Deathstroke
Deathstroke
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@Crowman said:
Dead Hard is barely getting touched.
The reason why camping and tunneling are still in the game, is because the ultimate goal for the killer is to kill survivors. Survivors cannot be allowed to have invincibility states as the killer should always have the threat of killing a survivor. Not to mention any sort of invincibility is going to end up being abused. The only way camping/tunneling would be removed would is to completely rework the game which there is really no need to do, because DBD is doing just fine as it is.
They could reduce tunneling and camping by encourage going for more hooks and making spreading pressure more viable. Gens speed should be slowed down and deadlock should be basekit as well to reduce gen rushing. If they do that nerfing tunneling and camping bit would be fine and killers could bit spread hooks and not be scared while doing so that gens get rushed.
Tunneling ad camping will still stay but we don't see them happening every single game. Currently tunneling and camping are more common than ever just 8 months ago those strats happened lot more rarely so they are becoming bigger and bigger problem along with gen rushing.
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@imakepeoplehateme said:
Unless the survivors bring multiple brand new parts,gen rushing doesn't exist.They are just playing efficiently,generate pressure or crumble,thats how killer has always been.
Tunneling is almost impossible to fix without causing other issues.IF you allow a survivor to tank hits or make them unable to be picked up,they will just use it aggressively to bodyblock the killer.
Camping is a valid strategy and considering the inclusion of reassurance it is perfectly fine.IF the killer camps the first hook they get,they will get one kill at most.However if the killers spots a 3gen,and hooks the survivor in the middle,or they down two survivors in close vicinity ,they have absolutely no reason not to pressure said area.You can't just punish good decision making because its unfun to you.
There definetely is better solutions for reducing tunneling we currently have. There should be more rewards spreading hooks and gens should be slowed down maybe 100s with basekit deadlock. Gens can be rushed without any perks survivors spawning beginning of match separatedly to do different gens is example meaning 3 gens will pop in first chase.
Tunneling should be reduced making ds basekit and give survivor longer speed boost after unhooked first time. Both gen rushing and tunneling need to be reduced especially beginning of the match. No-one want to see 3 gens pop in first minute of match and no-one wants to see survivor death in under 2 minutes of start of match.
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@Skill_issue said:
survivors wanting fun games(as well as killers) usually state that chases are the most fun part of the game.
so what are your thoughts on how we can balance the game so that killers don't lose gens quickly during chases and make it fun for survivors so that multiple hooks are feasible?
would making pain res (at 15 percent) pop on every hook be seen as to op or even a basekit jolt/deadlock for killers? how about smaller map sizes and less god pallets so there are more mind gameable chases (reducing bloodlust gains to compensate)?
i would love to hear from both killer and survivor mains to see if there is a compromise on how to achieve this.
Right now game is balanced that survivors need to gen rush and killers to tunnel to win if both play optimally. It's not ideal and it's not fun to get gen rushed or tunneled quickly out. It's usually not even fun to tunnel at least for me.
So what I think would be ideal balance is that killers don't feel they have to tunnel to win and survivors don't have to feel to gen rush because killer is tunneling to win. That does not mean balance should be killer should 2 hooks everyone before killing and still win.
Something in middle ground would be best without having to rebalance the game totally. Just make tunneling less viable and make gens 100s nerf toolboxes, bnp:s and gen perks. Give killer speed boost after hooking someone. Deadlock should probably be basekit as well.
This would give killers enough time to have chance to win without tunneling as that strat right now just carries most killers and kill rates would go down if just tunneling was nerfed. Optimal strat would probably be 5-6 hooks before first kill but that would also mean more killers would try to go for more hooks as now optimal strat is 3-4 hooks before first kill but still many spread hooks.
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@illNicola said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393974#Comment_3393974
If you're good you're supposed to get at least 3k every match. Before genrush was a problem I never tunneled/camped, all matches 4k. Now also if I play well and I don't tunnel, I find myself with lots of hooks, but 1k max 2k.
Yeah I used to have similar results playing very fairly and still getting 3-4K with 10-12 hooks. But gens just go now lot faster and without some form of tunneling it's hard to win. Unless you get bit lucky and manage to spread hooks and at same time manage to get someone out or targeting just 2 survivors but that hard to pull off.
