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Deathstroke

Deathstroke

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Deathstroke
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  • @Hannacia said:

    I wish people could see this game from both sides. You can't just take and take from 1 side expecting never to lose anything from other side.

    Healing nerfs are needed, medkits and CoH are big issue at the moment in this game.

    Gen kicking perks..sure i can understand the nerfs especially due to Knight and SM using them to 3 gen.

    They can't just nerf killers gen perks without doing something to survivor side and maybe the healing nerfs are to balance the lost time killers are now going to lose due to these nerfs.

    Only nerf i really dont get is the Hillbilly one. He's a good boi and didnt need this.

    Its going to be ok even if you can't heal yourself 5 times per match anymore, and its going to be ok even though your 3 gen perks arent as good anymore.

    Yes but they just overnerfed everything call of brian and overcharge could be left with 150% regression so they would still be useful but not overly oppressive in 3 gen situation and they could just remove the synergy stacking with each other. Pain res could be just changed you have to hook different survivor each time to it work. Overall I think gens should been increased to 100s as that woulf bit nerf gen rush swf:s.

    Altruistic healing should left to be 16s only med kits and coh needed nerf which were overnerfed as well. Dead hard needed nerf but instead it could activate after being unhooked so you could still go after unhooker now it's not worth it to go after someone with 3 health state instead just one. Overall dead hard should get few other nerf itself while you activate it you should not be able to drop pallet or vault a window for few secs. This would give it to more fair counterplay.

    For hillbilly nerfs I don't know what to say. Blight and nurse will be OP after this update and especially the first has most broken add ons in the game and they were left untouched.

  • @Dreamnomad said:

    https://www.merriam-webster.com/dictionary/tunnel

    Tunneling as it is referred to amongst the DBD community doesn't have an actual definition. It is a term used without a commonly agreed upon definition. Therefore it means different things to different people. From a survivors perspective, tunneling happens when they are hooked and after being unhooked they don't have a reasonable opportunity to recover. From a killers perspective, tunneling is only when you down and hook a survivor who was just unhooked. From the narrative you just told then from your perspective as killer it wasn't tunneling because you didn't hook the survivor and gave her a chance to recover, from the survivors perspective they were tunneled because they didn't have a reasonable chance to recover. Both perspectives are valid.

    She did have time to recover between her first and 2nd hook as she was able to get fully healed. Between her 2nd and 3rd time getting downed I can see she didn't have much time as she was cleansing totem and I interrupted that. But that still not tunneling as I chased others and hooked between those downs. And I left her on the ground when I noticed it was same survivor I had hooked 2 times.

    So I chased hooked and downed and killed whole team meantime she was on the ground and then hooked her. But instead she blaming me she could blamed her team for not having time to recover she would have reasonable time to recover if her teammates could lasted better in chase and also healed her while she was slugged on the ground. Im pretty sure renato felt tunneled as well as I only hooked one survivor between his hooks and he didn't even get healed once or have time to recover and he was first to die. I thin I just tunneled whole team as no-one really had time to recover.

  • @th3syst3m said:

    It's actually pretty easy once you learn how to pressure. Once you do you'll win most your matches but once in a while you'll be matched with an actual good team and get destroyed, then you can make a post on how DH is OP and survivors need to be nerfed.

    I think it's not that dh is OP it actualky can be counteted but gens are too fast if survivors who know what they're doing actually want to make them as quickly as possible that will happen. There is not much weaker killers can do if they don't bring 3-4 slow downs.

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/369649/got-blamed-from-tunneling-was-this-tunneling

    No.

    First off, if people wear matching cosmetics, they're kind of abdicating the right to cry about tunneling. Expecting the killer to filter for names and not just character/cosmetic is unreasonable.

    As for other factors, they vary from person to person, but imo if you down anyone else after to surv in question, you're not tunneling. Also for me, to be a true tunnel, it has to be three hooks in a row. Sometimes people just aren't good or unlucky and end up in your face too often, and you can only expect the killer to willfully ignore you so much.

    I agree with that 3 hooks a row definition being true/pure tunneling but there are few exception. Like I have see good Oni:s who only focus hooking one survivor but just keep slugging everyone else between that survivor hooks.

    In that match I was also pretty sure on yui:s second hook that it was another yui... There was 3 yui:s with that same drift cosmetics and I didn't paid much attention to names... I had huge pressure that whole match so for yui perspective I can see she felt I targeted/tunneled her but she could still see I hooked and chased others and she literally was last one to die.

