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DavidHypnos

DavidHypnos

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DavidHypnos
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  • @NekoGamerX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450904#Comment_3450904

    what your point? survivors do get mad at killers for killing survivors....

    I…. Don’t think so. From my perspective I only get mad if you camp me or bleed me out so that I don’t actually get to play the game. If the game was designed to just hook a survivor once or kill them outright a lot of mechanics would need to change… if that were the case the game would be more hide and seek for survival or actually have survivors be able to defend themselves rather than do gens which as it stands is the main objective. Totems, chests, healing, etc can be important and can help improve survival but the only guarantee for survival (for at least more than one person) is doing all your gens.

  • @Digfish said:

    Got 2M BP plus 10.5M of tome BP saved up. And an extra 90k of rituals for good measure. I'm ready.

    how do you keep track of what bp comes from where so you know how much you can still earn from trials?

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460621#Comment_3460621

    They want 60% average kill rate.

    Thing is 50% kill rate would mean killer is mostly losing. As a killer, it's not really hard to get 1k with camping in end game unless you give up.

    So basically results of the game are not really between 0-4, but 1-4.

    Depends on your definition of losing though. Do you need a 4k to win? Most survivors consider dying losing so… I guess it’s up to what some ppl consider winning/losing.

  • @Zensunim said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460649#Comment_3460649

    The question would be then was after exposing him, did he just walk up to you and hit you right away with the instant down? Or did he chase you for at least 15 seconds? They buffed his Night Shroud ability so it only has a 20 second recovery now and even less with the matchbook addon.

    It definitely wasn’t 15 seconds. I’d say somewhere between 5-10 seconds after the chase music started, which happened almost immediately, but we were in chase the whole time before he hit me. Even if Night Shroud had recharged though wouldn’t he still have to rebuild his stalk? That’s not what happened here but I’m just asking so I can understand his updates.

  • Thank you, I appreciate your reply!

  • @Zensunim said:

    GF can 99% stalk a person without you knowing. Then when they're right on top of you, they pop stealth, tap stalk and insta-down you all in less than a second. Without a video or clip, it's hard to say exactly what happened.

    I should’ve been more clear about what happened so I apologize. I actually revealed him as he was leaning around a corner so I know he didn’t mark me and I had more than a bit of a head start after revealing him as I was aware he was there. I know I wasn’t exposed because I didn’t have the icon and he had no perks or add ons that could inflict it.

  • @Zensunim said:

    GF can 99% stalk a person without you knowing. Then when they're right on top of you, they pop stealth, tap stalk and insta-down you all in less than a second. Without a video or clip, it's hard to say exactly what happened.

    Seems viable but not in my situation. I’m sorry I should’ve given more information on this exactly what happened. I was on an gen and he was starting to lean the wall not too far behind me. I noticed him from the get-go but didn’t run until I got the reveal (probably should’ve mentioned I revealed him) and actually ran a few seconds before he hit me. And I know it couldn’t have been another exposed mechanic because a) I didn’t have the exposed icon and b) he had no perks or powers that inflict exposed.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460435#Comment_3460435

    60% means that you normally get 2 kills, sometimes 3 and maybe 4 on occasion. i think that 50% might mean you are most likely to get a 2k, but the likelihood of getting a 1k is also kinda high.

    I thought it meant that they want at least 60% of games to end with a 2k….?

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460498#Comment_3460498

    dead hard for distance required 0 skill, and saying otherwise is just delusional.

    I guess I was referring more to its rework before it got nerfed to hell. Although you could use the distance strategically which required the right timing and skill so…

  • @H2H said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460492#Comment_3460492

    It’s the killer’s objective to make survivors die. They can do that through:

    1. Hooks
    2. Moris
    3. Endgame collapse
    4. Bleedouts

    It’s not like they slipped on a banana peel and accidentally coded a bleedout mechanic on the way down.

    if anything it’s designed to just end the game for a killer who refuses to hook and can thus hold the game hostage, or to penalize a survivor who was downed and revived multiple times. Just because things are in the game doesn’t mean they’re meant to be utilized and killers aren’t meant to just bleed out survivors. Survivors were never meant to just hang around after all the exit gates were opened and they added a feature to prevent it. It’s about time they do something about this as well. Sorry it’ll make you have to play more skillfully and strategically it they do.