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Debends what you mean by fair match? I just think fair match is that both sides have chance to win/play and there is lot of chases. Like example killer getting 9-10 hooks but only one or two kills at the end.
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How about next survivor who killer hooks just dies so tunneling problem is solved then too?
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Killer sided in lower levels but very survivor sided once they know what to do in higher levels of play. Unless the killer is blight or nurse. Even if the game would be killer sided it would still be by far harder role the game is 1vs4 after all.
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I think it should not trigger so easily and it should not be so long but it should exist some form but currently yeah it's too punishing if bubba want to chase instead just facecamping.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391106#Comment_3391106
You specfically said that they get a hook and go off to get more stacks. You are basically saying that the perk promotes killers to not early game tunnel or camp in order to get 8 stacks.
I don't think you realize how slow building up 8 stacks from purely m1 hits is in the current meta. Especially when you have to ignore the obsession to not lose stacks and that's just asking for the obsession to start body blocking you.
Not to mention that there are already killers who can easily camp/tunnel the first survivor they find without needing to hit 8 m1s for a single perk.
The perk is literally not a problem.
He probably means killer is proxy camping leaves hooks to get hits and then comes back to camp the hook.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392894#Comment_3392894
Pop used to give me 6-9 uses per game which made the survivor objective 2-3 minutes longer.
PR already has a RNG element where it was strong some games and did nothing other games. Limiting it to once per player per game will make nobody use it.
They could have just said : DH is usable once per game and nobody would use it anymore.
DH gives multiple players massive time wasting potential. Killer perks that do the same thing get obliterated.
25% regression is quite a lot but they should increased the amount of scourge hooks 1 or 2. I will probably use pop with it.
Dh is usable now twice so it's pretty big nerf especially when they can't use it in first chase. It could have more counters around pallets though survivors have managed drop pallet after I have baited it out sometimes.
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@hailxsatanxeveryxday said:
If there was one thing that might have salvaged this update even after the healing nerfs were reverted, it was the death of DH.
Now that that's clear that that won't be happening ("a powerful reward for those who have earned it", they said), and it will instead be just as powerful as before, except that it can't be used during first chase, killers need a solution. Luckily, we have one:
If you don't see an exhaustion perk during the first chase, proxy camp the hook and hit them as soon as they're unhooked.
It's not ideal, but it still means that they can't use DH at pallets/windows later on in chase, and it's a legitimate counter. Ironically, BHVR's stated intention in buffing the perk was that killers would be less inclined to do this exact thing when it's the only counter, but hey.
If it turns out they didn't have DH after all, at least you're going to get a survivor out of the game early, and it's still likely that they might not have enough time to get to a safe loop by the time they're downed again.
(PR is still C-tier even at 25%; feel free to ask me why.)
Nah I would done that if unhooker has dh as well but he won't so I rather go after him now than potentially deal with ds/dh as well. It also for me feels better to win more fair way so that just a bonus.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393207#Comment_3393207
That's not going to make tunneling happen at 4-5 gens. Its still going to happen immediately if someone doesn't show their exhaustion perk to me in a chase. I'm going to assume they have dead hard, and just hard tunnel them as soon as i hook them.
What then when they hit you with ds and use dh anyway?
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393524#Comment_3393524
Bhvr nerfed it because of pick rate but failed to resolve it's boring aspects. I wish killers were complaining about the perk like I am but they are all saying it's broken still. It's not, it's just awful design and repetitive. Again I really just wish it was true reworked but I don't think it will ever happen because of it's sheer popularity on survivor side.
People always bring up how fun and skillful it is, but you know what else is skillful and fun? Alch ring/ iri tag. But there are very few survivors who get the rng to go against a good blight running that add-on combo and still find it fun.. I realize the power level difference between these things but lines drawn between these arguments still are the same.
If they are gonna delete CoB+Overcharge they should delete/rework dh. I despise CoB+Overcharge for the low skill boring gameplay it provides and I despise DH for the mediocre skill boring gameplay it provides. All these people crutching on dh taking skill have never played another real competitive multiplayer game in their life. I guess that really comes down to how mediocre even most high level players are in this game though.
