Coffeecrashing
Coffeecrashing
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WHY IS IT STILL RED??????? Purposely making a map the same color as scratchmarks, pools of blood, and default auras, is such a miserable experience.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542758#Comment_3542758
Do you have any idea what a huge time it would be to place two flamethrowers near each other in good places?
It's one change that was present in PTB , no one complained about him and he was considered a good killer, and now after the buff and then undoing it, the xenomorph has become unplayable? What a contradiction
It’s not very much time if the places are near a control station. The same control station can be used multiple times.
And it doesn’t matter how long it takes if it’s a SWF coordinating turrets. Survivors only care about time when at least one of them is being pressured by the killer. SWFs can coordinate times where all of them are moving around turrets, which means the killer won’t hear any generators being repairs from the tunnels, and the survivors are immune to footstep detection when they are carrying turrets.
We’re also thinking under the bad assumption that if survivors put any time or effort into something, they should get a guaranteed reward out of it. Placing two turrets next to each other doesn’t take skill, and shouldn’t be an uncounterable situation if the killer doesn’t have the reduced turret range addon.
Honestly, the turrets should have a rule where they can’t be placed close together to each other. This was an unecessary buff to turrets, just because people wanted to place turrets next to walls. Or the turret range should be the same range as Xeno’s M2.
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@Rovend said:
Couldn't it be that this is not a 'Dev's message' to go back to wesker/blight/nurse and more of a normal procedure for a every newly released killer to get nerf/buff/bugfix from the PTB?
BHVR has already stated before that newly released killers usually get more priority into getting some tweaks if they are over/underperforming and this seems to be case where it was overperforming due to a bug.
Would you also consider a 'Dev's message' when the newly released wesker was buffed by fixing the awful hitbox his power used to have? Or when they buffed knigth power by making survivors not being able to see the green orb and buffing the guards? Or like the 2-3 EMP nerfs the singularity received from the PTB?
Not everything is a conspiracy against killers
Alien's M2 is now unreliable, where sometimes the tail looks like it directly hits a survivor, but the hit doesn't connect. And the M2 tries as hard as possible to collide with the environment, so that it can cancel itself. Why pick a killer, if it's a random dice roll to whether or not the attacks will connect? Unreliable killer powers are not fun.
And the turret placement logic should be changed so that the turrets can be placed close to the environment, but not close to other turrets, because double turrets is much more powerful now, because they can be placed close together and because Alien is massively slowed if it attacks a turret.
I'd say this is a message to players, that Alien is garbage now.
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My favorite is probably Legion, because they are one of the very few killers where I feel like they have a wide variety of outfits. And maybe Legion has a wide variety because they are 4 separate people, but a lot of other killers feel like they have a very restrictive theme, which is a bit sad.
Nurse is pretty much "long puffy dresses", and Blight is pretty much Mr. Hyde late 1800s London attire. Oni is pretty much a samurai in every single outfit. And licensed killers tend to just have a super small outfit selection. Wesker is so very popular, but he still only has 2 outfits in the store? Cosmetics are a huge opportunity to get players to buy stuff, but it feels like the art department rarely tries to make something fresh and exciting, unless it's a super expensive outfit.
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Survivors are about to get a massive buff, with the upcoming anti-camping mechanic. Current Ultimate weapon should be part of the compensation for killers, to help them find a new target to chase after they've hooked a survivor.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541656#Comment_3541656
Sorry, in the first week they were saying it is working as intended, but now they are saying if you scream while within a locker, it is a bug. I think their initial read was mixing up Killer using locker and Survivor using locker, that's the reason for the confusion. They first heard "Killer+locker = scream" and they thought "yea that's the perk". However people were saying "Killer + Survivor in locker = scream" and that is not how screams are supposed to work.
Survivor inside Locker screaming = bug.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541669#Comment_3541669
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540437#Comment_3540437
"Can confirm here, that this is a bug with Ultimate Weapon. Lockers are not intended to show auras or screams
It is meant to work on the terror radius so if you're within the terror radius or enter the terror radius you would scream, that part is working as intended."
I can understand not seeing a specific post by a BHVR employee, they closed the bug reports because they misunderstood the part being claimed to be a bug. See my above response in this comment to the other poster for the likely logic that happened.
Edit: I see you asked her and she didn't re-confirm, but that doesn't help to KNOW they said that after the initial wave of bug reports and you chose to ignore it. I would think the most up to date info is the most correct.
I would think that if something gets marked as "not a bug" 3 times, that BHVR clearly knew what they were doing when they marked it "not a bug". There's zero room for misinterpretation with the ticket descriptions. All 3 tickets were clearly worded.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541635#Comment_3541635
You do realize a survivor could be close to the hook right? And finding him means not only is he pressuring the survivor he's chasing but also the hook. Which did not happen with BBQ and Chili.
Isn't it obvious that been able to pressure two objectives close to each other is a strong advantage? And again, in 3-gen situtations UW doesn't force you to chase someone you can easily use it to interrupt gens and commit even less to chases, doing the exact opposite that the perk is supposed to do. How hard is it to understand that UW is not a one dimentional perk?
It counters perks like Distortion, most stealth perks, can synergize with gen slowdown outside its designates role, is a much better information perk than Aura perks and is extremely efficient at that two. Instead of devoting two perk slots for Lethal Pursuer and BBQ/No Where to Hide, you can instead devote one perk that does their jobs even better and allows you to bring one more strong perk. If that is not an advantage what is? This perk is so multi-faceted. And except for denying stealth for survivors and possibly slowing down gen progression with its pair Dead Man Switch (which you have yet to address this combo lol), you can also use it to deny survivors information from their own aura reading perks, which for solo survivors is a huge thing.
Yes, I realize a survivor could be close to the hook. That survivor can run away from the hook. They aren't required to loop the killer near a hook.
And I can 3 gen perfectly well without Ultimate weapon. It's literally just kick gen and continue patrolling. Survivors are pre-leaving the generators so early, and for so long, that the generators aren't getting repaired, regardless of whether or not they are screaming because of a perk.
And no one needs to devote two perk slots to get value out of Nowhere to hide, because the aura reading lasts long enough basekit. And BBQ is a useless perk, because it's too easily dodged, and it reveals people that are so far away that they'll be long gone before you get there.