  • @JonOzzie16 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460464#Comment_3460464

    All I'm saying is that if survivors feel they need these two perks at that high of a rate, there's no way this game is balanced.

    Yes, I agree that buffing useless perks would be a better idea than nerfing others. But they don't seem interested in doing that.

    Just because a lot of people are using something doesn’t mean that it’s overpowered; it means it’s good which is a good thing. I see Noed at least every other game. If so many people are using it it’s a problematic perk?

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460275#Comment_3460275

    Not to play "Killer main VS Survivor main" But deadhard rewards you for failing and that was apparently fine for so long...

    Does it though? Killers are going to catch up to you eventually… they’re designed for just that. Dead Hard also required skill to use.

  • @H2H said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460474#Comment_3460474

    Whoa you should tell the devs, they have a huge bug where survivors die after being on the ground for a while!

    I don’t remember saying that the bleed out mechanic doesn’t exist… but it’s not your objective to down and then do nothing. Maybe you should ask the devs why they added hooks to the game if you’re not meant to use them?

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460471#Comment_3460471

    Not if I use a low mobility M1 killer because they somehow broke my main.... And with my luck there will be someone on NOED the second it spawns or something.

    And even when I play survivor, this happens so many times it is insane.

    you can put pressure on survivors with any killer. All I see from people anymore are complaints that they aren’t doing very well so we need to nerf the other side. It’s old. There are certain things in this game that do need to be fixed… adrenaline is not one of them. Try choosing a build that will allow you to get a kill before the last gen is completed. If you’re that worried about endgame run Noed with a combination of these - Pentimento, Devour Hope, Undying, and Thrill of the Hunt. If survivors are spending more time trying to cleanse totems that gives you more time to patrol gens and chase. Undying will allow you to see their auras when trying to cleanse and will protect another hex. Pentimento will allow you to restore your hexes and give you additional effects to slow survivors down. Devour Hope is just nasty if used in combination of any of those if you can get enough hooks in. Don’t waste time trying to nerf a perfectly fine perk - build a counter plan for it.

  • @H2H said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460398#Comment_3460398

    A killer’s objective is to kill survivors. Hooking them is just one way to do it.

    Actually, no. If their objective was just to kill survivors then the game wouldn’t need the hook mechanic at all. The game was designed for hooks to be their objective: they are sacrificing for the entity. There’s a reason that moris are only available with certain add-ons, powers, and perks that are even then still quite situational. It’s because their primary goal is to hook survivors. Allowing survivors to bleed out is not.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460375#Comment_3460375

    I went for 24s because that is the standard self heal duration.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460270#Comment_3460270

    This is exactly what I mean. If you don't play tryhard, you'll get punished for it.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460276#Comment_3460276

    No ######### Sherlock. Do all the totems and you won't see NOED.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460459#Comment_3460459

    The "not exhausted" was a bit over the top true.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460446#Comment_3460446

    My main problem is that the whole team can be injured (something beneficial for the killer), but still greed the last gen without fear because they will be instantly healed.

    If every survivor is injured then you should have an easier time keeping them all from hopping on a gen together. Even then how often do you get a game where you manage to have every survivor injured with 4 gens done and every one of them has adrenaline? If that does happen they still have to get the exit gates open so go get ‘em. Take Noed with you it’ll make it easier.

  • I run Boil Over at times and it’s very situational. Survivors can try to be strategic about it but in most cases it’s the choices the killer makes that give or take away its value. On the new Toba Landing a Dredge just dropped me off the ledge and then dropped to pick me up again. It was brilliant because he knew exactly how to counter the perk and I couldn’t be mad - I tried but he outplayed me.

  • Adrenaline is probably one of the best designed perks in the game. It’s effective without being OP. Survivors have to complete their objectives to get use out of the perk and even then timing is everything. If you’re not injured, if you’re not near the killer or a good loop then you don’t get much value out of it. You can be on hook but if no one pulls you off then it did you no good. I can’t tell you how many games I’ve seen where an injured survivor is in chase when adrenaline activates only for the killer to hit them 2 seconds later and Noed is in effect. Why is it that I keep seeing so many people act like killers are always entitled to kills? Ex: you can’t use adrenaline because it’s an unfair advantage even though you got all 5 gens done without managing to be sacrificed but I can use noed to get an advantage even though you got all 5 gens done without managing to be sacrificed.