I disagree dh is hard to use to get value if killer is patient. You said yourself that survivors only manage to use it 15% of time agains't you. The only problem really is now that it is so common but this change should make it pick rate go lower. Cob and Oc require you to just kick gens that is easy.
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I think at pallets it should get nerfed you should not be able to drop one if you activate it for few secs. Other than that is fine and you can still go after unhooker now who will not have dh so it's good change. Most situations are counterable you mentioned if you are bit patient and survivor has to predict you.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393224#Comment_3393224
But stopping the killer from doing their objective also aids them in doing their own by buying them more time.
So yes it is a strategy whether you like it or not
Usually not effective stragedy once though bully squad powered gates agains't me when flaslight locker saves were still a thing and I played agains't them fairly...
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@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392209#Comment_3392209
1.) Yes, it IS.
2.) I count people that do tactics like "The two of us will coordinate Head On stuns around Shack, and Dave will be right behind us with a flashlight. We'll just have one person do gens".
3.) That specific breed isn't playing the game normally, they are playing the game to troll. That's the difference. That crew is not trying to get four unhooks in one game or coop heal four survivors.
I face those kind of squads like in 1 out of 100 games. You have to be very unlucky facing them often.
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Agree pretty much. For pain res I would wanted they increase amount of scourge hooks to get value more often otherwise I like the change.
Dh good change it will encourage going after unhooker.
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@HugTheHag said:
Overall great changes in my opinion !
It's nice that they reverted the Hillbilly addon nerf, so he's coming out of it with a net positive ! =D
Altruistic heals being reverted is very nice as well. And it's awesome that they kept the medkit nerf. I think healing will be in a nice place after this.
CoH numbers look a bit high, though at least it will be less and less efficient as the survivor numbers dwindle since it no longer allows self-heals. Probably could have capped at 75% though.
DH is also a welcome change, since it will by default limit the number of uses to 2 in the game if I'm understanding it correctly. Though to be pessimistic, it will not make the killer go any less against the unhooked : hitting them through base kit BT will prevent them from using DH after all.
PR is a good change !! Though I think it could increase the number of SH by one or two and it would make it in a nicer place, and promote Scourge Hook builds. It would be fun ! Or at least be worth trying out =D
I agree but I actually think they could bit slowed down altruistic healing like make it 18-20s or revert call of brian nerf.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392408#Comment_3392408
It is, taking into account how it works, most of the time you should not get 25% regression as not all gets will have 25% progress so you have to use those 4 tokens when you know a gen is in high progress, you down a survivor for the first time (so probably early on the match so the effect is not as powerfull) and close to a scourge hook, its so circumstantial its practically useless, just because it has a pretty number on it doesn't make it good.
Well I don't know about you but when I play killer first gen gets done no matter how short my first chase is so that 25% will be very useful most of the time.
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@Sandt21 said:
Personally, I don't see myself using it anymore, even with a ever so slight buff. Getting a 20% gen regression 4 times (sometimes less then four) just doesn't seem like a good use of a perk slot for me. Maybe if it were 25-30, perhaps, but as it stands, i can't justify using one of four perk slots on it.
It's 25% but I think they could increase the amout of scourge hooks so you would almost always get value. 30% regression though would be fine too.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393101#Comment_3393101
Its only worth it if they haven't been hooked. As far as i can see, once you are hooked, you keep your dead hard forever until you use it. UNLESS they haven't mentioned it, but it works like DS where it deactivates if you do something, or heal.
Yes but that means less tunneling when still 4-5 gens left when tunneling mostly is problem and not as neccesary. If killer spread his hooks at beginning of the game but later tunnels someone out that is fair game usually 3 or less gens left. So this reduces the most problematic tunneling but fair tunneling will remain and that is fine.
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They could make dh stack with basekit bt if that's problem. Personally I use always ds to clear that deep wound so you still has to counter dh normally if you tunnel me. But it's usually not good play I have basically 4 health states.
