Devil_hit11
Devil_hit11
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Next patch BVHR: We are buffing spine chill to grant 6% vaulting speed and skill-check chance.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450293#Comment_3450293
Correct.
There are plenty of better options. You know, perks that you'll actually be able to use on a semi-consistent basis.
more consistent =/ better. I think DH is still strong but its bad for win-streaking. What I mean by its bad for win-streaking is if your playing with Ayrun-level SWF's where your gen-rush killers in 3 minutes, then DH is terrible perk because... you simply cannot use it. this isn't to say that DH sucks... but more so that toolbox are so strong that you don't need DH in games to defeat killers if that makes any sense.
DH is only strong if the games are really close now. It used to be a perk that was good in every situation but now its situational game-changing at best. I think its biggest pitfall is that when games are close, killer can tunnel to escape to deny its value. Overall, I think its mediocre perk for most players. Scott has pretty good analogy for DH. Its hat trick perk. Something that Magician-type survivors that are good can use well but not meaningfully carry games. Could DH be a top-tier perk? Yeah it could be but is it healthy?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450259#Comment_3450259
Nah.
The perk got the DS treatment.
dead perk. don't run the trash-tier perk /s
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450199#Comment_3450199
Devs added base-kit UB for counter this new mechanic. So telling this is not giving any advantage to killer is just so wrong. Looks like devs are not agree with you.
Base-kit UB cancelled and they are probably looking different way to add this mechanic. Without buffing slugging.
i said it gives an advantage in the sense that it denies pick-up effects but whether you down entire team or not is entirely based off survivor's looping skill. 45 second to down 4 survivors consecutively is unbelievably poor survivor gameplay.
Honestly, I think slugging is often a explicit way for survivor mains to often criticize and gaslight killers that the game is killer sided. I remember when Oni first came out on PTB day 1, you would get survivor mains gaslighting the killers saying look, Oni is charging at super fast speed and downing survivors left, right and center. Oni is downing 2-3 survivors per power. OP KILLER!
The same thing could be said about Sadako Condemn. WOW killer is slugging everyone and instant mori killing everyone. plz nerf condemn strats. It's like no man. Maybe try to learn how to play against the killer power?
No other method in the game would have been faster at closing out matches if that has gone live, so every game would've been a ######### fest whack-a-mole ######### show.
your comment right here further proves my point on gas lighting killers. I am sure this comes from watching certain content creators showing how you can slug 4 people with certain killer builds. For example LilithOmen shows how you can do this on blight running alchemist ring+Iri tag, Coconut shows this with huntress and Supaalf used to show this with Nurse running Starstruck Nurse with green recharge and infectious fright. I am sure your comment is referring to these players speed-running teams in the PTB.
Apart from nurse that got nerfed for doing this, downing all 4 survivors simultaneously when no one has unbreakable would for the most part lead to 4k with or without mori. 4% on unhooks rarely occurs and when it does occur, the killer could just camp the unhook but once again, your prolonging the loss and enforcing the killer to bleed the survivor out for 4 minutes. Finisher mori skips boring end-game part so player can move on to the next game.
I still stand by that slugging is only oppressive when there is large skill difference between killer and survivor. 4 man slugging is only effective for regular killers when it is like bronze-silver level survivor vs diamond killer. The survivor has to misplay very badly on the chase-level and the tactical level for this to be effective. its arguably not really suppose to be effective in my opinion but I do think survivor should feel threatening when going down in general though.
Base-kit UB cancelled and they are probably looking different way to add this mechanic. Without buffing slugging.
I have no clue. they'll probably just add cypress mori at the end of the match or something very basic.
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I've even been downed by the knives before the sprint burst was over from the first wounded state
that is funny. maybe try not running in a perfectly straight line when playing vs a ranged killer? He is suppose to be less reliant on basic attacks. that is whole point of being a 110% m/s killer. Trickster is too weak. he needs buff. not negative changes. too weak for a 110% m/s killer. more m/s when holding knives would be nice for him.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450143#Comment_3450143
I also played way before 90 seconds change and in reality games are about some and can be faster.
Gens may be 90 seconds but most perks to slow down gens were nerfed and we have lot of new perks to work on gens faster.