And dead man's switch is garbage unless you're Artist, and launching a crow from across the map. The most likely scenario on everyone else is I interrupt someone, chase after them, and the gen gets blocked when I'm chasing the only person that was repairing it, so who cares if it's blocked? And dead man's switch only triggers after a hook, so it doesn't even work in an extended 3-gen, as it requires the killer to actually get hooks.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541589#Comment_3541589
I too thought it was only a Nurse/Blight problem, but DMS nuisance among other issues just make it very frustrating to play against. I almost think it would be fine if it only made the first person scream, or if multiple people are in the TR when opening the locker, then all of them at that time. This is also assuming the bug that Mandy now confirmed involving lockers to be fixed (that is screaming while inside of a locker).
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541213#Comment_3541213
What you're saying makes no sense. The reason killers have to leave hook is because if they don;t apply pressure elsewhere the survivors can just do gens. It's not UW that's gonna incentivize them to leave the hook because like I said if someone is close by you don't even have to leave the hook with UW because you'll know. BBQ incentivizes you to leave the hook because it only shows you survivors that are far from the hook.
And same with the 3gen. Killers will avoid to chase survivors if the survivor is running far from the 3-gen. With UW you don't even have to move your ass to scare survivors cause you can just make then scream trigger Dead Man Switch and THEN chase them. You're literally not sacrificing anything and are putting to onus on the survivor to outplay you.
UW survivor actually reinforces all the strategies that people complain are sweaty. Want to tunnel someone but they have Lucky Break and you lost them? Just open a locker. Wanna hold a 3-gen and gen slowdown? Bring UW. Want to be a hook defendor? Bring UW. If anything it seems to me like UW has no downsides because it doesn't make you commit to anything. It simply gives you all the info you need to make your decision as risk free as it can be for the price of one perk.
You bring one perk for chase? Sure UW is good.
Now if you bring Dead Man Switch you just upgraded it to an informal slowdown gen defending perk.
Your posts only makes sense if YOU decide you don't wanna play that way, but that says more about you than it says about a perk that basically allows you to make the safest decisions possible because of all the info it provides. Having to rely on killer's good will whether they wanna use this perk to its fullest potentail or just use it as a chase perk is a flimsy argument.
If the killer finds someone with Ultimate weapon immediately after hooking a survivor, then they have a new target to chase, which means they aren't camping, and they aren't tunneling. They're literally chasing someone new, which is what killers are supposed to do.
People keep complaining when killers aren't chasing new targets, but they're also super against killers getting any tools that might help them chase a new target.
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@antag0nisticw0mble said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541379#Comment_3541379
And it's no fun for survivors constatly being tunnelled while a killer is abusing nurses calling after you just got off hook because they can't follow scratch marks from a gen. Visual terror radius has the EXACT same range as the audible one.
As I said in my previous post if your entire build requires that you basically have wallhacks you're not learning the fundamentals of the game and need handholding to carry you through. It might be a casual game but you're still expected to put some effort in rather than what equates to something a cheater would want.
Constantly? If you know the killer has Nurse’s calling, and likes to go back to a hook, then why are you repeatedly healing near the hook?
And imagine talking about handholding, when distortion and calm spirit are the definition of handholding perks. And imagine talking about being expected to put some effort, but thinking it's ok to excessively hide.
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@Ni7rogen said:
There's no fun by removing counters, it sounds silly, specially considering Calm Spirit is too situational and while Distortion is quite great but not THAT gamebreaking as people want to try it to sell...
Calm Spirit eliminates the effect of screaming, realistically, this only messes up against Doctor, Ultimate Weapon, Infectious Fright, Face the Darkness and Pain Resonance.
Distortion eliminates the aura reading, which is really powerful, yet, it's very, very variable, first of all, any kind of regen is heavily mitigated by Oblivious or Stealthy, second, some aura reading perks that have little to no cooldown ends up eating tokens, Nurse's Calling and Nowhere to Hide are the perfect example.
It’s no fun walking around the map, and finding zero survivors, because they are all excessively hiding, and they are dodging all the tracking perks the killer brought to that game.
It’s no fun walking from generator to generator, finding zero survivors, because they are all pre leaving generators when their visual terror radius lights up.
@Phantom_ said:
You know what counters all of them? Literally watching the crows on the maps. ISTG the number of times I've found Blendetets, comp Ace's and Urban Evading Nea's by just watching for crows that fly away or fly back towards an area has been so frikkin sweet *evil laughter* zero perks needed for that ^^ gotta love the snitch crows <3
Calm spirit literally stops the survivor from alerting crows.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534091#Comment_3534091
Then what are perks supposed to do? Everything is a counter to something else.
Terminus is a counter to Adrenaline.
Sloppy is a counter to healing speed perks/medkits.
Inner Healing/Renewal are counters to Sloppy.
Counterforce is a counter to Hex perks.
Iron Maiden is a counter to lockers and locker perks.
Lightborn is a counter to flashlights and flashlight/blinding perks.
Fact is there are a lot of things that can cause survivor to scream, and the more such mechanics are added to the game, the more valuable Calm Spirit becomes. You have Doctor, Pain Res, Jolt, Infectious Fright, and now Ultimate Weapon, all viable and common causes of screaming. Not to mention Make Your Choice and Dragon's Grip, which killers won't expect to be circumvented this way.
Killers need reliable counters to survivors that want to excessively hide.
@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540840#Comment_3540840
Survivors hiding hasn't been a problem since Nowhere to hide has been released and stealth perks like Iron Will, Calm Spirit, Self Preservation, Spinechill have been bad.
Even if you hate Distortion you can alternatively bring Spies from the Shadows. Ultimate Weapon does things aura reveal does but better and is harder to counter, so of course it's overtuned. But I guess it's ok now because it's a killer perk.
Ultimate Weapon does not discourage any of the strategies you mentioned exactly because it's way better than BBQ and Chill and No where to hide. You hook someone and you just open the locker. Well now you know if someone is close to the hook, so how does that incentivize you to leave hook exactly? How does it disincentivize from holding a 3-gen when you don't even have to personally check to see if someone is on a gen but can simply check the locker therefore saving you the time to walk there? What about when you pair it with Dead Man Switch? If anything it seems to synergize pretty well with gen slowdown.
If a killer hooks a survivor, and finds someone else with Ultimate weapon, they are incentivized to chase that person to keep up tempo. And if the killer doesn’t find someone else near the hooked survivor, they are incentivized to patrol the map, because they actually have a decent chance of finding someone else, even if those survivors are hiding.
And it incentivizes killers to leave a 3 gen because they might actually be able to find someone to chase. Half of the 3 gen problem involves survivors that pre leave generators when their visual terror radius lights up, and are long gone by the time the killer gets there. Unless the killer has a tracking perk that helps them out, it’s not worth it for the killer to search the area for the survivor, and the killer is better off kicking the generator and going back to patrolling the generators.