Meanwhile now it's actually worth to go after unhooker he has 2 health state and no dh. So this is best change they could made to dh. With pr buff/nerf it's also rewarded to go after different target.
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@Skill_issue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389291#Comment_3389291
show me your solo queue gen rush build where it isn't ez? i dont think i ever mentioned solo queue anywhere but when i play solo you are going to see a gen rush build of me holding m1.
i mean all you are going to see in my build is a commodius with bnp/charge addons stakeout/fogwise/resilience/prove thyself or windows right now because if i am not getting chased i am finishing my objectives. if i get unhooked i am going right back to a gen and applying pressure and if a killer chases me hold w and pre drop pallets then comp corner. if everyone else is efficient on gens we are getting out of there...killers only win based on survivors mistakes it is a 4 vs 1 game its not hard
with the new changes what else are you doing in the match? totems/chests/bodyblocking/sabotaging/blinding and especially healing are all wastes of time if you are not efficient as a survivor you deserve to lose...killers can't magically hit all 4 survivors spread out on different gens at the same time
It's not that easy and I could say survivors wins because killers mistakes. I face mostly blight, nurse, spirit, wesker, nemesis and maybe knight. You can't just mindlessly pre drop pallets agains't these killers you have to play well mindgame and just outplay them. Well knight counterplay is to hold W but others nope.
Usually im the one who gives my team fighting chance looping these killers. When im not chased I do unhooks and gens sometimes peacefully sometimes not but this game is 4vs1 so killer can't pressure whole team always.
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@Geiz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392990#Comment_3392990
I do that as well, my favorite build is DS, DH, OTR and Adrenaline. Before 6.1, it was IW instead of OTR and sometimes I switched the 4th perk between Unbreakable and Adrenaline.
But this change I'm suggesting is more a QoL for other players, and DS needs to be well used in a safe place otherwise it won't do much to be honest. I wish it was kinda buffed, it is also a paid DLC perk so i do not think it is a good idea of forcing people using 3 antitunnel perks (one being paid) just for the idea of surviving.
Well if you want to be very safe Otr is good but for me it's not needed as when I used both ds and otr I had to let killer down me to use ds. So I think ds and dh is enough to counter tunneling taking 2 perk slots and dh still works even if you're not tunneled. But sometimes the ds stun is not enough and I have to use dh almost immediatelly so I think it could be longer eapecially agains't fast killers. I always try to run to shack or other safe loop to get best value from it.
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@Geiz said:
I think DH should not give Endurance anymore and should give an protection like Mettle of Man since it is now limited to two usages per match but that's my opinion.
If you are tunneling still after hitting the survivor's Off The Record - deal with it. This is the only change I'd like in the future DH since Sprint Burst (and other exhaustion perks) is way more consistent and unlimited.
Personally I use ds to get rid of the deep wound and use dh after that. Very good antitunneling combo.
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@Mandy said:
This is a pretty hefty nerf tbh. The perk can't be used in the first chase, it can't be used until you've earned it - that's pretty big. Really surprised that you think this is a small adjustment.
Yeah that is huge nerf as dh is at it most powerful in first chase. So with the change killers can get first downs potentially faster which are the most critical. Still one nerf for dh would be nice make survivors not be able to immediatelly drop pallets when activating it. Now the window is very small to get hit in between and if you're bit too far they can drop it before you can get the hit when you succesfully baited it out...
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@philward1953 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392765#Comment_3392765
Honestly I think they should make it so if you heal DH and OTR deactivate. I know that basically makes them the same perk but they're so close now anyways.
Or there should be a timer for one of them. OTR has a timer rn so maybe DH should deactivate when healed? Idk I don't wanna make them the same perk.
Nah nope, Otr can't be countered but killer can easily bait out dh and only change for dh should be survivor not be able to drop pallets few secs if he uses it when killer bait it out succesfully but currently survivor can still get him stunned with the pallet before killer can swing.
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@Sometimes_Sage said:
The thing is that the new Dead Hard won't discourage tunneling; a good anti-tunneling perk would be strong if the Killer tunnels but meaningless if they don't, the new Dead Hard will be meaningless if the Killer tunnels but strong if they don't.