  • @Gwinty said:

    Dead Hard will still be played. Especially by people who enjoy Mettle of Memes or who run a build with a bit focus on unhooking.

    I can totally see Dead Hard getting run with "We'll make it" and "Borrow Time". However I agree that triggering it via protection hit as Pulsar suggested would be a better choice and more thematic with David.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384637#Comment_3384637

    Honestly my best "anti-tunnel" build was Off the Record and Sprint Burst. Plain and simple.

    You get off the hook, you run to a save loop. If the Killer follows you, let them eat Off the Record. Even with the one extra hit it still gives you and aura-reading block and 0 noise from your injury which lets you mind game far better. I had enough Killers fall for this simple combo and it takes less skill then hitting e at the right time.

    Camping is killed if one of your mates had a heart and enjoys a bit of Reassurance. The punishment for a Killer trying to camp while you just reassure is pretty good. Sure you maybe need to leave the one person behind but 3 escapes is very easy here especially if you maybe go for an exchange once. Been there, done that, works.

    I have used that combo too. Sb pretty much is requirement with otr. I can see it being good antitunneling combo for not experienced survivors or not great loopers. But still if killer hard tunnels/camp and hit you right after your unhooked he counters both of them.

    With ds and dh there is no easy counter but they do take more skill. But you can usually make it to safe loop with basekit bt already. The thing with ds is you can play very greedy it does not matter if you go down or they don't even get you. After ds is gone with dh you can still be greedy and after you're used that then you can play more safely but at that point you're probably looped the killer almost 2 minutes. Meaning 3 gens could be done in that time. Adrealine then will give you speed boost quite often if you use that as well.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383843#Comment_3383843

    OTR + DS? It exist today and will tomorrow and doesn't require timing.

    That is much worse than ds and dh combo. Killer can hit Otr immediatelly away and then down you like it didn't even exist... But ds takes deep wound away which means you can use dh after that making chase last potentially about 2+ minutes making tunneling unviable. But now that will be gone making tunneling most viable option always. You could technically use Otr in this combo but I think it bit too much most killers anyway hit you while you still have basekit bt. So you could use something more useful like adrealine.

  • @Pumpkinbros said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382118#Comment_3382118

    no not really because I'm talking about a situation that is uncounterable, I can not save someone from a camping bubba without a second person who is fully healed, so that's why I say it about this

    gen slow down is only a result of skill, when gens fly by it means you are failing to apply pressure to the team, so that's why you need it, I'm not saying that's an issue but in no way should gen slowdown perks become base kit considering its counterable, you can kill survivors

    so to answer your question no, you can not also say this about killer perks

    Yes you can deadlock and corrupt should be basekit.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383798#Comment_3383798

    Why after the update? What stops you from doing it now? Nothing.

    Unhooked can have ds and dh combo which is very powerful agains't tunneling. But not after this update. Well it's still usually best option to go after them but I prefer to play more fair play. But not after the update as I get too much punished. You will be rewarded not have to deal with dh from tunneling...

  • @Bjario said:

    You wont deal with it in the first chase, since someone needs to unhook another survivor in the first place for it to activate

    It is pretty common situation to go back to hook and choose either unhooked or unhooker to chase and the latter choise is made not worthy.

  • @jinx3d said:

    its just a worse otr at that point

    It still works later if you don't get tunneled and I think Ds and Dh combo is better counter for tunneling than Otr.

  • @Caiman said:

    If Dead Hard activated after being unhooked, why would I choose it over Off the Record?

    Killer can immediatelly hit OTR away but you can instead use Ds to take away the deep wound and then Dh which will not have timer so you can use it later if killer does not tunnel.

  • @WesCravenFan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382309#Comment_3382309

    Or maybe, just maybe, the existence of a perk that lets you negate an entire chase by pressing E is bad game design.

    Then survivor outplayed you when that happen. Most often dh is used on prediction and possible for killer to outplay. Few times though I havd outplayed dh and they still been able to drop pallet so that really only change it needs you should not be able to drop pallets or vault an window after you used it for few secs.

  • @Chocolate_Cosmos said:

    All what was nerfed is that now you need to rescue someone to activate it. It's the same perk in it's core, just now you have to do one extra step (nothing difficult) to have this perk activate and you can activate it many times in the game.

