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ChaosWam

ChaosWam

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ChaosWam
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  • I still think toolboxes could be tweaked better, not as major as medkits were and BNP definitely.

    Gen progression is still kind of crazy, while gen regression seems to be at a decent spot. I think the worst cases of gen progression needs to be tuned down so that base progression can be raised slightly.

  • @jeffkillsyou96 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457579#Comment_3457579

    ok so but it’s less than bloodlust so it’s not like it completely nullifies it and killers are still faster than survivors even with MFT alone without other haste stacks but I feel that’s the only real issue with MFT is how easily it can stack with other haste perks so just removing the haste stacks should be sufficient enough

    Walls, vaults and loops. Aside Nurse and Blight, other killers and especially M1 killers will lose a lot of space in chase if the map generation decides to put a lot of jungle gyms together. And that 3% speed can make a tight loop into a safe one that can be used to run to another safe loop without needing to mindgame, and even break chase to nullify bloodlust. Especially on The Game with so many pallet spawns just there to pre-drop so you can get even more distance and the killer's only choices are break the pallet and drop chase, break the pallet and fruitlessly follow to another loop, or leave to find someone else and hope gens haven't progressed too much.

    I've had survivor games of me sitting on gen with my empathy build watching my teammate just run a trapper across the entire map doing this.

  • What gets me is people don't realize how subtle speed changes drastically effect the game. It's not as noticeable with killer perks because they don't last an indefinite time, they all have a drawback aside maybe NOED if you don't cleanse, and not to mention killer has 4 targets to divvy that speed boost into.

    Not to mention the multiple ways this perk could keep the 3% speed but be balanced for it:


    Speed boost only applies if another survivor is slugged

    3% speed boost for x seconds

    Start with X tokens, when injured lose token


    Three examples off the top of my head to make it better balanced.

  • @AMOGUS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456917#Comment_3456917

    The solution is to adjust the M1 Killers, not listen to pathetic fearmongers and get rid of perks that can cause them to scratch their brain and think on how to counter this in the future.

    Majority of users of this perk will be bad at looping, you will see no common difference in your matches as a result. Feel free to keep focusing on minority situations where M1 Killers are EXPECTED to be bad (like against smart loopers), and therefore you should stop playing them or run perks to help.

    Something tells me you're going to focus on whatever's convenient so you can double down again though, you're not open to changing your mind and you know it.

    I'm sorry but this misses the point entirely with balancing.

    If you tune the M1 killers higher because of this perk, you punish anyone NOT running the perk. Killers are already tunneling out anyone who doesn't run it to get a chance, it happened last 5 survivor games I ran. An entire game's balance shouldn't be tuned because of one unbalanced perk.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457497#Comment_3457497

    Oh, how interesting. I’m here quite often too and see a multitude use of complaints about SB. I might go and just collect links to those topics so you can read them since you’ve seemingly missed them.

    You're still missing the point, and this isn't about SB in the first place. The general consensus about SB is it's fair because it's got a cooldown, can easily be misused and people who want to save it have to hold a 1 second exhaust or walk everywhere. MFT only requires being hurt which good players learn to play around already.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457109#Comment_3457109

    I just want to say that there are over a dozen complaint threads circulating about Sprint Burst being ‘OP.’ Now prior to DH receiving its most recent nerf I don't recall seeing anyone complain about SB, Lithe, or any other exhaustion perk (except the occasional gripe about Head On being annoying). So if we use these complaints by killer mains, then SB is now suddenly overpowered. Do you think it’s a coincidence killer mains are saying this now?

    I frequent forums quite a bit and barely see anything about SB, more killers think it's fair than not, at least compared to old DH.

    MFT itself is a problem, no perk on either side should have easily accessible haste, period. This game's balance is far too fragile for it. Machine Learning has a heavy set of instructions to follow to activate, Play With Your Food loses tokens on hit, and heck I can agree on letting NOED not grant it but it at least has the excuse of being a Hex that can be cleansed/preemptively stopped by doing bones. MFT? Just get hurt and as long as you know how to loop and hold W you win against M1 killers, especially the slower ones.