  • @uganda_calm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460429#Comment_3460429

    if you are not focusing on the objective, you are "playing bad". Thats just a fact.

    Any challenge that can not occur during a "normal" match is just not good. (again, very subjective i think)

    I mean you can focus on the objective and still complete some of these challenges. It just isn’t easy hence why I chose the word situational. How often does a killer get a 4k with all survivors hooked in the basement? It can happen, and it can happen without you solely focusing on making it happen but it would be rare and… situational.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460052#Comment_3460052

    Checking nightlights stats myself, it looks to me most killers are actually preforming below the desired 60% killrate.

    The two strongest killers in the game are doing well enough (unsurprisingly). Nurse at 57%, and blight at 54%. But for the strongest in the game these numbers should pretty easily be above 60%.

    For comparison, the officially killrate data from september last year shows that trapper had a higher killrate in the top 5% MMR with a 56%. Granted these statistics are from the gen kick meta. Nurse and blights killrates from those stats are sitting comfortably at 61%, minorly overpreforming at the top 5% MMR. But these stats are from the gen kick meta, notorious for having wayyyy too much regression and slowdown. if the two best killers in the game are just 1% above the desired numbers during that powerful a meta, then its no wonder they've dropped so significantly.

    Nightlights most recent data shows that only 3 killers have actually gotten to the desired 60% killrate. Skull Merchant, Twins, and Pig. Skull merchant presumably at 63% because of her insane ability to stall games out, twins barely reaching 60%, and pig... is an outlier here. This data isnt super duper reliable anyway, either one of us could be completely wrong. Blight has the same killrate as FREDDY according to nightlight, so I guess their equal in strength. But either way if the killrates for the strongest are well below 60% than clearly theres an issue.

    Why is the desired kill rate 60%? IMO it should be 50%

  • I think a very small percentage of them are designed not that you have to throw the game per se, but that you have to put too much focus on which greatly reduces your chances of playing the game effectively. Even then I’d say more of them are just too situational rather than making you play badly.

  • Yes, it was nerfed into oblivion. Some people might get more usage out of it for sabotage but even then its activation conditions hurt it. The best way to fix it without reverting it entirely would be to apply the repair speed penalty only to toolbox usage. That way you can continue to repair gens but still have to wait to get more usage out of the toolbox. It still wouldn’t be great for me since I play on Switch and great skill checks aren’t as plentiful but for some it would still be pretty viable.

  • Skull Merchant is probably my least favorite killer in the game and for more reasons than her ability to hold games hostage. Do I think she needs a rework? Yes. Do I think she should be disabled? No. I’m always against removing characters from the game just because others don’t like them. Other players enjoy this killer and should be able to do so during the anniversary event. To be fair, I’ve had more 3-gen hostage games against the Knight but no one really complains about him as much. I’d much rather take a 3-genning SM over any killer that tunnels players out of the game right away or face camps.

  • My question is why is it considered “abusing dead zones” when survivors knowingly run to areas with fewer hooks yet so many people are still inclined to want to defend camping, tunneling, and slugging? The former is far more of a strategy than the latter. A lot of killers are gonna slug anyway even if hooks are plentiful. I had a Trickster today who just kept slugging Kate until the point that there wasn’t even time to pick her up again because your bleed out timer doesn’t reset. I’d much rather bleed out against a killer that abandons me because they think it a poor strategy to pick me up in a dead zone than to be sacrificed by a killer who camped and slugged so they can easily put me on the same hook my teammate just died on. Furthermore, I don’t think killers should receive any points for survivors that bleed out. A killer’s objective is to hook just as a survivors objective is to repair. Survivors can’t escape without doing their objective so killers should have to do theirs as well.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459776#Comment_3459776

    Not necessarily, I've had some ridiculous spawns with hooks at times. I had 1/4th of Ormand, the killer shack side no less, have no hooks and the basement was in main. I even dropped everything to look around myself to make sure I wasn't crazy and yep, no hooks.

    Guess where the survivors ran to before going down. Wouldn't hurt to address hooks across the board.