There are not really new slowdown perks. Last killer who had slowdown perks is Sadako and it was nerfed into oblivion. So basically Artist. Even new chapter don't have any new slowdown perk.
Meta during 80 sec was pop/ruin. No current slowdown perk comes even close to those two.
well they are bringing pop goes weasel back. 30% current is not as great as 25% max but it will see some use. pop and eruption will be common for killers seeking to 3 gen from the start and you might see 4 gen regression perks again such as pain res+jolt+pop+eruption as a build.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448773#Comment_3448773
Such a strong mechanics should not be bound to an item (or perk for that matter). Things like these should be basekit mechanics. And while it would be fun to have something like this, I am doubtful it could be implemented in a reasonable way - you would need to compensate killers quite a bit for this AND you would need to go thru all the maps to include the feature into them.
Like I love the idea. It would be something new and something interesting to play around - maybe even a fix for hard-tunneling. BUT. Sadly it would be too much work to do right.
The killer could find another survivor and it is not like it would be impossible to find the survivor after teleporting to a locker. I do agree that it would be strong anti-tunnel tool and I could imagine survivors trying to teleport to exit gate in EGC for uncontested escapes. At the same time, I don't exactly take item balancing too seriously. I kinda see it more for the memes and more for fun factor. casual-side of the game. unfortunately a lot of non-serious aspect of items does end up showing in gameplay too often and player facing these items can experience a loss of fun especially if their killer is already underwhelming and not amazing fun factor.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449533#Comment_3449533
The finisher Mori they tested on the PTB absolutely, 100% encouraged slugging. There were videos, while rare or requiring certain killers to pull off, where the killer could manage to slug all 4 survivors within the first couple minutes and simply end the game with 0 hooks at 5 gens immediately.
No other method in the game would have been faster at closing out matches if that has gone live, so every game would've been a ######### fest whack-a-mole ######### show.
Even in it's 'purest' form with only 2 survivors remaining, killers would've just continued to slug for the 4k and saved on hooks while still denying hatch.
So the answer to your question is maybe. If they implemented something like the cypress Mori it *might* discourage slugging for the 4k. But most likely killers would just continue to slug to deny hatch, then hook the 3rd and Mori the last.
It all depends on what they have in mind for the reworked finisher system, but I doubt it will reduce slugging for the 4k. The only thing that will do that is a hatch rework
I consider that bad survivor play. getting 4 man slugged into 1 hook is skill-level problem. that should never occur if both sides are equally skilled.
no every game would've been a ######### fest whack-a-mole ######### show.
I disagree. The only advantage that the system gave to killers was that it preventing using pick-up perks from triggering if the final survivor went down before being picked-up but this is 90% in survivor's control. unbreakable has almost little to no counter-play. The system would greatly benefit survivor especially at high-level where survivors are more experienced at looping and a lot more resilient to any slugging strategy working.
Even in it's 'purest' form with only 2 survivors remaining, killers would've just continued to slug for the 4k and saved on hooks while still denying hatch.
Yes that happens already. I am not sure how finisher mori changes this dynamic. Killer perform the finisher mori manually. If the survivor purposely hides when they are in dying state, they're just prolonging the game for 4 minutes. The finisher Mori would speed-up the game ending so the killer does not have to manually hook people and look for people on floor when they have already won.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449759#Comment_3449759
You haven’t read my concept at all and just judge it by your assumption of it…?
i am talking more about smoke like Clowns power, something to help the survivor evade the chase but not make it as OP as a teleport (which you suggested) would be
yeah the reason why they would not put something like that is obstructing the killers vision is like 10 second blind. not fun to play against.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448773#Comment_3448773
While not teleporting, my ideas for a Smoke Bomb or the Piece of chalk might be something in that direction 😉
smoke bomb? Flashlight already blinds you. The idea of obstructing the killers vision is already an item in the game. Of course the blind is limited time for balance reasons. I highly doubt the killer wants to get blinded for 10 seconds straight. Flashlight bind are specific to animation locks. We don't want to see Instant-blind flashlights. Those were very scary, especially for Mathew Cotes Hag.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449602#Comment_3449602
Like very interesting idea. It has just a tiny problem. You don't need it until you find yourself facing skull merchant.