    Heck, it should grant haste per survivor slugged or something, THAT would be more balanced.

  • I don't think at this point anyone can convince me free haste with no balanced way to activate/deactivate it is fair. You can run a killer around the entire map with MTF alone and M1 killers can't do a thing about it.

  • Absolute nightmare in The Game, I can see why my area has an almost permanent 100% killer bonus now.

    I can barely play nice anymore just to break even because losing and being taunted and insulted for playing an M1 killer feels worse knowing they're being carried by that perk and pre-dropping. Can't even run fun builds anymore between this and the genrush, meta or be humiliated.

  • The only things I could think to do is either nerf/remove that haste and make it an endurance perk or the haste only activates when damaged by special attacks so M1 killers aren't suffering against it.

    Or leave it be and let a bunch of killers quit I guess. I'm already noticing killer bonuses are more active in my area than before throughout the day.

  • My favorite killer and main, currently P32 on her.

    She is weak, being an M1 killer, but if you know how to time her manifest you can bank on her going invisible intermittently to mindgame loops. Another fun thing I like to try is faking the pallet break by 'snapping' my camera toward the pallet and charging manifest to see if they fall for it and go run toward another loop only to immediately follow them. Good players will fall for neither though, and that can be the tricky part. Also her lullaby can be countered by players turning on the visual heartbeat sensor, so that makes it tricky to approach gens.

    That said, my favorite build on her, and honestly my favorite build to run, is the following:

    Perks: Deadman's Switch, Gearhead, Jolt, then any perk of your choice. (Sloppy Butcher for healing slowdown, Franklins Demise for items, Surveillance to enhance the effect of Jolt for more information, it's your choice.)

    Addons: Iridescent Tape (original I know) and VCR.

    The gimmick is once you've got your first hit, look around for Gearhead procs and either keep them in mind, or pressure them and get more hits. Once you get a down, hook and IMMEDIATELY teleport to either a gen being worked on or a central TV on the map. Every other active TV will play your projection due to VCR and test survivor's bravery, and if anyone lets go Deadman's activates and blocks the gen for roughly 27 seconds (or however long it took to teleport) then rinse and repeat. You can also just teleport to someone if you feel they're catching onto you. Iridescent Tape will also let you keep your TV's active as much as possible to manage it. And the best part is it forces survivors to do TVs if they can't handle the pressure and buys you more time.

    Win or lose, I have the most fun in this game seeing multiple gens blocked by Deadman's because of the Bravery Check.

  • Pinhead with Iri box/Torture pillar and Hex: Plaything, Hex: Thrill of the Hunt, Hex: Pentimento and Sloppy or Franklins.

    I feel horrible loading into a match with it, and sometimes never get to use Pentimento because survivors are too busy with chains. But I do it anyway, weird.

  • Getting a hit with Sadako at the very end of her hitbox is a very satisfying thing to me.

    Second is knight M1, just because I am a medieval aesthetic fan.

  • I often wonder if complaints about camp/tunnels would be less prevelent if there were scoring events for being camped/tunneled.

    Considering the devs think it's a valid strategy while killer loses BP for facecamping, why not have the survivor being picked off get a reasonable amount of BP for it? Enough to not feel like your time was completely wasted buying your team time?

  • I use it less than I did on certain killers, but on others it's pretty dang good and fun to plan out. I do primarily run M1 killers and Jolt is my go-to for them, but Pain Res is great when I play Slinger or Trickster.

  • I don't demand these things, but I would like to see them implemented. So take this a small wishlist.

    1. More intractable environments. (ie. survivors breaking certain structures to turn small walls into medium walls and stun killers who stand under them, breakable floors for killers that can also be broken with certain powers like huntress hatchet or Nemesis whip, etc)
    2. Add-On overhauls for killers with weak add-ons like Executioner
    3. Continue to bring down the oppressive playstyles and buff up more obscure and unused perks, which they have slowly been doing.
  • Personally I find Wraiths more oppressive than Billy currently. So that should say something.