If you use ds with dh it will be much stronger combo if killer tunnels you can waste about 2 minutes of killer time potentially meaning your team can do 3 gens freely. That is much more powerful than dh alone. Meaning tunneling will be high risk/reward for killer.
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@Hannacia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392580#Comment_3392580
If i go after the person who got unhooked he or she will be injured and if you hit them during BT they can't use DH anymore. So techically this new DH courages people to tunnel as well. This way you make sure they wont come bodyblock later on with DH in their arsenal. Thats why im saying nothing really changed on the tunneling aspect. Killers will tunnel if they want to tunnel. If killer doesnt wanna deal with DH tunneling is the best option.
Its not like they get insta healed off the hook and im assuming they still need to press that famous E and time it right.
Also i won't use this new pain res. I rather use pop which at least will work during the whole match.
Survivor can have ds so he will get back dh... Meanwhile unhooker does not have dh so killer can avoid dh that way for sure. Ofcourse after you're hooked everyone once then hard tunneling someone is good option to avoid dh.
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@Hannacia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392440#Comment_3392440
I mean to be hooonest... if im 100% honest here this new DH change will actually give me a reason to tunnel
If i hit the person off the hook they get endurance effect and they can't use their DH. Makes more reason to tunnel them so they can't use it right.
Not saying i will im just saying NOTHING changed. This update is really survivor sided, and as much as i love the medkit change i don't think CoH should have been 100% again. Survivors will just use we'll make it anyways so nothing changes. People will be healed fast and killers will struggle at higher MMR, now with worse perks.
Billy buff is nice. He deserves it. I think i will take a break from killer side.
But would you go after unhooker if he has 3 health state versus one on unhooked? Now it will be 2 health state vs 2 health state. Actually with the change you don't have to tunnel it's worth to chase someone else especially if you use new pr 25% regression. I will personally tunnel lot less with these changes.
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@Crowman said:
Making Dead Hard trigger off hook imo just makes it worse than making it an altruistic perk like it was on the ptb. Because now it directly competes with OTR and you don't have to worry about missing the timing with OTR. Dead Hard didn't need to be an anti-tunnel perk.
Pain Res and CoH got number buffs they needed for their heavy nerfs, so that's fine. I still think it's worthwhile slowing down altruistic healing and I think full reverting that is kind of the wrong move. But at least med-kits are still nerfed.
You complain because you can't freely tunnel now it work exactly how supposed to. You can even use all otr, ds and dh combo to make killer potentially lose game with tunneling.
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How that's a nerf it works even same way now? Just use ds with it. Good change I can go finally after unhooker.
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Yeah currenthy having it as well tried restarting didn't help...
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Nerf the speed to 25% but make it show sratch marks. That's my rework idea for it.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389087#Comment_3389087
Lmao
So like, you never tried just hanging around the afk killer and not just genrushing and getting out as fast as possible? That's completely on you if you depip because you can literally pip up if you want to
The only exception is an afk wraith, even with insidious on any other killer you can still find them eventually because you can see them
Standing near killer = easy iri evader
Surviving the trial without being downed = obviously the easiest against an afk killer. Iri or gold, depending on whether or not if the killer has a macro and you need to get the attention of your team
Altruism (only applies if the killer has a macro): more difficult and heavily reliant on your team not being stupid and healing you slugged (in order to get their attention off of gens)
Lightbringer: pretty easy silver or gold, you don't want to genrush but you also want enough to get silver or gold, which is about 1 gen
What does this result in? Well, if the killer has a macro, easy double pip if your teammates aren't stupid. If no macro, then can get a safety pip or if you're lucky a single pip, but you should never be getting a depip from an afk killer lmao, its so easy to avoid that vs getting facecamped to death
Tell that to my soloQ teammates they try to do gens as quickly as possible and just leave in that situation.
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@Murgleïs said:
- Still don’t understand why it’s the end of the world for survivors mains to add few seconds to healing ? Especially when you have perks to deal with that.
- Still don’t understand why people say soloQ will suffer ? I play mostly soloQ, just bring a medkit…and coordinate with your team. Yes sometimes you will get bad teamates, that’s life it’s the same with every PVP games.