    Then the issue is hook placement, and not respawns. The same issue happens with generators spawning far too close together. Focus on map placement instead.

  • This is such a non-issue. There are plenty of hooks. At most, 3 will be removed if you can sacrifice 3 survivors to which is not a big deal.

  • Oh… I am glad I have more time to get BP but I was excited to have it start on my day off so I can play a lot… then I work 6 days straight… oh well, that’s a me problem lol

  • I see your point and I respect it. I think, given that the block will only last a short amount of time, that it’s fair. Survivors won’t be able to use that same vault to their advantage that way. On the other side, however, having a pallet break without needing to waste time is also a great advantage. One of the best things killers can do is bait survivors into creating dead zones and destroying pallets without stopping is beneficial to there. On the other hand, after reassessing your original comment I don’t see why they couldn’t add a feature where killers could break the vault block… it’ll probably be only slightly faster than waiting for it to go away or going around… in my experience as survivor most killers don’t vault anyway unless they have to.

  • It was weird as it didn’t feel or look like lag. At least not from my end. I’ve had survivor games where the connection is bad and my character will literally teleport… maybe that’s what happened here? One survivor game I was playing I was running and nowhere near the killer and then it lagged and I was suddenly hit and down. So I guess if the connection was bad on their end it wouldn’t appear laggy on mine? I mean if they did cheat then I’m not gonna have throw a fit, yes I’m against cheating but it’s hard to tell what’s what and I don’t ever wanna report someone that doesn’t deserve it by mistake. Thank you for your replies.

  • I think for the purpose of achievements they should have already made this a thing. I mean, if a killer disconnects any remaining survivors get counted as escaping, no?

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459055#Comment_3459055

    We all deal with toxicity in this game. I just got facecamped and hit on hook with nodders, same as OP. I died, hit next, and moved on to my next game. It’s that simple. It’s not a big deal.

    I think all of the toxicity should be addressed but we’ve seen many instances of racism and homophobia in this game and it’s a major problem. While we all deal with toxicity within this game not all of us have to deal with it persistently in our real lives because of our race, sex, gender identity, etc. Any form of bigoted harassment needs to be taken seriously and addressed.

  • @GrimReaperJr1232 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458923#Comment_3458923

    Just so I'm understanding this correctly, you said, "Made for This is only going to be a solid prevention if you’re going up against someone whose skills surpass your own."

    Meaning, this perk is only helpful... if the killer is better than you. Am I misunderstanding, or is that literally the definition of a crutch perk?

    No. The point is that the only time it will be the almighty, uncounterable perk that everyone claims it to be would be if you’re already going up against someone who is far beyond your skill level. Anything other than that and it’s doing what a perk should do... Giving you a slight advantage. Technically, that’s what it’s doing for those more-skilled survivors as well but the problem is if they’re already looping masters and far beyond the killer players skill level then it’s just giving an advantage on top of that. It works both ways though. If the killer player’s skill level exceeds the survivors then they won’t be phased much by this perk because they’ll know how to mindgame and counterloop. Even if it were a crutch perk as you say…. What would you call Noed? At this point in the game survivors have completed their objectives but if they haven’t cleansed all 5 totems you get a 4% speed boost and one-hit downs which isn’t revealed until you down someone. If you’re already a very skillful killer player then using Noed is going to give you a much greater advantage than the average player. We go into a game not knowing what perks anyone is bringing so we have to choose a build blindly… do we just go for a good setup or try to bring something that could potentially counter something else? When choosing a killer you don’t know if a survivor might have something that could help them counter your power and when a survivor chooses their build they don’t know to choose a perk that could benefit them against a certain killer or their build. There are powers and builds that can easily counter a 3% haste when injured. You just don’t know if you’ll need to counter it until you play which is part of the fun.