This is the same problem as old boil over - you don't need iron grasp or agitation, so long as you don't get 4man abusing old boil over in some vertical map. The idea to fix the problem with perk just in case it's X is not a good solution really. It's better to solve X rather then creating perk bandaid for it.
That being said - the perk would still be interesting niche perk after the real problem gets solved.
after real problem gets solved? you mean before it get solved because after it get solved, you have no reason to use the perk.
A perk that allow you to manipulate the distance of gen-spreads on command is extremely powerful and has to have large drawbacks. you can technically use the perk in normal gameplay but it will not be faster to repair gens then simply going to gen and directly repairing it.
In my opinion, it will like not be solved because 3 gens have been part of the game since the start. The only way you can organically solve it is by changing the maps and where generator spawn. Making the maps bigger makes it easier to solve because the gen spread is often naturally large, though you should know what killer think about big maps like Red Forest and Original Eyrie crows. Killer often express dissatisfaction and discontent when playing big maps.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449667#Comment_3449667
"Why nerf it to begin with?"
Because knowing where every map resource is at all times is a massive advantage.
Because as I said before, the game isn't balanced around running optimally every chase.
Because it incentivises braindead hold W chases instead of taking full advantage of whatever tiles are closest to you. Without GPS guiding you to the next resource, you have to weigh the risks of leaving your current tile where you know you have something to work with vs the next tile that could have nothing. You might even have to consider taking a few seconds to check your surrounding tiles instead of immediately slamming the closest gen.
survivors can hold-w in chases without needing the perk. map knowledge and experience can replace the perk. Garden of Joy map strength is staying the same regardless of the survivor has window of opportunity or not. The perk only shows the problems in the map. from my perpective, the really good aspect of window of opportunity is that it shows what pallets your teammates have used in a match. it kinda replaces one of advantages that 4 man voice SWF get within looping for soloq.
According to Nightlight, 3/10 of top perks that survivor are using are aura-reading type perks. Its slowly starting show that the divide between SWF and Soloq is getting worse. If Adrenaline, Lithe, Sprint burst, Prove thyself, and Resilience were thrown out of meta, the top 3 perks would be Window of opportunity, Kindred and Bond. All 3 of these perk are information perks that try to replace some of the SWF information advantage into soloq.
Is it really healthy that soloq has -1/-2 blank perk slots to just play survivor effectively? In my opinion, it is not. I haphazardly wish that these perk do become ultra popular so BVHR perhaps attempts to put some of these perks base-kit for survivor to shorten the SWF vs Soloq disparity. It would be nice to just talk about it as survivor and killers.
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@Unimatrix00 said:
Hey all,
I am having trouble with the challenge "Self-Deprecating Joke," a challenge for the Clown. In the challenge, the Clown has to invigorate two survivors while intoxicated by the Afterpiece Tonic. Complete in a single trial.
The issue I am running into most is that the invigorating potion from the Clown takes a few seconds to appear and take effect, by which time the survivor is long gone.
Any tips/tricks or advice would be greatly appreciated!
Thanks!
The issue I am running into most is that the invigorating potion from the Clown takes a few seconds to appear and take effect, by which time the survivor is long gone.
you describe the problem with clown. that challenge was hilarious. I think I did it by equip play with your food and spamming pink and yellow bottles though that was long time ago.
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@Mandy said:
We're aware of the issue surrounding the "3 gen strat" - we did comment as much in the patch notes for the PTB with the proposed slight buff to Deja Vu to help with the issue in the short term whilst we come up with a longer term solution. So this is something that is on our radar.
What about creating an anti 3 gen perk?
Here's my idea.
Boon: Telepathic Energy
When repairing a generator for 3 seconds, press active ability button to mark a generator to activate the perk. Only one generator may be marked.
When Boon:Telepathic Energy activates:
Press and hold the Active Ability button near a Dull or Hex Totem to bless it and create a boon totem.
The survivors in 24 meter radius of the boon totem that repair a generator will instead repair the marked generator at 0.25/0.30/0.35 efficiency. While the generator is being repaired, The marked generator cannot be blocked and cannot be kicked.
When marked generator is completed, the totem is automatically snuffed and the perk deactivates.