    In fact, now it will be even more usefull againts Killers that are going for hooks (fair killers) instead of camping and tunneling. It will punish more Killers who try to give more chances to Survivors. Killers who will tunnel and camp this perk will effect less.

    I wouldn't be suprised at all if after few weeks / months DH will slowly climb up again into top most used Survivor perks. Also don't forget Killers will probably suspect this perk less as the match continues so it might have bigger value.

    It's still overall a nerf of course, but I don't think it's major one. Unhooking someone isn't something difficult at all... unless the Killer is camping with a good camping power (see, again punishing fair killers who don't camp).

    I have to stop playing fair after this update and instead tunnel every single game to avoid dh. That seems to be what developers encourage you to do from now on.

  • @Krazzik said:

    DBD is the only game where playing a certain way is called 'abuse'.

    No but slugging isn't against the rules or abusing anything. If a killer doesn't want to hook they always have the option of trying to get all survivors downed at the same time and win that way, assuming no one has a perk that lets them pick themselves up.

    I understand that many survivors don't find those sorts of games fun but it's a legitimate part of the game and by playing DBD you agree to deal with this if it happens.

    Bring No Mither if it's such an issue.

    Should not be survivors want to pip too or at least get safety pip but when there is blight doing that stragedy that is not possible. He hooked last of us when two dc:t I quess got bored.

    20230327_180015.jpg


  • I personally like dh to activate after unhooked so it pusnishes killers who tunnel. But overall I think it should get other nerfs as well you should be unable to vault window or drop pallet after using it for few secs. Maybe the sprint burst should be shorter as well.

  • They should just update dead by daylight kinda like overwatch did. Add new game modes (2 killers vs 8 survivors) and update perfomance.

  • Dead hard needed nerf but I would rather see other than this. It's still same as before but you have to do unhook to activate it punishing killers who don't tunnel... I think dh should instead activate after your unhooked meaning you can't use it in first chase. But also other nerfs you should not be able to drop pallet for few secs after using dh or vault a window. I think the sprint burst should be smaller as well at least if you get hit by m1 so it would be less powerful agains't m1 killers. Nurse and blight should be exception though and dh should work agains't them like before or other option would be heavily nerf these killers as dh is only counter agains't them.

  • I think killer experience should be improved on xbox. Bligh hug tech, flicks and Oni 180s and flicks should be made possible. Autoaim should be updated and made stronger on console. Game like fornite has aimassist only for controller players. Survivor is more fine but pc survivors can spin faster I think overall spinning speed should be slowed down. Spins also hurt lot more console killers.

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382759#Comment_3382759

    I honestly couldn't care less about pipping. What I care about is looking stupid in front of other players 😆 I know they're just people behind a screen probably hundreds of miles away but I can't help it. And when people make me look stupid it's frustrating.

    Nobody thinks that im sure if you get looped long time they just probably have fun and enjoy facing you. I care about pips until I reach iri it feels like objective you need to reach.

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382083#Comment_3382083

    That's why I rarely play killer, I don't want to have to play all sweaty and eventually get frustrated. That's also why I'm happy about the healing changes coming to DBD, maybe it will make killer more enjoyable for me since survivors can't heal in 10 seconds or during mid-chase anymore unless they have syringes. Which I'm sure those are going to be way more popular than they have been.

    Well killer at times is frustating but I think overall solo survivor is more frustating if you want to win. Because as killer you can make the difference if you win or lose. But some games you have to sweat like your life is on line to win... Best is not to care too much about the result and have fun but it's hard when depipping still exist but even that is more on your control. Certainly killer is more stressful role.

  • @Mytea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375857#Comment_3375857

    but it should be of priority. i sometimes have 50 matches in a row in which i constantly lose a pip and can't climb up. the highest i can get on each side is mostly gold 4 and i must have been rly lucky getting their. that shouldn't be a thing and i pretty much never get past it anymore.

    I agree I have only reached iri on both sides because I sweat. On killer I tunnel every game and then spread hooks to have best chance to pip or at minimium safety pip.

    On survivor it's important you don't get found first if im alone I usually cleanse totem or keep low profile before killer finds someone. Try to do unhooks, heals, gens and totems. Best stragedy is to 3 gen your team as long match quaratees pip or two.

    But unfortunately there will be matches when killer tunnels/camp you out and that's depip and there will be matches when you get gen rushed as killer and depip. You just have to hope you have more good games...