The main problem is there are so many line of sight breakers in the game now, that manually searching for survivors that are excessively hiding, is a waste of time unless a tracking perk reveals their location. This isn’t a case of “ultimate weapon makes it so I don’t waste time searching an area where survivors aren’t in”, because I’m not going to waste time searching an area, if I don’t know if anyone is there, if I could be camping or holding a 3 gen instead.
A big part of the camping problem, in general, is that it’s not worth leaving a hooked survivor, to search for survivors that are excessively hiding, unless a tracking perk reveals their location.
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@WilliamSN said:
I've already mentioned it in a similar thread, but here it goes.
Perks being able to essentially delete another players build is fundamentally unhealthy.
If you bring distortion you're able to just fully delete Lethal and BBQ, and mitigate every other aura perk unless the killer brings a 4th perk or addon dedicated to token burning like Gearhead , Plague's iri addon, Tricksters purple addon, etc etc.
Calm spirit is even worse because theres absolutely no tokens to burn trough and you get get your scream perk / Build fully deleted the entire game rendering you perkless.
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The only solution to this would be to make them both token based, BUT the only way to get tokens is to either be *IN chase* OR only when you're in the TR but *OUT of chase* that way survivors would still get the effects a good portion of the time and killer also gets to use his perks a good portion of time.
At most, Distortion and Calm spirit should have 3 tokens that never regenerate. The whole idea that these perks could theoretically counter every usage of a killer perk the entire game, is terrible. And the crow immunity should be removed from Calm spirit, or also placed on a token system that doesn't regenerate.
Stealth perks should be more like Off the record, where it has a clear limited uptime, so that it has anti-tunnel value, but not "can be used to excessively hide for long periods of time" value.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540791#Comment_3540791
People already proxy camp and bring slowdown, what are you on? Same argument everytime "if killers get buffs they won't have to resort to camping/slugging/tunneling" and we all saw what happened during the Eruption meta, although i would not be surprised if you started to argue that it was actually a perfectly balanced perk lol.
People who are not confident in their chase skills bring 3 or more slowdowns still, have you been living under a rock? Others can bring a combination of slowdown and aura perks, so they can transition to the next target. Are we gonna argue again about "actually if you play the game perfectly as survivor and with good co-ordination Ultimate weapon isn't a problem" like when the exact same thing happened with Eruption? "Actually if you equip Empathy you can see when your teammate is gonna go down and let go of the gen". Not to mention this meta had the worst 3-gens that unless you brought toolboxes and perks for breaking it you couldn't do anything and we'd still get bullshit counterplay advice. So yeah even when killer was pretty strong, killers still did all those strategies you claim they would do if the perk got nerfed. I'm frankly exhausted of getting the same argument that is not even true in 2023. And the worst offenders for those disliked strategies are none other than the strongest killers as well who actually can afford to play in a different way, they already do proxy-camping, holding 3-gens , slugging and tunneling pre UW and after.
I didn't say any of that. I'm saying that perks like current Ultimate weapon are necessary, if BHVR wants to encourage killers to leave a hooked survivor, or to leave a 3 gen.
And I didn't say anything about countering Ultimate weapon. The whole point of my argument is it shouldn't have 100% counters. The whole point of many of my arguments is that survivors excessively hiding is the biggest problem in the game.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533171#Comment_3533171
Imagine complaining about lockers lmao when you could complain about Distortion of all perks. Hiding in lockers provides you downtime because that means survivors are not doing gens and a killer that brings aura perks also brings Lethal Persuer which makes every other aura last 2 secs more. Plus you can only go into the locker when you know they are hooking someone, how can you know the triggered aura building in other instances?
If Doctor can play fine with lockers then there's no reason for this perk to be even better that Doctor's power, except for BHVR's weird desire of changing the meta as it is currently doing.
All that's left now is people saying UW is actually not strong at all so I can have flashbacks of killers claiming Eruption was actually counterable if you brought Empathy and could tell when your teammate was going down.
I literally don't care if people in lockers aren't repairing generators. If I'm searching for survivors, and find zero survivors, then I've wasted all the time I've spent looking for survivors, and I would have been better off camping or holding a 3-gen, instead of wasting time trying to find survivors that are excessively hiding. And there's zero point of almost every killer aura perk in the game, because lockers and distortion hard counters most of them.
The result is that if Ultimate weapon gets nerfed, then killers are better off just running slowdown, and proxy camping instead of wasting time looking for a new target. And if a killer is patrolling generators, kicks the generator and doesn't see anyone, then the best action is to immediately go back to patrolling generators.
Doctor's secondary survivor reveal is much better than Ultimate Weapon, because zero things in the game block it. And static blast helps unlock Doctor's secondary survivor reveal.
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@Mandy said:
Can confirm here, that this is a bug with Ultimate Weapon. Lockers are not intended to show auras or screams
It is meant to work on the terror radius so if you're within the terror radius or enter the terror radius you would scream, that part is working as intended.
I thought there were multiple tickets, that specifically asked about screaming in lockers, and they were all marked “not a bug”?
This was closed as “not a bug” multiple times, and it was crystal clear the question involved screaming in lockers. There was zero room for misinterpretation on what the tickets were asking.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540404#Comment_3540404
Please read my last message again. I basically said nerf MfT and buff dark theory (something u should not have problem with - there's a reason why u picked dark theory after all).
Overall all perks should have about same level of strength to promote diversity (of course I don't mean to make killer perks equal to survivor perks - the current ratio of 4:1 is fine - like distortion helps single survivor and killer's aura perk is usable against all 4 survivors).
Distortion lowers perk diversity, because it counters so many killer perks, that it’s not worth bringing many of those perks. And that is the problem with survivors having counter perks that have massive uptime.
Distortion and Calm spirit shouldn’t have massive uptime. They should both be reworked to be similar to off the record, where their stealth effects are limited to a very specific timeframe.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540382#Comment_3540382
You are right. Either nerf MfT or buff dark theory. As dark theory is failed perk from the beginning of it's existence, it's clear that this perk absolutely SHOULD get buff. But I will give you one thing - considering usage rate - MfT probably needs nerf too (it's weird to me, because the perk felt bad to me when I used it so I am never using it - but alas, my view is clearly different then basically majority of players on this perk).
So when older survivor perks are less powerful than a newer survivor perk, we should buff the older survivor perk…
…but when older killer perks are less powerful than a newer killer perk, we should nerf the newer killer perk?