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changing billy in 2024 is 0 revenue. Releasing Nickolas Cage is revenue. Money.
@BarnesFlam said:
Understandable as long as they don't crunch. But after 7 years, the focus on revisiting old content should be as important as creating new one, and the Q&A make it it is currently not the case. Bad.
it makes no money. so it makes sense. over-time though, I do feel that in few years, they should consider slowing down content and work more on polish. there is certain point where there is enough content and polish might be produce greater player satisfaction.
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@Gandor said:
It's mostly merchant problem, but not just her. It's also map problem. Saloon has terrible 3gen while red forest has none. Maps should be geared more towards coal-tower-like 3gen.
if your trying solve problem through maps then you would want to look at backwater swamp-type generator where they spawn in the corner of the map. that fixes 3 gens. it's ok solution but can be difficult to implement in different map layouts. Some of the maps are balanced around 3 gens due to their size and shape. I found the comment about changing swamp but also wants to change 3 gens to be counter-productive. its map issue but i think the issue is not a problem as long survivor's have greater generator progression as the 4 then the killer has over-time regression as the 1. Changing 3 gens is like changing Killer tunneling. Just leave it alone.
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I don't think slugging is viable strategy vs strong teams. you need to down survivors 12+ times repetitively to even come close to bleeding out survivors. Its way easy for survivor team to counter it. swf demolishes it and even soloq can easily beat killers.
Slugging is ok if you get to 3vs1 by tunneling someone out and attempt to slug 3 remaining players to 1 hook them. It relies on 2 survivors misplaying two consecutive chases in a row and finding last survivor. Mostly works on weak survivor teams from my experience.
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@MikaelaWantsYourBoon said:
So now we learned base-kit UB is cancelled and that's good. But they are still working on end game mori mechanic.
Which means if all survivors are on ground or hooked, game will automatically finish. Last downed survivor will be mori'd and everyone will die.
But this will be buff for slugging, why we are making unfun strategies even stronger? And do i need to mention this strategy is already hurts solo survivors more than swfs.
And also this strategy will make comeback impossible as well (Deliverance, lucky escapes, wiggle out etc.).
And you will be forced to use UB in every game for counter this unhealthy possible mechanic.
I don't know why we really need system like this? Why it is not cancelling for good? We don't want end game mori, we don't want base-kit UB. Just fix your core issues, do not create new issues!
because certain killer are purposely slugging survivors when they have won and dragging out the match. that is why they're implementing it. its not buff to slugging. it is just making the game end faster and preventing toxic behaviour. Its little bit like flashlight change where survivor would abusively spam flashlight clicking. its that type of update.
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wow in his trailer, he makes killer whiff an attack. what kind of endurance perk will he get?
@humanbeing1704 said:
As tradition with every 1 survivor chapter added I hope he has a super overpowered teachable
that seems to be only thing that everyone curious about. I hope they make his injury sounds quiet unlike Ash who is too loud for killers to play.
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I think bloodlust 1 is most harmful actually. I think bloodlust should be last resort type mechanic. For example if the chase goes on for 80 second or more, you gain 30% speed and your attacks instant down giving you an uncontested chase win. in practice, bloodlust should never trigger unless there is such a absolutely powerful setup that is so strong that killer needs to break the infinity loop.
bloodlust is a problem but I doubt dev will change anything about the mechanic as there is little interest in making the loops fair for every killer to have an opportunity to get the hit at every loop. "Made for This" is going to be plaster fix to bloodlust 1 design for survivor.
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at least freddy, billy and twins are confirm to get some changes..
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448773#Comment_3448773
Yes, what if there was an item that allowed you to win a chase for free?
I don't know. it is brainstorming ideas. perhaps item could cost 1 hook-state to use though an item having negative might make item more of negative then upside. Items exclusively have no downsides and only upsides. I cannot say same for killer add-on though.
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I would like to see an item that teleport's the survivor out of danger. If developer have watch any Texas Massacre gameplay. In that game, there are Fountain Wells that survivor can drop to evade the killer.
What if there was an item that allowed you to teleport to somewhere such as locker further away then 40 meters. Perhaps item could only be used if the killer has no line of sight, allowing you to lose the killer.