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381343#Comment_3381343

    I only use the add-ons as stress relievers when I have horrible games as killer 😅 I rarely play killer so it only happens like... twice a year... but boy does it work.

    I also specifically choose the Haddonfield map to guarantee my win lmao

    Well playing that rarely you most likely face potato survivors so agains't them I can see it being powerful. I play killer everyday and me picking that add on will not have that good time. I have always won with it but I have had to work for it. Only once I stomped team with it when I used it first time but I was new killer back then.

  • This update will basically nerf soloQ but swf will remain same or stronger as now they can gen rush even faster as killer regression perks got gutted. Swf can also easily just communicate heal or just repair gens while injured.

    Gen times should been increased to 100s and healing would been fine to stay at 16s at base speed. But med kits and coh were rightfully nerfed maybe just too much.

    Dead hard should been just nerfed different way make it show status who has it and make you unable to drop pallets or vault window if you use it and shorten the sprint burst and maybe limit it 2 time successful use per game.

    Billy should been buffed not nerfed... Blight OP add ons were left untouched... Oni and Ph could get better add on reworks. Pain res, call of brian, overcharge were overnerfed just make the latter ones not stack with each other, make easier skill check for overcharge and bit tune down the regression then they're fine.

    Pain res could been make to work 8 times but not scourge hooks but each time to it work you have to hook different survivor and it could deactivate after first kill.

  • @[Deleted User] said:

    You could run Devour Hope in ten games and most likely in nine of them it will get cleansed before it gives you any value.

    NOED I actually agree with you is still to this day a bit of a BS perk. However that’s only in certain scenarios- if it coincidentally spawns near a hooked survivor then the killer can just camp an easy kill and the other survivors can’t do anything but leave. That’s boring. But generally, I would say most people in my games now will look for the totem and cleanse it before attempting the save.

    Healing your teammates should be faster than healing yourself. Everything else they’ve done in regards to healing should at least be given the benefit of the doubt until the PTB. The main issue I have with it is getting a teammate to heal you is clearly much easier in a SWF, so the issue of closing the gap between solo and SWF comes to the front again.

    As for the perk changes, again people need to actually just wait and see. On paper the Pain Res change is much worse than the DH change. The COH change clearly being the most dramatic, but self healing quickly is an issue so it’s not surprising this has happened. You basically couldn’t drop chase at any point if a boon was up, and that’s not healthy for the game. But I circle back to what I just said- this change will affect solo players way more and that isn’t good so I’m mixed on this.

    Devour hope gives more value than that at least every 1 out of 2 games if you use undying as well. But I think it's fine perk it encourages not to tunnel.

  • @ehe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/369195/dead-hard

    This isnt what I wanted at all. I love fighting dead hard at vaults and in the open, because landing it there is skillful and I commend people for doing it. Im a dead hard user myself an I find this change to be lazy and uninspired; there are numerous suggestions to make dead hard more in line with the rest of the perk roster without deleting it, but in true BHVR fashion, they made their own solution and surprise surprise it was a bad one.

    Like, every other survivor perk is balanced except DH and while I did want it toned down I never wanted it gone. BHVR is a lazy company that doesnt understand what their playerbase wants, instead favoring killing anything problematic in lieu of actual balance.

    I feel bad for he entire playerbase rn, we all just had out favorite perks deleted, without any compensation. AND survs have to deal with longer heals, because holding a button is such thrilling gameplay.

    I always thought that DH should just not be able to drop pallets after using it, so the lose lose scenario is gone. Maybe only basic attacks too because dead hard a billy or oni isnt hard and gives too much value for its difficulty (except nurse, she doesnt need buffs.)

    And agains't blight and spirit dh was needed too. But I agree I think they should just remove ability to vault or drop pallet after you use it and make the sprint burst bit smaller. Also it should show status who has it this in my opinion would be enough nerf. Because most annoying thing for me is to have to bait it out when someone does not have it. Maybe make limit that max 2 time use as well succesfully.

  • @Mystic_Mizu said:

    Yeah, poor Billy :( No one plays him enough as it is and he is still getting nerfed.

    I'm just surprised the Huntress's Iridescent Hatchets haven't been nerfed yet. Even though I don't encounter any that play with them on, I played a game with them and annihilated the whole team in a few minutes. (I played like this to get my Rift done already and I don't like playing killer longer than I have to)

    That add on was nerfed but not directly it before stacked with the purple add on which increased amount of hatchest so you had 3 instadown hatchets... But that does not work anymore and I don't see anyone using it anymore as it's not too hard to dodge one hatchet for survivors.