  • Ok, there’s a LOT going on in this discussion. I just want to remind people that everyone has different opinions and what one person likes another might not, or what one person perceives as weak another might not. I saw Sadako get a mention… a lot of people say she sucks.. I do fairly well with her. Better than a lot of top tier killers. As a survivor main some of my least favorite maps are the ones everyone says are survivor-sided. Go figure. When it comes to playing against killers there aren’t too many I think are busted/boring/or just plain unfun to go against. Mostly I like a good variety… I don’t want to see the same killer all the time… I like changing my perks and whatnot to go for a different style of gameplay every time. Getting Ghost Face 40% of the time just becomes boring after a while especially when everyone plays him the same. I get that’s why a lot of people have issues with certain killers like Hag because the gameplay tends to be repetitive. I can understand that. While I definitely do believe a lot of this is dependent on player preference I do have to admit that Skull Merchant is definitely one of those killers who just isn’t very fun to play against. I think the only other three I would include on that list are 1) the Cenobite for the reasons mentioned by others previously, 2) the Doctor notsomuch because of his power but because the ppl I get playing him tend to be very annoying with said power, and 3) the knight for a lot of the same reasons as SM but I don’t think he’s nearly as bad. Now, others might disagree with me and that’s okay, but you do have to admit that something is wrong when a game can last so long that the servers stop. They implemented the EGC to keep survivors from hanging around and holding the game hostage which in turn gave a slight boost to the killer side but holding a 3-gen for more than twice the average game time is a problem that needs rectified. The new Deja Vu is great, I think it was perfectly designed to give a needed boost without busting the perk but its not enough to stop 3-genning altogether (nor should it be as if it were that strong it would then be OP) and I think 3-genning is also a great strategy that shouldn’t be lost but it can’t be used to hold a game hostage… at some point you have to chase, down, and hook survivors even if means some or all of them get out. It happens. I’d say over 80% of my survivor matches end in my death and when I do survive we don’t all always make it out. That’s okay because it’s a game and meant to be fun and even if I die so long as I wasn’t tunneled out or camped then I have fun. But being stuck in a 3-gen for 30 minutes isn’t fun to me. The same when I’m playing killer… damaging the same 3 gens over and over is boring. Sorry for the long rant.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458872#Comment_3458872

    Anything like that. Its suck that the perk will be one more situational perk but... its better than having a busted perk with almost no requeriments.

    A better rework would be that it only lasts for a set amount of time. That’s the problem with so many people here: even if a perk is overpowered turning it into something nearly useless is just a horrible idea.

  • @GrimReaperJr1232 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458628#Comment_3458628

    Just want to chime in.

    Assuming the killer is chasing you, you're not getting 6m of distance every second on them. It's 6m subtracted by the killer's current speed. Assuming they're an average 4.6, then 6-4.6 = 1.4m gained on the killer every second for a total of 4.2m. Assuming you run at 4m/s while they're still 4.6 catching up, then they'll take 7 seconds to make up that distance (4.2/0.6).

    Made For This is trickier since it doesn't so much give you distance as much as it slows how fast the killer catches up.

    If we assume a survivor starts running at 12m (minimum range needed to start a chase), it would normally take a 4.6 killer 20 seconds to catch up. Account for a SB, 20 will become 27.

    Made For This, by reducing 0.6m gained to 0.48m, increases 20 to 25. Sounds inferior, however, MFT continues to work after you drop a pallet and w-key (or loop regularly). Other Exhaustion perks do not.

    This is assuming that you start every chase at 12 meters. Stealth killers and uses of undetectable can often get you much closer. It’s not taking into account lunges or bloodlust. The best survivor advantage is the third person view but even then you have to keep your eyes on the killer while trying to run in the opposite direction of where you’re going. Looping is not as easy as everyone makes it out to be. There are unsafe pallets, and if you drop them too often you get stuck in dead zones. How many killers can teleport, have ranged attacks, have powers/add-ons for movement speed boosts or hindered for survivors? Even the best survivor players who are great at looping will go down eventually. As someone pointed out before, Made for This is only going to be a solid prevention if you’re going up against someone whose skills surpass your own. When I’m playing killer if I am spending too much time on one survivor I move on to another strategy. There are far more ways to counter the usage of this perk than there are other things in the game so why so many people complain I’ll never understand.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458674#Comment_3458674

    The Knight is heavilly countered by this perk, as with MFT the survivor can run faster than the guards, meaning they represent no risk for the survivors. Of course you still can "pinch" the survivor with the Knight and the Guard, but if the guard does not take the best route, the surv can outrun the guard easily.