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I think they could merge old freddy with new freddy. They could give him 8 meter aura reading whenever the survivor is in dream world but instead of pulling survivors into dream world, he would just hit people normally. They could also reduce his terror radius to old 24 meters and reduce his lullaby as well. If they're ambitious to go 1:1, they could also give dream world a very small action speed penalty for staying in dream such 10%. There you have it. you get new freddy with snares/fake pallet and teleport along with old freddy aura reading, a small action speed penalty and reduce TR.
Both freddy into one. the post says no details so maybe its just slight improves to add-on and nothing more.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448133#Comment_3448133
I'm guessing you didn't read my OP or really look at the screenshot I posted above. Its one thing for survivors to be punished for their mistakes, but leaving 3 people on the ground just so you can guarantee you get the 4k is abusing slugging. In the screenshot I posted above you can see that 2 of the 3 survivors on the ground are recovered and the third is almost there. This should never be possible. These survivors should be able to pick themselves up after being on the ground for that long. All of this happened because the killer refused to hook the survivors which is their primary objective. Killers who refuse to hook survivors in a timely manner should be punished for it. There is no positive argument for this.
why should it not be possible? you and your team made misplay and killer capitalized. killer objective is to kill. downing all remaining survivors simultaneously is killer winning and you losing. Killer being punished for downing survivor which is their objective is short-sighted. I do not think many killer would agree that they should be punished for doing their objective.
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freddy add-on's.
-Clsss photo no longer disables the ability to cancel Dream Projection once Initiated.
-Z block now inflicts mangled status effect and hemorrhage status effect when interacting with a dream trap.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448044#Comment_3448044
Sure, but they're well designed and the killer has agency in playing them, and there should be at least some safe tiles on the map. The presence of well-designed safe tiles isn't in itself a bad thing.
As for the silly building... you don't mean the little thing that literally just has a window in it, with a breakable wall? That structure is the furthest thing from safe, it's practically a trap for survivors.
Main can be bad, depending. I'm not gonna say it's never a problem, just that the degree to which it's a problem is usually a lot lower than some other structures.
The problem ormond is the map spawns with 4 safe god pallets that are all easily chainable into first chase. One of the pallet is at the top of main building. The second god pallet is on left or right hand side of building on 2nd floor. The 3rd pallet is snowplow pallet and final one is shack pallet. I dislike how survivor can go to these auto-pilot pallets and pre-drop 4 pallets producing long early game chase for little to no skill.
As non-anti loop killer, your are forced to lose 3 gens on first chase because survivor will continuously run to these 4 pallet until they are broken so you might as just get it over with at the start game and lose 3 gens. this is why safe-god pallet need to removed or heavily nerfed. I had a recent clown match on Ormond that was exactly that. I should not be losing 3 gens in first chase due to poor pallet design. after that match, it reminded me why I should not play clown vs efficient looping/gen teams. 2k/losses that happen out of your control are not fun. Alternatively, i wish clown was stronger so he would be more fun to play vs strong teams.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447258#Comment_3447258
I respectfully disagree with you on this one.
Wesker might be up for discussion if he can get to the point of no sprays (which takes a lot of time giving possibility for survivors to break any 3gen - that's why I don't consider him problematic).
But your demogorgon is very bad example. Sure he knows where to port with his 3gen. Sure he can quickly get people off gen and sure STBFL can work wonders on him. But if 3 survivors press 3 gens, then they can always work on 2 of those. Also he has cooldown on his teleports, so even if survivor starts to run at gen mid-burrow, you as a killer can't do anything about it.
That's not the case with merchant. She uses her ability and goes away. As a survivor, you can either wait for the drone to be hackable and then hack it and then start to work on a gen (which takes A LOT of time = long downtime), or you can go to the gen immediately being exposed AND practically oblivious for very cheap and easy hit/down. There's just no comparing it. Like they could be comparable if you don't really have a 3gen and last gens are quite a distance from each other, but not in 3gen camping case. This does not even factor in her extra speed from hacked drones.