  • Because they were popular I quess...

  • Yup I would want to move my garden of joy, borgo and eyrie offerings to my survivors from killers and move midwich, saloon map and lery's memorial maps to killers from survivors.

  • @dollidahlia said:

    If you’re a killer main, you’re pretty use to perks being destroyed (Pop, Ruin) so this chapter isn’t surprising.

    but survivors never have a perk “destroyed”

    iron will sure but it didn’t change the core gameplay. It’s just a tantrum for 2 weeks. I would stay off the forums for 2 weeks until their tantrum is done and they learn to adapt instead of complaining

    Old dh was still at least twice better than new one. Well could say the new one is even different perk only thing common with them is that you activate it from same button while injured. Now new dh definetely needed nerf as even with 50% as powerful as old dh it was too good. But rather some other activation condition would needee than making it best decision for killer to tunnel to avoid it all together.

  • If they should nerfed any killer add ons that should been blight. His single add on might not be as popular as engravings on billy but that is because he has many OP add ons so you don't see just one. Billy deserves buff is anything those add ons could be make partly basekit and other buffs as well. Hardest killer in the game deserves to be better. There is always argument I see blight not needing nerfs and deserves to be strong because he is hard killer but billy is much harder and gets nerfed...

  • Flaslight change agains't wraith was good but other changes were not needed. I think nurse, blight and spirit will need to be nerfed down after dh is gone as it was only thing holding them back.

    They nerfed healing too much med kits needed to be nerfed but normal basic healing not that much. Dead hard should made to have different activatio condition which does not promote tunneling like after you're unhooked you can use it only once in match but it stack with endurance. So now it would work more as an antitunneling perk.

    Call of brian was overnerfed even worser than ruin... they could just make it not stack with overcharge maybe make it 150/160/170 so it would still be fine. Overcharge skill check should be made easier and regression could be 150. Pain res should be left untouched or make work only when you hook different survivor but works on any hook. So it would promote spreading hooks.

    Hillbilly change is just ridicious instead making the add ons basekit they nerf them... Hillbilly is hardest killer in this game to play and if anything he should be considerably buffed. Most skillful killers should be the strongest.

  • @Wexton said:

    I'm cool with everything besides the hillbilly changes. Why nerf an underperforming killers only good add-ons? I don't get it, it seems like they just want to kill hillbilly. I've said this a lot before but I'll say it again, if overheating is such a "non-factor" then why not remove it? If it doesn't change anything then why is it there?

    I can live with the pain res nerfs, it sucks that they over nerfed it but I don't use the perk anyway so I could care less.

    They nerf them because they are popular instead making them partly basekit like with all other killers. I think overall this update has went overboard. I think if it goes live blight, nurse and spirit need to be nerfed considerably.

  • They should make dead hard activate after unhooked not when you unhook someone as that nerf means you should tunnel to avoid going after survivor who has dh.

    I think they went overboard with the healing nerf they should in my opinion nerf less. Med kits definetely needed nerfed. I think gens should been increased to 100s as regression perks got nerfed as well. Pain res definetely didn't need anything it was fine they could just make it not stack with dms to lessen it popularity.

  • @Caiman said:

    Why are you nerfing a already bad perk?

    Why do so many survivors run a bad perk?

    Some situations is good and when it works it's best exhaustion perk. But actually currently for me it's hard to get value most killers have gotten used to it and bait it out.

  • @DudelPuma said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379762#Comment_3379762

    hehe it was supposed to be xD that was my intention to come across as bragging about it... to show if he means me not to look down on other people just because they have "no friends", i hate people who put others down for something (weight, looks, no friends, no family, no more parents, etc.)

    I used to have full swf always in this game but all my friends have quitted or play very rarely now.

  • That's great I think I will tunnel even more than now as that ii now best way to counter new dh and survivors don't have time to heal and take protection hits. And as gen regression perks gets nerfed I need one out soon as possible.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376784#Comment_3376784

    I'm saying that whenever we have a forum post complaining about bully SWFs, we get told "it's not that bad" and "it's ok because they aren't doing generators when they are bullying". I'm saying that if these forums are going to make it a point to not care when survivors bully killers, then why should we care if killers bully survivors?