    The Guards are meant to be outrun. They are there to distract survivors or run them into the Knight. If he could spawn guards far away wherever a survivor was and they moved just as fast as a regular killer he’d be way too OP.

  • @GrimReaperJr1232 said:

    Before we begin...

    I know 90% of you will ignore this, but no one can I didn't try. You can think whatever you want. You can even think this perk is the pinnacle of design. I will disagree with it until the day I die, but you are entitled to have an opinion even if it's contrary to mine. I only ask that you respect that I, also, have an opinion even if it's contrary to yours.

    Resilience

    A common argument for this perk is that Resilience provides a benefit for being injured yet no one thinks that perk is a problem. On the surface, it sounds like a fair point. However, there are nuances to this. There are two main uses for Resilience: in the chase for faster vaults, or on gens for the 9% faster repairs.

    Chase

    In a chase, Resilience turns a 0.5-second fast vault into a 0.455-second vault. That's it. 0.045-second difference. Yeah, it does more for medium vaults, going from 0.9 to 0.819, but it's still a very small reduction. Make no mistake, that small reduction does matter but it's a very subtle effect. All but the tightest hits will still land just fine.

    Even more, the vaulting mostly matters regarding windows, something the Entity will block off after 3 vaults. It does nothing to help you reach pallets that most killers will break immediately. MFT, however, will help you reach that window or pallet. Even if you forgo looping entirely, it will earn you maybe 3-5 seconds just W-keying. Might not sound like much, but those are 3-5 extra seconds to reach a pallet or window you would have otherwise gone down before reaching; 3-5 seconds translates to 12~20m covered in a game where 1m can make a huge difference, do not be fooled.

    In essence, what I am saying is that MFT has a much stronger effect that requires less effort to get value out of and is more versatile in its usage.

    Outside of chase

    Resilience outside of chase is very risky. Yes, you repair 9% faster which matters a lot. However, unless you 99'd your heal, if the killer shows up and you're in a bad spot, you're dead.

    But, MFT doesn't have that risk. It's a perk used in a chase. You don't need to stay injured if you're going to hop on a gen. What? Then MFT does nothing? You're either not in a chase (in which case, it would do nothing) or the killer gets the drop on you and will likely hit you, meaning MFT immediately activates again.

    In general, this argument relates heavily to the next point...

    You need to be injured

    Respectively, I have to ask: so what?

    No, really. So what? The killer has to hit you twice (barring insta-downs, obviously). Iron Will requires you to be injured. Dead Hard required you to be injured. Lucky Break requires you to be injured. If being injured by itself was a big deal, Legion wouldn't be considered a low-tier killer.

    If you heal, you might say, "Then MFT does nothing." No. That's very wrong. If you're chased while healthy, then you tank a hit and then MFT works just fine. The killer drops chase, it'll do nothing. But then, the killer dropped chase. That basically means you've won that chase. If they don't drop chase, MFT is very much giving value.

    "But what if I'm injured and in the open and the killer surprises me? Sprint Burst is way better then!" If you're injured and in the open, that is literally the only perk in the game that can save you. Even the Original Dead Hard would not save you from that because every killer worth their salt would wait until you DH in their face before downing you. Yes, there are situations where SB is better. No perk in the game will be better than every other perk in its category in every situation; if there is, that perk outright shouldn't exist.

    It's only 3%

    And NOED is only 4%.

    And if you bring up Dark Theory's 2%, I will remind you that the thing that makes Dark Theory bad is that it's 2% if you set up a boon (which takes 14 seconds), only works within a 24m radius of the aforementioned boon, and largely can only be used in conjunction with the resources around the boon which is complete RNG (regarding totem placement, tile placement, etc).

    Furthermore, now the speed difference between you and a 4.6 killer is 112%. They are a Dark Theory faster than a 110% killer, you know, the killers aren't supposed to loop normally. And Entity help those 4.4 killers (sans Spirit), because if you send them to a map such as Garden or Haddonfield, you have this perk, I will not blame them for giving up.

    It does nothing against top tiers

    This is actually true. Nurse? She teleports, that 3% is a joke. She'll just laugh as she dances on your team's slugged bodies. Blight? Congrats, he went from being 130% faster than you to 127% faster than you discounting add-ons. Yeah, you're still dead. Spirit? Not only is she fast but she's invisible. You're still gonna die.