  • It's because it isn't a lightburn mechanic, the changes were more geared toward lightburn. Wraith and Nurse, hag traps, and crows were effected because they fall into that category while victor and the zombies can still be blinded.

  • @SOULWARRIOR71K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402879#Comment_3402879

    My original post mentions swfs too. I’m not talking about either side playing nice. I’m talking about people who insist on tunneling at 5 gens but then complain that “gens went too fast”. I’ve multiple people say this in the end game chat. But it makes no sense. How are gens going too fast at 5 gens? And then if they lose they say the got gen rushed.

    Now that is a different story.

    If I had to guess, it's because of past games of getting genrushed. They don't mean the current match, they mean a trend of matches from what I'm assuming. I've fallen for that same thought process myself, but I tried to make builds around it instead of camping. I'd say they should just get good, but after facing a lot of the same genrush builds I understand the hesitation.

    Hopefully the next update helps alleviate it but I have my doubts.

  • Chances are the ones camping at 5 gens aren't the ones complaining about gen speeds.

    I complained about em as someone who spreads hooks, only to be punished by adrenaline and horrible map design. Not that I condone camping, but don't tell me a genrush SWF isn't annoying as a killer trying to play nice.

  • I think these are good suggestions, overall.

    Also ngl I kinda want that banjo lullaby.

  • That's one thing Skull Merchant players seem to sleep on, since she has that add-on that also increases vault/kick speeds after being in her drone radius.

    Pair it with bamboozle and superior anatomy and you just zoom through vaults.

  • I completely understand the general problems this PTB gives, absolutely, but I agree with OP

    I was suggested so many videos on 'OH MY GOD IT TAKES 6 MINUTES TO HEAL NOW???' when that's a VERY specific combination of perks, addons, hooks for dying light, and totems broken for Pentimento AND have the last survivor using self care inside Coulrophobia.

    Like yeah, we should be showing this to the devs, clearly this isn't intended for live servers. Why is everyone acting like this is the norm? Cuz' all I can think of is rage clickbait.

  • I've gotten her to P3 and faced against her a handful of times, so here's my take:

    She's not scary, her design is terrible, but that doesn't mean she isn't fun or can't be played in a fun way.

    Obviously the 3 gen thing is an issue, as with any other killer with strong 3 gen, but to discredit her completely is a mistake. She has very interesting add-on effects, my favorite being the ones that inflict survivors with a 15 minute oblivious and longer undetectable outside your drone radius. Slap on Dark Devotion, Trail of Torment, Fearmonger and whatever else you want and you have a top tier ambush killer if you approach it right and get some strong drones placements. Her only downside is being an M1 killer, but as a Sadako main myself that doesn't bother me as much as other people, and if they gave the drone a weapon or whatever it'd feel far more like a R6 Siege operative than she already feels like.

    I also think playing her mitigates the problems with her visuals outside of using the Mori, her claw and radar look good in first person and I love the drone design so placing them is oddly satisfying to me. Facing her, my only gripe now is survivors not knowing when it's worth finishing a gen inside the radius or deactivating it and keeping an eye out for her. Which is fine, she's meant to be unpredictable in most cases so I can't cry over every survivor misplay.

    I just pray for better, scarier cosmetics because I don't like what we got currently.

  • I'll put down a bet on a new perk that slowly heals all injured survivors working on a gen. Either on themselves or teammates who touch the gen when you run the perk.

  • I have perfect hearing and I'll turn this feature on. I like how it looks.

  • @Pulsar said:

    I would support keeping the nerf to PR if it would no longer be a Scourge Hook.

    I agree with OP and Pulsar here completely. Nothing more needs to be said.

    Just need to test it all during PTB when we can see the numbers in action.

  • Kneejerk reactions from people who are upset. Honestly, PTB is there for a reason, we can try every little thing they're changing and then give a consensus on it. We still haven't seen the unbreakable basekit after it's PTB backlash. Both killers and survivors are just upset their crutches are removed.