    It's just like how some people think it's ok to ragequit as a survivor, but these same people want to shame killers that lobby dodge, because "people should play every match". If killers should play every match, then survivors should do the same, right?

    I rather take bully squad which actually makes me able to play the game. If you're decent as killer they are not too hard to counter I usually whipe the floor with them. But what really is worser as killer is gen rush squad who does all gens in minutes so you won't be even able to play the game.

  • @kingcarl2012 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378549#Comment_3378549

    Ok well then lets get rid of the DC penalty while we are at it, it unfairly punishes some people.

    There're plenty of ways to find group of like-minded players, thats a pretty lame excuse

    Dc penalties have good reason whereas depipping no longer serves purpose other than making you feel bad. And punishes people like me who care I think most don't so removing them would barely affect match quality. Probably would even improve them if anything. Im fine people who dc or are AFK depipping but players who try their best should not depip.

  • @kingcarl2012 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378508#Comment_3378508

    Yeah your right, every single game that I lose 3 gens on the first down as the killer could just afk at the gate and not have to worry about depipping until I get a match that I get 2 hooks before the first gen pops while all those other survivors ars stuck playing gen simulator.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378510#Comment_3378510

    Thats an interesting point at what rank do you start to actually think about that I'd bet its not bronze or silver but up into Iri/gold feel free to correct me If I am wrong.

    Regardless how is removing depipping and increasing the number of people who first hook suicide going to help your game experience? How will you pip when a killer gives up and doesnt interact with you and you cant get points in half your emblems anyways? If bad teammates are your main issue then get a group play together to pip up and then once you've done it go back to solo queue, thats a problem with a pretty simple solution.

    Depipping is the problem here. And not everyone here has friends who play this game anymore. Easy solution is to just remove it then people can just enjoy and play the game.

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378502#Comment_3378502

    But tunneling is still the best way to guarantee a 12 hook game. If one survivor is dead, you have more time to get the last 9 hook stages.

    Yes that's why I tunnel it gives +2 pips if you win and it best stragedy for that. Even if you lose get 1-2 kills you still should get safety pip. But winning 4vs1 without tunneling and getting 12 hooks is lot more skillful and fun. But not the most efficient play.

  • @TragicSolitude said:

    My friend and I would actually play the game more if depipping were removed. Even though we try not to care about pips, it still stresses us out and we just avoid playing for long periods of time. We're able to have a lot more fun if/when we hit iri 1 because then pips aren't hanging over our heads.

    We have pips we don't want to lose so we haven't played for a while, now.

    That's so unfortunately that you fear even playing the game. I have huge anxiety to play when im close to new grade and need that one pip and then have game where im 1 point away from pipping and then depipping 2 times a row after that is jus devasting. Makes me question why do I even play this game.

  • I tried her 3 gen strat myself and it was actually stressful so I won't try it again it's not worth to win that way. I played agains't pretty decent survivors and the 3 gen area was not best though. It was close match if I didn't get one survivor out when I did I would lost.

    But personally now would hope to play agains't one to get +2 pips. Losing slowly is best way to pip.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378053#Comment_3378053

    Tunnelling can't be nerfed imo. It's always been a thing in the 2 years I've played. I've seen so many suggestions, most along the lines of making killers stronger so they "don't *have* to tunnel", but that won't work either. Because the game is designed to give more challenging opponents every so often, and killers will revert to tunnelling again once they have those more difficult games. Short of guaranteeing a 4k every single game if a killer doesn't tunnel, it'll never go away.

    Well if killer notices he is losing because he tunnels but winning when he does not which he will then do?

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377723#Comment_3377723

    Stop suggesting basekit DS, it's the worst idea since basekit Unbreakable.

    What you suggest then? How we nerf tunneling? We can't just make gens 120s or secondary objective and hope killers don't tunnel. Those who do so now certainly will and have even more time to do so. Basekit ds would solve the problem.

  • @Skill_issue said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377142#Comment_3377142

    see but what is to stop that killer from assuming that the last minute switch is to troll them? the killer can still dc before the game starts

    Killer has to crash his game so that's unlikely but I don't switch last second even it would make balanced match. I don't even play my P100 Feng that much as it puts more pressure doing well.

  • Sound's fun I will give this build a try but I don't think it makes him A tier maybe B.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377674#Comment_3377674

    And there is a very simple way to do this:

    1. Give killers a 5th perk slot that can only be used for a hex or a hex clearing related perk.
    2. Let killers rekindle hexes as long as totems exist.