- Still don’t understand why survivors mains are crying about circle of healing ? My favorite build is 4 boons and I am very happy that this perk is not holding the other boon perks anymore, we can finally hope for more changes in the future and more boons perks. Also it is still perfectly viable lmao ? It seems the only survivors complaining about this change were the ones using only CoH for themselves as a selfcare which is not the idea behind boons at all.
- Now for killers I find hilarious that Otz is complaining about the call of brine nerf. This perk alone is S tier and the idea is to shake up the meta, I hope we see a more chase oriented meta, or a devour / pentimento comeback.
- Very excited to play Demo, Twins, Wraith, Sadako again without the infinite fast healing or no animation dead hards.
Even if this last for 2 weeks, I will be glad.
There are bad changes even for killers call of brian, pain res were completely fine but still got nerfed. Now you have to tunnel in order to avoid dh that is not good change in fact they should made it work after you're unhooked so killer would have reason to go after unhooker now 3 health states vs one means you are forced to tunnel. Believe or not but not every killer wants to tunnel but all recent patches have promoted that stragedy more and more.
Now the healing changes will mostly nerf soloQ. For coordinated swf they are not problem and now they can rush gens even faster with nerfed regression. Healing did need nerf but they went overboard with these changes. Instead gens should been increased to 100s and toolboxes, bnp:s and gen speed perks nerfed. This would reduce gen rushing problem.
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I agree but depip standards should be also lowered on killer. I can make it to iri 1 on killer if I really want. Currently im on iri 3 but I need to sweat to just get extra 200K bp so I will not try to get there. I have depipped even as killer while getting 4K:s...
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@Skill_issue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3387922#Comment_3387922
not much does against the s tier killers correct but against the rest of the "viable" killers really? with a straight face you say a nurse game is going to be as hard as a game vs a trapper?
i never guaranteed anything anywhere in my post...i just said survior is still going to be ez mode even with all the rng elements (unless you want to argue somehow that killer is ez mode you can state your facts as well). it is my opinion and i wanted to discuss why people are whining about taking one or two perks to counteract the healing nerfs.
autodictact stacks and you don't lose the bonus...longer healing time means more skill checks which means you get the efficiency from the perk in 1 to 2 heals go test it out. there is also botany knowledge or inner healing for quick heals none of this changed.
if i am full of it because i gave my opinion (since obviously i am the only one with an opinion ^_^) then sure guilty as charged. i would counter argue that you can easily prove it to me that killer is ez mode with your gameplay.
Show me your soloQ gameplay if it's that easy.
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@Zeidoktor said:
My understanding is that how much or little your MMR changes from a Kill or Escape depends on your MMR relative to your opponent(s). If you're a low-MMR survivor who dies to a high-MMR killer, you won't lose much and that won't gain much. Vice-versa, if a low-MMR Killer beats a high-MMR survivor, the killer will set a bigger than normal increase and the survivor a bigger than normal decrease.
I would think im low mmr survivor given that I die much more than escape. My escape rate is probably around 30% in soloQ. But still keep facing same high mmr P100 blight who plays to slug everyone as quickly as possible. For strange reason I also get worst teammates agains't him.
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Killer is easy mode for me survivor hard mode when it comes to pipping. 4 man swf is different thing that is very easy mode.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388593#Comment_3388593
You can easily pip up against an afk killer tho? Especially if they have a macro
If you're depipping on an afk killer that isn't a cloaked wraith all game.. idk what to tell you except.. actually do what the emblems require you to do? The only one you can't is the altruism and that's only if they don't have macro
There is no way to pip agains't AFK killer at best you can hope to safety pip that's it. Pipping system in this game needs to be reworked. Grades are not ranks and got nothing to do with matchmaking either so why it should be so damn hard to get one pip or to avoid depipping which is just luck. Grades just are supposed to show play time.
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Yes pc has big advantage especially on killer. On console blight, oni and hillbilly are nearly unplayable. Survivors also can more easily spin your hits. On survivor you can't spin as fast and it even seems some pc players has faster vaulting game works better for them. Console should get some optimisation and buffs but it's not as bad still than some others game mostly.