    But, I'd argue that in of itself is an issue. This is a perk that only matters on killers that already have a hard time. We had another perk that did that: Mettle of Man.

    Now, I'm not saying this perk is stronger than the original Mettle of Man. I am saying the same principle applies, however. Mettle of Man gained stacks through basic attacks, meaning it did nothing against the meta killers at the time---*Nurse, Billy, and Huntress. So, it only hurt the killers that were already struggling.

    *Despite her attacks being considered Basic then, Nurse's attacks did not give MoM stacks. This was a bug, likely relating to post-blink lunges being a Sub-Basic attack rather than a purely basic or special attack.

    MFT does almost nothing against Nurse, Blight, or Spirit. But you're going to feel it if you're a Sadako or even Singularity himself. A perk that hurts those that already struggle---that, to me, is a poorly thought-out perk.

    You can't use exhaustion perks!

    Yes. You can.

    You can't use Sprint Burst. But you can use Exhaustion perks, the best of which is Dead Hard. It won't work in your first chase, but afterward, you can be healthy, force the killer to M1 and chase you through MFT, and right when you're about to get hit, DH for another health state. Sure, now MFT does nothing but just got MFT and then extra health state from DH. You have gotten a ton of value already.

    Survivors never get good perks!

    .... what?

    Do you mean like CoH that had to get nerfed repeatedly to be remotely fair? And is still a good perk with some coordination?

    Reassurance that makes camping extremely risky for killers?

    OtR that was buffed to give Endurance for 80 seconds and works twice, meaning a killer can't simply outwait your base BT or even instantly down you if they get the drop on you while a teammate is healing you (provided you didn't tap a gen, meaning you're not getting tunneled)?

    Yes, there are been a lot of stinkers. For both sides. Have any of you seen a killer using Septic Touch? Leverage? If yes, wish them well in their Adepts.

    NoeD is only 4% on top of an already much faster killer that can now down you in one hit. Made for This is not going to grant you an extra 3-5 seconds to get away from a killer every time. That’s really, really reaching. Dead Hard was able to counter being downed at all which actually was a good counter to a perk like Noed because if you’re exposed it won’t matter. Of course, that perk was nerfed to hell.

  • I play on switch and I run into this problem often too. Either my survivor will slow down or come to a complete stop. I’ve thought something was wrong with my joystick but it works fine with every other game. The only way I can stop it is to let go and then push it again and they’ll start running normally again. But in a chase that ends in disastrous results…

  • Unfortunately killers have more autonomy in this game and there’s not a great counter to that. The aforementioned comment may help but if she’s literally just going after you then her knowing which boxes you’ve searched won’t help. Just getting slugged isn’t great either because you could bleed out by the time everyone else escapes if no one rescues you and if they do she has the chance to just start the whole thing over. Plus, getting hatch while in the dying state is near impossible unless it spawns very close to you or killer gives it to you. The only good counter to this is to have a Pig who plays fair and spreads pressure rather than just tunnel you basically. IMO they need to remove her ability to see your aura when using the box because all it does is put an already vulnerable person in an extremely compromised situation. I’d even be okay if it was allowable with certain add-ons. When I play against her if I’m unwounded I will trail a survivor searching boxes to get in her way if she tries anything but that’s not alway effective.

  • If I’m understanding you correctly I think they wouldn’t be able to… otherwise it defeats the purpose, no?

  • It’s a buff and a nerf lol

  • Yeah I’ve had this experience on both sides as well. Of course, I can’t prove anyone was cheating and I’m still fairly new to playing so don’t know all the perks and such but sometimes things just seem fishy…. I hope they just don’t punish regular players by trying to nerf things that ppl are attempting to use to cheat.

  • @TerraEsram said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453504#Comment_3453504

    Yeah... Bad map, right...

    Borgo, yes, I don't like this map for a lot of reason, but the other

    Survivor need to understand how to take windows or pallet, and after that, learning how to create some sort of "track"

    I got a lot of survivor P100 who can't loop, and a lot of P10 who can, it's not as easy as you think, if it was the case, every survivor can be a god looper's, and that's not the case

    It's not easy, and with all the video who "teach" you how you can be effective at the loop zone, and with the number of view on these...