    What would happen? Every killer now runs Blood favor until all 5 bones have been broken. Chases are shorter and the survivor objectives are massively longer. Boons become nerfed because their team members keep breaking the bones to prevent the killer from having their hex of choice.

    https://forums.bhvr.com/dead-by-daylight/discussion/368793/otzs-tunneling-experiment

    So if you watch Otz's stream you will hear him say :" I have to tunnel this person if I want to win" when he is trying for an all perk challenge or if he is trying for a 50 winstreak.

    When Otz absolutely positively feels he must win - he tunnels. That is all the proof you need.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377712#Comment_3377712

    Sadly this will never happen. DBD is optimized for 5 mobile objects and having 3 bots is "too much" for the system.

    Not to worry in August we will get the new Texas Chainsaw Massacre game. It will feature 3 killers on voice coms vs 4 survivors on voice coms. This is the same company that made F13 and so they already had an attempt at the "4v1" years ago so they had time to make a new game that will "work".

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377709#Comment_3377709

    Here's the issue:

    Tunneling a generator out of the game makes it so that it can never be "unrepaired". Survivors can trade 5 generators for 5 hooks spread evenly across the team and everyone escapes. This is called "efficient" play and is celebrated by survivors - at the expense of the killer.

    The "counterplay" to this as killer is to hook one survivor three times. This is the most efficient way to play as killer. You literally get nothing for hooking three different players one time with the base kit rules. Hook one player three times and you get a death that results in a permanent 25% reduction of the enemy team efficiency.

    I would stop tunneling tomorrow if I got a 9% debuff to all survivors for generators, healing, chests, totems, sabotage, doors, etc., every time I hooked a new survivor as long as 4 players were alive. Note that an 8% debuff would only be 24% by the 3rd hook making it less effective than tunneling so the debuff needs to be a 9% penalty. After hooking 3 or 4 players once I would go back to tunneling like normal however so the debuff needs to last the entire game once earned - otherwise you just tunnel as normal.

    How would this change the game?

    1. Everyone is alive in the game longer
    2. Generator defense would actually mean something if killers are averaging 27-36% built in slowdown every game. (note this would likely mean the last two generators would be taking ~118 seconds.
    3. Three gen scenarios would get more common.
    4. Dying Light would become an overnight sensation and we could in theory be getting something like a 45-50% penalty for generator completion times.
    5. It might possibly lead to a game state that everyone hates less than what we have right now.

    3vs4 sounds to mee too many killers but I will definetely try it but personally I would hope 2vs8 mode to dbd. Just imagine Oni with legion or plague unlimited power... I hope the texas chainsaw is popular and forces dbd to add new game mode. That's only way I imagine it can happen. If they can't do 2vs8 for me 2vs4 is fine too. But it would need lot of balancing...

    Instead just making gens slower they could add secondary objective which each unhooked survivors would have to do amd before that they could be just incapable of doing gens or have massive gen fix speed penalty. Now that second objective should take decent amount of time. So now if killer chooses to tunnel gens will go fast but if not then the match will go slowly.

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377674#Comment_3377674

    I love the optimism, but that would most definitely not reduce tunneling. Folks who find tunneling an effective way to win will still tunnel, only they'll be even more successful since the Survivors now have to worry about another objective on top of trying to save their friend. Those two things are ultimately completely unrelated. It's like trying to fix a leak in your roof by oiling a creaky door hinge.

    Add another objective for survivor but also nerf tunneling considerably for example basekit ds which activates twice or remove collision from unhooked survivor until he does conspicious action.

  • @philward1953 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377674#Comment_3377674

    I don't know how that would reduce tunneling, but I do think that DBD needs SOMETHING else in terms of an objective. Like jeez, the game is 5 years old and there have been NO changes to core gameplay.

    Dbd needs 2 killer mode then you can both tunnel together one survivor out... That would be fun though.

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376989#Comment_3376989

    This is my reason for dodging lobbies as well. The more pips I have to lose, the pickier I get about my teammates. If de-pipping were removed from the game, I'd probably never dodge a lobby. Having a bad match is just part of the DbD experience. Having a bad match and de-pipping for it is what I really can't stand.

    I try to not care but I still care even the reward is only 2 million bp reaching red rank. Not that you are actually going up ranks or something. Depipping just should not be a thing.

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