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@Peanits said:
The hatch probably favours the Killer if anything. As others have mentioned, the Killer moves slightly faster. The Survivor also needs to avoid the Killer while they're searching, which can make it difficult if the Killer zones them back towards an area they've already searched.
That said, the hatch is mostly there out of necessity, not to be as balanced as possible. Without it, you end up in a situation where one Survivor needs to power multiple generators on their own before they can escape. Meanwhile all the Killer has to do is patrol the generators and listen to see which one has more progress than the last time they walked by. If they touch the gen, they are probably going to die. If they don't touch the gen and hide instead, the game never ends.
The hatch's job at that point is to end the game so these never-ending scenarios can't happen. Either the last Survivor finds it and gets out, or the Killer finds it and starts the EGC. In either case, it's still a win for the Killer by pretty much any metric - the matchmaking system doesn't even count it as a win for the Survivor, there's an exception to make it nullify that match, so nobody gains or losses rating from that Survivor escaping through the hatch.
If hatch spawns because only one survivor is left in the game, and the killer closes hatch, and the survivor escapes through the gates, does that count as a win for survivor?
Because if that counts as a win for survivor, does that mean if the exit gates are too far apart to defend, that the killer should literally just wait for the survivor to get hatch, if they don’t want to risk an MMR loss? And the last survivor should literally just wait for the killer to close hatch, because the survivor has a high chance of escaping through the gate if the killer closes hatch?
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539896#Comment_3539896
But that's it. Lightborn is fine the way it is. There's no reason for it to have downside of say adding extra 1s cd after hitting survivor in any way.
That's what calm spirit does right now - possibly nothing plus possibly nasty downside for no good reason at all.
So my idea in your case is to keep flashlight/calm spirit, but remove that stupid downside on already niche perk that likely gives no value at all (u can at least see in lobby if lightborn makes sense, but you can't see killer's perks as survivor in lobby to take CS reactively).
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539928#Comment_3539928
Sure. Exactly that. If u ask for nerfs to predator or hangman's I would "shame" you for that just the same. Perks become interesting when they bring about same value (that way you can mix and match them). However we have polar opposites of hangman's vs UW - why would you ever choose hangman's when UW is that much better?
Why bring dark theory when made for this is that much better? According to your logic, is that proof that made for this should be nerfed?
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539827#Comment_3539827
I never use calm spirit. The perk was niche before it's supposed "buff". But I can consider the fact, that there actually are players that don't want to chase all the time and are actually hiding instead (it's the famous killer's saying about "playstyle").
"makes you weaker"
Show me 1 other aura/scream/sound/... perk that has such a negative like calm spirit. It's the only one of it's category, where the perk would make sense if killer could equip it (and force the effect on all survivors) - like the perk would be absolutely terrible, but it would still make some sense.
If someone told me they wanted to nerf Monstrous shrine, I'd say "sure, whatever"
See? And that's the difference between me and you. I would say to such a person that he must be out of his mind, because the perk is absolutely trash tier (also I would be saying it without ever being upset) - same as calm spirit.
There were people on these forums, that were recently shaming someone for wanting calm spirit to be nerfed. So allegedly it's a weak perk, but it's a big deal if someone wants it to be nerfed? Just saying.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539565#Comment_3539565
Considering current state of calm spirit - this advice goes in a same direction of "you can combat excessive slugging by using no mither". like yes. But realistically you are making yourself weaker by equipping the perk
It's always funny that survivor stealth perks can be "niche", "not very good", "makes you weaker", "is a 5th killer perk", and other bad things.... but people get upset if someone says they want those perks nerfed.
If someone told me they wanted to nerf Monstrous shrine, I'd say "sure, whatever", because I think it's a weak perk, so I don't care if it gets nerfed. Just saying.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539429#Comment_3539429
Yes, but now we're arguing if the game is killer sided or survivor sided, and the general opinion is SoloQ < Killer < SWF. Although @dbdthegame recently posted a experiment that placed a hole in that theory, and myself having watched a lot of high skilled players hold the opinion, the game isn't really survivor or killer sided. If either side takes the strongest perks and uses every resource and advantage they have at their disposal, it's not particularly fun, but both sides have equal chances to win. At maximum sweat, both sides are pretty obnoxious.
https://forums.bhvr.com/dead-by-daylight/discussion/390931/the-real-problem-with-solo-queue
I also don't buy the hard counter argument, because there are 4 survivors, and you will never, even in a SWF, get a whole Calm Mind team, or a whole Distortion team. Chances are 1 will have it at most... which lets be real, actually helps you, cause it means you can effectively hunt 3 players for the kill, instead of ending up chasing the 4th you havne't even hooked yet.
My personal opinion on UW is it's pretty braindead. I'm not skilled enough to say for sure it's OP, but like MFT: it takes basically no effort activate, is very versatile and affects a lot of scenarios in your typical game, and has value all the way throughout the entire match. In the hands of a scrub, it won't suddenly make them god tier... but in the hands of a really good player e.g. your top level Blights, Nurses, and Weskers, it appears to be very oppresive... and I've stated before, this perk effectively shuts down whatever zone you want as a killer with virtually no counterplay than taking a hard counter... I'm hard pressed to think of a perk that is more effective at shutting down/guarding an area than this one.
We’re not arguing if the game is killer sided or survivor sided. We’re arguing if it’s fair to create new mechanics to punish killers that aren’t finding new targets to chase, without helping killers actually find new targets to chase.
I’ve many games where I patrol the generators and find zero people. Most of the tracking perks are garbage at finding new targets to chase. And if my aura perks find zero people, I don’t know if it’s because they have distortion, or if it’s because they are in a locker, or if it’s because they ran out of range… so it doesn’t matter whether or not all 4 survivors are using distortion, when most of the tracking perks can be dodged in other ways.
There are many survivors that excessively pre leave generators when the visual terror radius lights up, and it’s a major problem. And one of the biggest reasons why voice comms are unbalanced, is because survivors can warn each other where the killer is, to make it easier for their teammates to pre leave generators.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539407#Comment_3539407
Not at all, I'm a killer leaning player myself.
You may be right that with the appropriate anti-tunnel, anti-camp, and anti 3 gen changes, Killer may well need strong perks and abilities to compensate. However, this perk compared to other perks, is overtuned. Maybe other perks will need to be brought up to it's level, but right now, this perk outshines pretty much every other scream and tracking option Killer has, and without these features in place, is currently overpowered.
EDIT: I also take issue with any feature of any game that is a clear "Best Choice" for me. I like finding those abilities and options in games that are slept on/off meta, that are actually perfectly viable and good... however when something is so blatantly strong compared to everything else that it makes all decision making pointless.
