to loop โ in particular, the window vault upstairs with two pallets in both rooms are great. However, I can understand why people hate it, especially if they have less hours.
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@100PercentBPMain said:
Only thing I actively dislike is that he triggers my misophonia; the sound tricksters make by spamming knives/main event while you are on hook seriously bothers me.
Why do knives sound like shattering bottles? I call Trickster "bottle kid" like from Trailer Park Boys
Aw, what does that sound like? Squishing noises? I haven't had many Tricksters barage me with the blades on hook to remember what that directly sounds like. ๐
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@radiantHero23 said:
Maps could be repurposed to be more team oriented. There already exists an addon that allows to create pillars of light, so I'd like them to go more into that route. With that I mean, that the item could allow for the holder to mark certain objects on the map for the whole team. Could help a lot in soloq.
Keys are a lot trickier, as they are directly tied to the hatch and have been a big problem in the past. I personally hope that they redesign the hatch mechanic as it almost always creates a boring scenario for both sides instead of a climactic ending to the trial. They could however also tie the idea of the key to chests, making them drop way better items when opened with a key. One thing I absolutely do not want to see is then being reverted to their busted state.
Yes, I agree I have no idea what the key changes are but do not bring back the old hatch mechanic.
I say that as a survivor who played during old Haddonfield. I did not play killer back then, but I am sure that it was pretty depressing to have gens fly, the hatch spawns, and you have the survivors just jump in the hatch until the killer inevitably closes it.
I just hope that they don't make keys useless, in my opinion. They're already pretty niche in use compared to other items like medkits and toolboxes.