    Although I do agree the altruistic healing nerf and the hillbilly add-on nerfs are most likely unjustified. But I'll still try it in PTB before having a definitive opinion on it.

  • I don't think I saw this brought up by anyone else, but wouldn't a test like this also require trying it on every killer?

    I mean, some killers are just straight up better at avoiding the need to tunnel than others, so wouldn't that also factor into the data in some way? Not to mention people's apparent misinterpretation of tunneling. But to stay on track here, I'd think taking killers, their powers, and certain perk combos (meta vs non-meta) should be considered before concluding an experiment like this.

  • My only concern now is the status of the DDoS issues, which should always be the #1 priority.

    But these changes are very welcome regardless.

  • I'm one of the ones who saw potential other than doing 3 gen strats and I think these changes are perfectly good.

    Lowers 3 gen oppression, more interactions with survivors, basekit dissolution, speed burst per trap in play, etc. I am more than happy to work with this. Only things I'm sad about is Hex builds will be weaker and no more recharging batteries, but I think the pro's outweigh the cons, especially if survivors stop giving up as soon as they see me.

  • Being told my Knight was fun to face, twice. One lost game and one 3k.

    Honestly shocking I'd get complimented using him, then again I didn't do 3 gen strats.

  • People saying this is bait probably have never faced or tried different builds other than a 3 gen SM, which is probably likely since 3-Gen is the best defense against genrush.

    But yes, I do think SM has other decent builds. I have ran her Hex builds and they're fun if you're capable of getting downs with an M1 killer. My current favorite though is the stealth build of Trail of Torment, Fearmonger, Dark Devotion and a choice for 4th (I go with Jolt so survivors may understand I'm not a 3 gen SM so they actually TRY even if it ruins Trail of Torment in some cases) and use the brown noise generator and adaptive lighting add-ons for giving survivors oblivious and adding 20% longer undetectable between drones and ToT/Dark Devotion procs.

    It's satisfying to get unexpected gen grabs with that build.

  • I've been using them to learn Nurse, and it's pretty good when you can equip them with each type of exhaustion perk to learn how to play around them in a non-stressful environment.

    in Bots Comment by ChaosWam
  • @Beatricks said:

    Okay, so it's apparently worse than many of us thought.

    This is a Steam exclusively security vulnerability that existed since 2019 and the BHVR devs were even told what it is and how it obtains the IP addresses. The company hasn't patched this in 4 years and now they are saying they don't know how it is being done. Which seems to suggest that they don't have the money or the resources to fix it. I guess DBD is now a VPN only game.

    Pretty.

    Good.

    Job.

    So is this something only BHVR can fix or does it need cooperation with Steam as well? I'm not sure of the specifics of how this works or what options there are to fix this kind of breach.

  • I'm not a huge fan of disabling her power near a generator, mostly since it'd be obnoxious to try and place them in tactical spots if a gen is nearby. Midwich comes to mind on how obnoxious it would be, though larger maps would be a little easier.


    My own opinion is claw traps and drones should be linked: You disable a drone and get claw trapped, SM gets 1 less drone placement until the claw trap runs out of battery. That way survivors can focus drones, avoid her when she chooses to chase one person to get a drone back earlier, and still allows newly placed drones to recharge the batteries of survivors who neglect to remove the claw traps and attempt to rush gens immediately in the radius of a drone.

    Note I said until the battery ends, because if it's fully linked to claw traps then she becomes far too weak since if all 4 decided to hold empty claw traps then she'd have no power and just be an M1 killer. Still needs to be risk/reward.

  • Best case scenario is M1 killers will get buffs in some way, maps get reworked to be better for both sides, and gen repair/regression gets a fair change.


    Worst case scenario, toolbox buffs.

  • My suggestion is to tie the amount of drones you can deploy to the amount of claw traps active on survivors, restoring charges once the batteries on a survivor die the first time to allow drone radius' to continue to recharge currently dead claw trap batteries. My only issue with this is the fact she is an M1 killer and could make chase more difficult in certain situations.

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