Or it means that other tracking perks need to be buffed to be more useful. It’s a major game problem, that many of the aura tracking perks just get hard countered by distortion, every screaming perk is hard countered by calm spirit, and most of the tracking perks get hard countered by lockers.
Also, Ultimate weapon isn’t even the “best choice for everyone”, as I’m still seeing a bunch of streamers that would rather use aura reading perks, since they reveal the survivor for a longer period of time, and they don’t alert the survivor that they’ve been revealed.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539346#Comment_3539346
I've absolutely been on the receiving end of a survivor team hiding and not doing anything to complete gens where I'm the only one doing gens, so I understand your argument... but you're treating this like its a "I use UW to find the survivors who are hiding... if I can find the hiding survivors, I will ignore the ones on gens..."
No... you won't, don't pretend that's what you need the perk for. To give you the benefit of the doubt, even if it's what YOU would use the perk for, that isn't what most people will use it for. Given the choice, killers will pursue the ones on gens, not the ones that are hiding, because the ones on gens are actively pursuing your lose condition. Someone hiding, is not gonna win the game.
If you want UW to be a genuine catch hiding survivors perk, you'd accept it ONLY working when survivors aren't doing a conspicuous action. I'm gonna guess, you don't want that.
Even if we make that change, guess what? This perk is still good at camping and 3 genning... because you open a locker and anyone who tries to come for the unhook or enters the 3 gen area, screams, so you can find them coming in and go for them... Regarding tunneling, you get the notification of the unhook, you open a locker and walk that way, now you get to see which way to unhooked survivor is going and tunnel them even easier than you could before. I dunno what vision you have of this perk, but it's not solving the problems you're describing.
Do you think BHVR should implement a future anti camping mechanic, and a future anti 3 gen mechanic, and not give killers any help with their problems? Do you think these future mechanics should just be 100% killer nerfs?
So we should punish killers if they aren’t committing to chases with other survivors…. but survivors should be able to do whatever they want, and have zero expectations?
Also, it’s not always the best idea to chase the survivors working on generators. Sometimes it’s clear that some survivors excessively hide because they’re terrible at chases, and they want to excessively hide so their teammates carry them to victory. And therefore it’s more time efficient to chase the hiding survivors, instead of the survivors that are confident enough in chases that they are fine with committing to generators.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536638#Comment_3536638
Excessive hiding? Both should be pushed into interacting with each other?
You do know DBD was designed for survivors to hide/remain undetected, and the looping thing was a happy accident created by the fact survivors have a smaller hitbox than killers? Survivors aren't meant to interact with the killer, they are meant to avoid the killer at all costs, whether that is hiding, looping or whatever.
You can't attribute camping and 3 genning to hiding. Camping is a low effort strategy employed in any objective based game. 3 genning is a logical strategy for the killer to use and survivors to prevent that makes sense whether hiding or not.
We've debated before, so I won't beat a dead horse, but all I'll say is you like the chase gameplay, that's great, but not everyone should be forced to play this way by a perk that is overtuned as a detection perk.
BHVR recently implemented an anti camping mechanic (removed hook grabs), and plan on releasing another anti camping mechanic, as well as planning on releasing an anti 3 gen mechanic? BHVR is absolutely planning on punishing killers for not interacting with the survivors.
Half of the camping and 3 gen problems are absolutely the fault of survivors excessively hiding. Why should a killer leave a hooked survivor to look for another target to chase, if all the survivors are hiding? Why should a killer leave a 3 gen, if the survivors are pre-leaving generators when their visual terror radius shows something? Why is camping a “low effort strategy”, but excessively hiding isn’t low effort?
The maps have way more line of sight blockers than they used to have. Expecting killers to search every object on the map, for survivors that are randomly hiding in random places, is unrealistic, when the survivors are allowed to dodge tracking perks. If survivors want to hide, then fine, but they shouldn’t be able to dodge the tracking perks to get easy mode hiding.
Survivors excessively hiding also causes a tunneling problem. If two people are excessively hiding, and two people aren’t excessively hiding, then guess what, I’m tunneling the two people I can find. It’s a bad solo q problem, where survivors are punished for actually trying to repair generators, because their teammates are excessively hiding.
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@OneNineTwoNine said:
Let's first define toxicity, so that we're on the same page:
- Slugging a survivor and bleeding them out for 4 minutes, even when there are hooks nearby and no threat of sabo
- Camping and tunneling on purpose to be toxic, and throwing the game in the process, as long as the survivor dies (Camping and tunneling isn't always toxic, sometimes it's a strategy albeit a damaging one)
- T-bagging in the exit gate and or doing rushed actions to get the killers attention when they've lost
- Hitting on hook multiple times, and not just to stop the scream
- Being nasty in the end game chat
Any time a survivor or killer is seen doing these things, the general consensus is to "grow thicker skin" and "get over it" however, this is just not helpful. I find myself trying to ignore these things, but when they happen over and over, it is THE one thing that makes me want to Alt + F4. And I'm not the only one.
There are other games where this type of behavior is not allowed and where you can even be banned for it. Why is that not the case here? Why doesn't BHVR try to at least encourage people to be good sports and be kind to the people they face?
The killer you just demolished is a real person, with feelings. You don't have to rub it in. Neither do you need to rub it in when you tunnel one person out of the game at 5 gens and hit them on hook as they die, only to tell them "loop better" in the end game chat.
I know, I sound like I'm whining. And yeah, I am. It's because I just cannot understand why this has been going on for so long and still no attempt has been made to try to rectify the problem. Toxicity is a very detrimental thing to online games, but also mental health.
It keeps people who simply do not have the means to "have thick skin" from playing a game they bought and are trying to enjoy. I can personally say that the one thing burning me out of this game is not the sweaty "high MMR" players who 4k or escape every match, it's the toxic ones that go out of their way to ruin my gameplay experience.
It's not difficult to be a kind person. There is no excuse and it should be cracked down on.
We have a toxicity problem because there are so many people that label just about every killer strategy as ALWAYS toxic (camping, slugging, tunneling, 3 gen, etc), and demand BHVR to fix these things, and expect the solutions to be 100% nerfs on the killer side.
Meanwhile, the list of survivor toxic stuff doesn't even include literal bully squads, that purposely revolve their entire gameplay around making the killer as miserable as possible. In fact, the list of survivor toxic stuff is usually a bunch of useless things that don't really affect gameplay, like taunting at exit gates, or being mean in post game chat.