    Looping really isn’t as easy as everyone makes it out to be. Everyone has different playstyles, skills, etc. but imo chases are easier (from killer pov) than looping as survivor. It certainly requires more skill on my part. As someone else mentioned beforehand as well, you have to put pressure on survivors. I can guarantee you that 95% of my survivor matches that ended with only 1-2 or even 0 gens being done was because survivors were punished for being altruistic. If you can get a survivor on the hook one of two things will happen - 1) someone - or possibly more than one - will stop what they’re doing to save them thus cutting them off from their objectives or 2) survivors won’t leave their objective and the hooked survivor will die immediately putting more pressure on the whole team. Both sides have their challenges but it’s never as easy as just sitting on a generator (unless the killer makes it that easy for you.) Even the strongest killers don’t just get easy kills unless the survivors are extremely ineffective or the killer resorts to camping, tunneling, or slugging. As far as the new Deja Vu goes - I’ve tried it and it’s definitely good enough to be meta but it’s not OP. I would say Prove Thyself is still a better perk overall and DV can be countered pretty easily. Use Surveillance to set up a 3-gen and hamper progress. The new Deja Vu is designed to gain a small but noticeable boost to help end games that might go on forever due to a 3-gen but it’s design isn’t going to make it a “genrushing” perk because it’s still just as susceptible to pressure.

  • I think he will just take a lot of time to master. There are a lot of killers that, at first, I was like “how do people do this!?” Nurse, for instance, is a killer that I just can’t play although some people just slay as her. People just need time to learn and adapt to his mechanics although that doesn’t mean he’s suited for everyone. I won’t be going out of my way to obtain him, but I’m sure some will be able to turn him into the killing machine he’s meant to be.

  • I don’t know how their algorithm for these things work at all. After prestiging a few characters for the first time I saw the BPS like 4-5 times within 25-30 levels. Other characters: not at all.

  • I saw someone in another post a while ago mention that it’s supposed to be coming for Switch but I’ve no info to validate that.

  • Thank you for your answer. I greatly appreciate it. I do like that Mikaela top even if it is similar… but I might pass and save my money. Thanks again!

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448105#Comment_3448105

    The Game: Pallet-town (50/50)

    Suffocation Pit: I don't get that one, it's survivor-sided but only a little.

    Azarov’s Resting Place: just... how? I am legitimately confused here.

    Midwich Elementary School: Honestly, don't run in the main hallway and your are A-OKAY, there's a safe window everywhere unless killer waste 3 gens worth of breaking walls.

    Grave of Glenvale: I'll grant you that one but main building is absolutely unplayable.

    Shelter Woods: Just ... no. I won't bother explain, just no. That's 100% survivors biaised in so many ways.

    Wrecker’s Yard: Pallet-town, yet again. (50/50)

    Next you'll tell me infirmary is killer sided? maybe not but that would be the next logical step.

    just because a map has a ton of pallets doesn’t mean that it has a ton of safe pallets. KingField and Jester nailed it on the head in their comments, Based on what I’ve read from yours you really don’t have any experience playing survivor often. I very rarely play with friends and if I do we don’t communicate throughout the match. Try going SoloQ. Also, I’ve seen comments about maps being unfair because it’s hard to see scratch marks and how any map that might be survivor sided is unfair.. have you ever thought that scratch marks are inherently unfair? Any time we run we give away our location? It is unfair, but it’s also part of a greater balance and because survivors are hella loud, move slow, and leave bright red marks everywhere they run they need places to hide, escape routes, and ways to slow down their pursuer.

  • Maybe the new Deja Vu will help to combat 3-gen. But you’re both right about maps. I should never be 3 seconds away from the next gen. That can make the game too easy for both sides depending on the situation.

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448094#Comment_3448094

    I have no clue what a "killer-sided map" even looks like, usually when people start to "name some" those are just pallet-town nowadays.

    but pallet-town can be managed on SOME killers I guess.

    They look like: The Game, Suffocation Pit, Azarov’s Resting Place, Midwich Elementary School, Grave of Glenvale, Shelter Woods, Wrecker’s Yard… even RPD can be more advantageous depending on the killer. Also, just because a map has a lot of pallets doesn’t mean it has a lot of safe pallets.

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