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Depip standards should be significantly lowered for both sides. I had to sweat like my life is on line to reach iri 1 on killer. On survivor even that is not enough...
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@Mr_K said:
How does anyone get to grade 1 anyways?
Playing in swf who make game plan around pipping
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@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388504#Comment_3388504
You likely know this but just responding to emphasize how stupid it is: you can depip in iridescent as survivor if you escape because the killer was either AFK or a basement Bubba and you just genrushed to get out as fast as possible.
The reason being because you never got chased and you never rescued/healed anyone, the game decides you didn't do enough, so you depip. Even though you survived.
Absolutely ridiculous.
Yeah back then when I used to play on swf we used to get gens done so quickly and escape that we just depipped many games... Grades punish you winning too quickly.
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@Bot_Salvo88 said:
Eh, i did it randomly the other day without even noticing it.
Don't get me wrong, if you only aim to get the achievement you will suffer a lot. I just found it funny that I did it randomly
Well if you bring rpd map offering every game and play selfisly you are bound to escape and eventually get it done. I got it that way probably in under few weeks to it release done.
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@TragicSolitude said:
BHVR could increase the standard for pipping or the number of pips required to reach iri 1, as long as depipping gets removed. Depipping is a horrible mechanic that made sense when emblems were for Ranks and matchmaking, but Grades are for a reward. Taking away our personal progress towards a reward because of bad matches which are out of our control sucks. So many RNG things that have nothing to do with skill can cause a depip.
If nothing else, BHVR knows lobby backfill puts you with players who are either way better or way worse than you. Even if all matches were with players in your skill level, things that are out of your control can still go wrong, but when fast matches are prioritized over fair matches, then depipping is just a slap in the face.
Yeah in killer at least I can somewhat manage it playing as sweaty as possible like they are still ranks... As survivor it is just out of control no matter how well you play you can still depip. But just on both sides depip standards should be lowered. I don't want to sweat like that on killer either. That's why I just give up after reaching iri 4 because reaching iri 1 requires you to 4K 10 games a row with 10+ hooks.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3386191#Comment_3386191
This is such a lame mindset. You aren't less skilled, because you took advantage of the opponent's mistakes to capitalize yourself on an advantage. You don't have to hard tunnel the first survivor you find in order to not spread hooks. You can even generate enough pressure to force a survivor to end up in second state on some maps like Azarov's.
Forcing yourself to hook everyone equally over some pride does not actually make you more skillful. As it means you are giving up your own advantage instead of making use of it.
Well I admit im not the best killer so I do tunnel some games just because of that. But there certainly are many killers who are enough skilled to win with other strat but they want to use easiest way to win. But when I win playing fairly it's much more rewarding.
Otz is skilled killer and showed you can win still 80% of your games without tunneling someone out while he did challenge not to hook same survivor never twice in a row.
Why do you think you have to hook everyone equally? There is so many different options than just doing the opposite play of tunneling. That definetely is the most skillful play if you can win while giving other side that much advantage.
But my tactic is to hook different survivor usually and keep track who I have hooked so if I see Jill is hooked twice and ada who is hooked once ofcourse I go after Jill. This is just more natural way to play than ignoring everyone else and tunnel same survivor as you're first 3 hooks.
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@Technature said:
I would also like to see my skill and be confused why someone low ranked like myself (presumably) is matched against SWF sweat squads every day.
Yeah I wonder does it even exist I do win more than half my games as killer though so that do increase it probably. But as survivor I keep dying and face even sweatier and sweatier killers...
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@Crowman said:
It already is. Killers get nothing out of spreading hooks.
Yes they do get something it's just not rewarded in the game. Like feeling you really won because of your skill and not because you used the best and easiest strat. But spreading hooks is not always worth it because survivors can just tunnel generators.
Still the hard tunneling only focusing on one survivor is not often that good idea because that leaves other 3 working on generators uninterrupted so that can be heavely punished. It's important to still know when to tunnel.
But tunneling is like full swf playing the game on easy mode both should be nerfed. I like normal mode spreadind few hooks and cause pressure and take someone out more natural way.