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Half of the tunneling problem are survivors that are excessively hiding. When survivors are excessively hiding, and dodging tracking perks, it heavily encourages killers to chase the other survivors.
For example, if a killer has a tracking perk, and two survivors never show up on the tracking perk, then it makes sense to tunnel out the other two survivors, because they show up on the tracking perk.
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@Brokenbones said:
Are you genuinely complaining that Calm Spirit actually does something
it stops you screaming, UW is a scream perk
This is not a bug.
I'm genuinely complaining that people are giving killers massively unrealistic expectations. BHVR want to nerf camping and nerf 3-gen, but give them zero help at finding survivors to chase? Distortion and Calm Spirit need to be deleted from the game, and all the screaming perks/powers/etc should work on survivors in lockers, so that killers can realistically find survivors with tracking perks.
If BHVR wants killers to leave a hooked survivor, or leave a 3 gen, then killers should get more reliable ways to find someone to chase, so that it's not as important to camp or hold a 3-gen.
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@CatnipLove said:
Why would a new scream perk nullify CS? No other scream perks do, so why would this one?
Because survivors excessively hiding is the biggest problem this game has, and there should be decent tracking perks that are immune to being fully blocked. If camping and 3-gen are supposed to be nerfed, then something on the survivor side should also be nerfed. And survivor stealth should be the #1 thing to be nerfed, because it's half the reason why the camping and 3=gen problem exists.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536644#Comment_3536644
I do think Made For This should be nerfed but what does that have to do with Ultimate Weapon? Am I not allowed to complain about a perk without ALSO having to mention all the other things that are a problem in the game too? That's called whataboutism and is a very poor way of having a discussion just fyi.
Bringing up double standards isn't a whataboutism.
If you want to complain that perks should be nerfed if they make other perks obsolete, then your standard should work for both sides of the game. Made for This has greatly overshadowed every other primary chase perk in the game, at higher MMR.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536100#Comment_3536100
Not sure what Made For This being broken has to do with Ultimate Weapon being overtuned but okay. Like yeah there's other perks that need nerfing too but this thread is about Ultimate Weapon.
Also the reason Ultimate Weapon isn't used as overwhelmingly as other perks (even though I still see it a -lot- in my survivor games) is that a lot of people haven't purchased Alien.
Made For This has made all the other primary chase perks obsolete at higher MMR. If you really want perks to be nerfed whenever they make other perks obsolete, then you should care about Made For This. Otherwise, you're just making up a double standard.
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@AykDanroyd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536106#Comment_3536106
So how is that a problem? If they're not working on generators, find them, chase them, down them & hook them. What, are you supposed to kill everyone within 5 minutes? It doesn't work like that. Matches are supposed to be drawn out or else why play this game on either end? That's how points are obtained. What is someone supposed to do if they're working on a generator in a crap spot on a map where there are no decent loops? Just stay there until you show up and get hooked? There are already perks like Whispers that exist to find them and Iron Maiden which punishes & reveals them for hiding in lockers. Infectious Fright makes them scream already too. I don't have or use Nowhere to Hide or Ultimate Weapon and I've been playing this game since long before these stupid perks got added and had actual fun hunting them down. It seems like you just want to be fed the info of where they are, hook them and finish your match as soon as possible. Why the hell would someone play survivor if the game was meant to end that fast for them? That's just stupid and completely contradicts one of the big parts of the game since its inception. You clearly don't want the survivors to have or use stealth.
If survivors had weapons to use to fight back and could kill the killer (like in Friday the 13th) or stun them long enough and if the killers' speeds were just barely faster than survivors, then you'd have a point. But when I play survivor most of the gens are in crap spots so when you get a terror radius if you don't run, you're getting hooked one way or another so long as the killer doesn't suck. Nobody is entitled to find and hook someone without a struggle and effort on their part. Once that effort/struggle is removed, this game is well on its way to its death since there is already so little that can be done on the survivor side to stay alive. Meanwhile there are tons of advantages killers have now that they never had before and people are still crying and wanting more while the solo queue has never been more miserable (was actually decent enough to be fun 3-4 years ago). Plus vaults have even been nerfed (which sucks even more for those of us with lag issues) so if you can't down survivors, that's a you problem. There are no damn excuses at this point. As a killer player WHO DOESN'T USE THOSE PERKS I have more than enough tools and experience to get at least a 3k for 75% of killer matches I play. One of the best killers I played against as a survuivor was a perkless Hillbilly (YES HILLBILLY) who destroyed all 4 of us without camping or tunneling anyone on one of the Crotus Penn maps.
I never heard of such complaints before these perks got added. People are just getting more & more entitled. Like the old saying goes, give someone an inch, they'll request a mile next. Why not start the game where 2 of the 4 survivors are downed from the start and the killer just has to use Deerstalker to find them then? That would make it faster. Or start the game with everyone already dead. Despite always having problems, this game was fine for years before stupid perks like these were added. In fact it was much healthier with a much bigger playerbase back then than there is now, given how many players have left.
To BHVR: you want players to play more like a team (given the reasons behind the medkit nerfs) yet you are only forcing them to use perks like Calm Spirit so that ultimately the solo queue will devolve into every one for themselves where builds involving only perks that personally serve survivors and don't have any team benefit get used (Self care, Left Behind, Calm Spirit, Distortion), so beware the type of changes you are making and the direction you are sending our game (yes ours because we as the players paid for it & many of us have invested 5000+ hours into it already). Don't be surprised when there is a mass exodus once players have had enough. Especially players who make up the majority of the game (4 to 1 ratio). And this is also pissing off old school killer players like myself who seek a challenge and are no longer getting one. I miss getting new killers who are fun to play and not for skill-less players. Killers who require mastery of controls and/or strategy to unleash their true strength.
The problem is that half of the camping problem and half of the 3 gen problem, is caused by survivors excessively hiding. Fixing those problems with 100% punishments for the killer side, will just reward survivors that want to excessively hide.
BOTH sides of the game should be pushed into interacting with each other.
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Hopefully they can do a complete code rework so that his collision can finally work as intended. He’s been having collision bugs ever since they raised his camera angle (which was years ago).
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536109#Comment_3536109
And for what reason they would hide in a locker after you already read their aura and their location is revealed? I mean, we can argue that it could give you Undetectable instead of Oblivious to the survivors so it conserve it's "surprise factor", but I don't see people reacting fast enough to the status effect for them to hide before the perk do it's work.
And if you mean before you hook somebody, every injured survivor getting to a locker, not healing, not doing gens, until 5 seconds have passed since you hooked someone seems like a good distraction to me.
After they figure out a killer has the perk, for the rest of the game, they will try to dodge the perk by hiding in a locker if they are injured and someone is about to get hooked.
And if a killer hooks a survivor, and doesn’t see an aura because the perk got dodged, then that killer is encouraged to just camp the hooked survivor, because they have zero help in finding a different target to chase.
And survivors hiding can bring them massive value, even if it means they aren’t constantly repairing generators.
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@Batusalen said:
I thought the same, until I realized that the reason to use it is that if the furthest injured survivor is at 10 meters it would show you his aura while BBQ & Chilli would not. Also, it inflict the Oblivious effect for 20 seconds.
The oblivious effect makes the perk worse, because it alerts survivors that you have this perk, so they are more likely to just hide in a locker to avoid the aura reading.
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@AykDanroyd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533844#Comment_3533844
The do some gen patrol. THAT is how finding survivors was meant to be done. Not being given their location for free. You already have plenty of gen regression perks at your disposal plus OP killers to choose from. If you can't stop camping and do gen patrol, that's your problem. How the hell do you think killers played this game before any of these crutch perks were added? Why should perks like Distortion and Calm Spirit be needed because most johnny come lately players who play killer now are too lazy to do the legwork and actually search for survivors?
I've played both sides of the game for years and refuse to use those killer perks because then it's not hunting anymore when info is being fed to you on where survivors are and where they aren't. Killers never deserved to know where survivors are just for kicking a stupid gen or for free at the start of the match. Those were horrendous perks for Knight & Nemesis and this one is along those lines. At least with BBQ & Chili you had to hook someone and survivors within a certain distance from the unhook were not revealed. So that was fair. If you don't want to do the legwork to find survivors, then what you want to play is not DBD but some unrecognizable thing that this game has become. Why should brainless tasks like kicking a stupid gen or opening a locker show where anyone is? By that logic, I want a perk where entering lockers or vaulting windows gives survivors a gen speed increase for like 60-120 seconds? Both these scenarios are ridiculous because they both reward one side for not interacting (going against) the other side. Except one of them is real and already implemented in the way with those 2 perks and now this one of the Alien and the survivor perk idea isn't and will never be implemented. And Sadako gets to condemn survivors for just teleporting to TVs. That's all BS and unearned.
I literally don't recognize this game from what it was 3-4 years ago anymore and the fun factor is gone from both sides. Killer is too easy and survivor is almost impossible. No challenge on one side and a 90 degree mountain to climb on the other. And people on the easy side are STILL complaining. Play 1 match in solo queue survivor and then talk. Games are supposed to have a risk and reward and have highs and lows. You spend time looking for a survivor, and sometimes it's fruitless but when you find someone, your adrenaline levels go up. When you no longer have to look for them but their locations are fed to you, then there is no adrenaline factor and no fun or incentive to look or even play the game.
Too many entitled people here who believe they're supposed to get 4Ks every game without earning it. This game was not like that when I started playing it. Back then the losses made the wins that much more appreciable and winning was nowhere near as easy. Now everyone playing killer expects to win every time. I don't think so, go earn it. For this same reason, the survivor side has become nothing but gen rushing and that sucks too. So no fun for anyone other than people who love just being fed wins and putting in the bare minimum effort. The same reason why so many things IRL are going to crap but that's another topic.
Do you realize that half of the 3 gen problem revolves around survivors that are excessively hiding and are refusing to commit to generators? I had many games where I was just walking from generator to generator, and I was never finding anyone because they were all pre-leaving generators at the first sign of the visual terror radius.
This is the only perk that feel like I actually have a decent chance to find survivors that are excessively hiding. I find aura reading perks to often be useless against survivors that are excessively hiding. I’ve had games where I tried to use Nowhere to Hide, and when the survivors figured out I had the perk, they started hiding in lockers, or running super far away from generators at the first sign of a visual terror radius, to avoid the aura reading.
And half the camping problem revolves around survivors that are excessively hiding, which makes it a waste of time to leave a hooked survivor. This is the only perk where I feel like it’s worth it to leave a hooked survivor, because I actually have a decent chance to find someone else if I leave a hooked survivor to patrol the map.
Survivors excessively hiding is the biggest problem with this game. If killers are supposed to leave a hooked survivor to find a different target, then killers need a reliable way to find someone else to chase.
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@Krazzik said:
Ultimate Weapon is literally THE strongest information perk on every killer, to the extent it makes most other information perks completely useless because you'd almost always be much better off just running UW.
Not to mention that Oni is completely busted with it AND Dead Man's Switch and Hexes in general are especially strong with it as well.
As mentioned before it's an on-demand bubble around you that makes survivors scream, requires only a locker-check and has a relatively short cooldown for how amazing the effect is. It's also ONLY counterable by running an otherwise-useless perk that actually makes you WEAKER at certain things.
Meanwhile, I’m very often seeing 2-3 Made for This per game, because it’s made all the other primary chase perks obsolete at higher MMR, and the only other useful chase perks at higher MMR are the ones that synergies with Made for This.
And Windows of Opportunity is also disproportionally over picked in my games, and I’m seeing it way more often than any other survivor information perk.
And I’m still seeing a lot of killers that would rather use aura perks than Ultimate Weapon, because they would rather have 5-9 seconds of continuous survivor detection, than have single points of detection that alert the survivors that they have been revealed.
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@Real_RUBB3R said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534534#Comment_3534534
There is a consistency issue. Doesn't matter if there isn't a "rule", it still is inconsistent with other scream-based mechanics. Why should Ultimate Weapon, a perk that lasts for 30s and is activated by simply opening a locker, make survivors in lockers scream, while Doctor's Blast and Infectious Fright, things that are an instant use with no duration, not do the same? There's not a single thing you can explain to me that proves why this should be the case.
It’s not a consistency issue. New perks are not required to work the same way as older perks.
You can’t just find a pattern with perks, and conclude that it’s a mandatory law that future perks follow your pattern. “Correlation does not imply causation” is a basic science rule that you should learn.
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@Aven_Fallen said:
Platform: PC, Steam
Description of the issue:
When the Killer triggers the Perk Ultimate Weapon (by opening a locker), Survivors that are in the Terror Radius while it is active (in this case - Killer walking towards me) scream even if they are in a locker. Usually Screams are not triggered when inside a Locker (e.g. Doctors Static Blast, Infectious Fright)
Steps to Reproduce:
Equip the Perk on a Killer, open a locker, see if Survivors in Lockers scream
How often does this occur:
All the time in the one game I experienced it.
It's not a bug. Ultimate Weapon works on survivors in lockers. Above is the link to the official "not a bug" post.
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@GrimReaperJr1232 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535017#Comment_3535017
Weird. I had a game where it DID counter it and had a friend say he experienced the same.
Man, what is going on?
The change happened today with today's patch, and it wasn't in the patch notes.
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@Crowman said:
The whole point of Calm Spirit is to not scream and thus not give away your position. It's not a bug, it's how the perk should work.
They are worded as independent events, and they were independent events before today's patch. So we're back to lockers giving immunity to every decent killer tracking perk in the entire game, if the survivor equips calm spirit?
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534395#Comment_3534395
Go back and watch the Q&A streams from 2017. They said the locker grounds the survivor to prevent the shock. 🤷♂️
The lockers represent Faraday cages (yes, Faraday cages are a real thing).
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Face The Darkness has always been useless, because it’s a “cleanse one and done” perk. The perk goes away for the entire rest of the game if it’s cleansed once. That’s garbage.
The perk has been < 2% pick rate for an extremely long time. There’s never been a good reason to run this perk.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534540#Comment_3534540
What would you rather have?
- Information on someone over 40m from you for 5 secs only after a hook that can be blocked by lockers and Discordance?
- Or a 32m bubble around you for 30s that you can trigger whenever you want, and tells you where someone is, no matter what they are doing, that is only countered by Calm Mind.
Given how vehemently you're defending Ultimate Weapon, I'm gonna guess the latter. Your argument is assigning disproportionate value my dude. The persistent aura to find the survivors is a very strong effect, and screaming in of itself is not a signifiant weakness.
Screaming interupts actions and causes survivors to lose precious seconds that may cost a gen from being finished or a heal being completed. You can run something like Dead Man's Switch and even force the issue.
The obvious busted use of this power is on a hex build, where it makes defending your hex's a comparative breeze. Even without that, a near guaranteed method of finding survivors while holding a 3 gen, or defending against an unhook, or interrupting a gate beimg openee during EGC is insanely strong.
Also BTW, no skilled Nurse is going to care if you know she's coming of not. Same with Blight and Spirit, these characters do not rely on stealth to get you.
You realize that in order for this perk to get value while holding a 3 gen, it requires the killer to commit to a chase, which should be a good thing, right? We should be encouraging killers to commit to chases, instead of just endlessly kicking the generators. Half of the 3 gen problem revolves around survivors that are excessively pre-leaving generators and excessively hiding. And we do hear a bunch of people say they want solutions to 3 gen, and this perk helps with that solution.
The "no skilled Nurse" thing isn't going to work. I've played a lot of Nurse, and I like using aura perks to get free attacks. Why go through the hassle of chasing a survivor that got alerted from Ultimate weapon, when I could just get a free attack instead? If someone is using Distortion, or excessively hiding in lockers, then I could just tunnel out the other survivors first. And that is the main problem that occurs when survivor stealth is too powerful. It just heavily encourages the killer to tunnel out everyone else.
And this is why a lot of people will still value BBQ over Ultimate weapon. BBQ works instantly, and doesn't require the killer to patrol the map. The killer can instantly determine if they have a new target to chase, and if they don't see a new target with BBQ, then they're fine with camping the hooked survivor. In fact, many killers are fine with camping, and would rather use camping-friendly perks, instead of patrolling the map with Ultimate weapon (which takes more effort than camping).
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534347#Comment_3534347
Facing a locker isn't an issue though since it's a lingering effect. You can just locker and use it as a sweeping tool as you vaguely run into the map for a hefty 30s.
It's like a mobile BBQ and chilli that you don't even need to hook a survivor or some other out of your control condition to have. I mean why would I run say Nurse's Calling over this perk? NC is a good perk... made completely obsolete by this one xD
I'm not necessarily saying the perk needs to be nerfed, but I will call bull crap on anyone saying isn't a very strong perk, cause it clearly is.
It’s a mobile BBQ and chili… except that requires you to spend time patrolling the map, and it alerts the survivors, and it only gives a single point of detection (instead of BBQ’s 5-7 seconds of aura reading)
Nurse’s calling doesn’t alert the survivors. If I’m playing Nurse, and see someone with Nurse’s calling, I might be able to blink directly to that survivor, without that survivor moving at all (which is a free attack)… but with Ultimate weapon that survivor is definitely going to move
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@Real_RUBB3R said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533844#Comment_3533844
You're starting to sound like an extremely entitled killer main with your comments here. Survivors being alerted that Ultimate Weapon revealed you isn't a downside at all, because it doesn't matter if they know you've found them or not, the bottom line is that you have information about where they are, and that massively outweighs any possible "downside" there is of them knowing that you know where they are. And just fyi, I play both sides equally, this original post comes from an unbiased standpoint. It's incredibly unfair to have lockers counter Doctor's Blast and Infectious Fright, but not this perk, especially considering that both of the former are a instant thing, meanwhile Ultimate Weapon is active for a whopping 30s. If anything, Infectious Fright and Doctor's Blast should make survivors in lockers scream, and Ultimate Weapon shouldn't.
There’s no consistency issue, because there isn’t a rule that states lockers are supposed to block screaming. Just because previous perks worked a certain way, doesn’t mean that future perks are required to work the same way.
If anything, all the other screaming mechanics should be reworked to activate on survivors in lockers. That would make you happy right? You would get your “consistency”, which is what you wanted.
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@GrimReaperJr1232 said:
It doesn't just counter lockers, but it also gives blips through Calm Spirit.
What the hell is going on?
The perk wording is "scream AND reveal", so they are independent effects.
If the effects were dependent, they would say something like "scream, WHICH reveals", or "survivors that scream will reveal", or "causes survivors to scream, revealing"
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@GrimReaperJr1232 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530843#Comment_3530843
It's not a bug. It's been confirmed.
Furthermore, this perk is immune to Calm Spirit. Yes, seriously. They don't scream but the killer gets the blip notification and everything.
The perk wording is "scream AND reveal", so they are independent effects.
If the effects were dependent, they would say something like "scream, WHICH reveals", or "survivors that scream will reveal", or "causes survivors to scream, revealing"
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High-B to Low-A tier. Xeno is still a short ranged killer, with zero increased mobility while in a chase. And the control station turret cooldown being only 30 seconds is way too low, and allows survivors to replace turrets way too often. And because control stations are often near generators, survivors usually don't have to spend a lot of time to replace a turret if they want protection while they are repairing a generator. Turrets have the same problem as EMPs, where survivors can replace them so easily some games are a constant fight against counterplay items.