This ability to postpone working on a gen for merchant is the main factor that distinguishes her from knight (also good one even if not as good, because he can pressure 2 out of 3 gens at the same time), hag (wiping traps takes a lot less then hacking drones + setting traps takes time), artist (she can't really pressure 3gens that well - she has info, but repelling does not take THAT long and lockers+dodging crows do exist) or any other killer for that matter.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447327#Comment_3447327
Your math is actually not perfectly accurate. The distance/time is much shorter, because lounge exists. But it's true that if you have long distance as survivor against M1 killer and use it, it indeed takes ages to catch up. The thing is - that you don't usually get to have such a distance before you know where to run.
i did account lunge. 15-6 is 9 meters.
it indeed takes ages to catch up. The thing is - that you don't usually get to have such a distance before you know where to run.
what makes you say that? there is something called terror radius.. also known as heartbeat that tells when killer is nearby. if you do not understand the heartbeat by sound, a recently added Visual UI of heartbeat is available. In soloq, it is a lot harder to keep distance with no TR but in 4 man SWF. no TR is no issue.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446551#Comment_3446551
I didn't think about Wesker, this sounds annoying. He would be able to get into point where everyone is infected with no spray...
Funny is how everyone complains about Merchant, but I don't think she is best at it. It's just PTSD from her release with CoB.
I can get same or better effect with Demogorgon. I know you are working on gen, I can teleport there and I can setup portal in a way that I can push you into my 3-gen zone. Also STBFL will snowball.
Hag, Demogorgon, Knight, Wesker, Artist can be good too
Skull merchant is not really better than those. Her main issue with her is lethality. If I just hold W away from 3-gen, she is not able to commit.
Skull merchant is not really better than those too. Main issue with her is lethality. If I just hold W away from 3-gen, she is not able to commit.
yeah it is hard to explain. It is lack of catch-up. some people might throw the word Mobility or use word Map Pressure. I think these word do not describe problem too accurately. if you are ahead of the killer like 15-20 meters away, the killer move at 4.6 m/s while survivors move at 4.0 m/s. 0.6 m/s is very slow that for the killer to come close to the survivor that is 15 meter away. For example, to catch-up to a survivor 9 meters away, 9/0.6 = 15. it takes 15 seconds for killer to catch-up to the survivor to be able to hit them. 15*4.6 is 69 meters. rounding up to 70 meters. 70 meter is the size of half of the total map size in dbd. As long as survivor is within 70 meters near a pallet, they get to that pallet. You do get to bloodlust 1 but a lot of the pallet in dbd are safe with varying degrees of safety. 2 survivor on a generator finish gens in 52 seconds. your chase as killer has to be shorter then this otherwise you lose the gen. most of the killer have no gap-closing/poor gap-closing tools to deal with this type of gameplay.
Skull merchant is not that bad because she does have 3% haste from those drone traps. it does shorten her catch-up but it is not exactly strong. she has some add-on further improve it to be more serviceable.
I didn't think about Wesker, this sounds annoying. He would be able to get into point where everyone is infected with no spray...
yes exactly. His bounds give incredible catch-up as first bound is 7 meters and 2nd bound is 14 meters for total of 21 meters meaning that you are almost never in safe distance against him with your perceived strategy. he perfectly counter it.
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i did say that toolbox is most powerful item that survivor can bring and I said this even in the era of med-kits. Scavenger would not make difference because the perk require to land 5 skill-checks. Just look at top side of the video at 2:09. The generator are done in 2:52 seconds. You won't hit 5 skill-checks in a game that is this fast. You do not need Scavenger to Gen-rush the killer.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446738#Comment_3446738
Yeah catching a survivor as starstruck nurse does something in the same way that hitting an exposed survivor feel iron maiden does something. Regardless it's a wasted perk slot no matter how hard you torture it into relevancy.
It buffs status effects that are not part of a Killers power. The additional hinder from flask of bleach is an extension of the power and would not be effected. I thought of this. The exposed effect from pinky finger would be increased but only significantly after you've gotten several books.
It doesn't stop gens. It doesn't provide information unless paired with perks or add-ons with an additional investment from the killer. It's an entirely inoffensive perk that would only see use inside weird gimmick builds which I love.
that sounds confusing that it buffs certain add-on but does not buff other add-on's. The logic remains same though. Randomized strobe is 5% hindered for 3 seconds. The perk is changing strength of the add-on by increasing the duration and strength of hindered. strobes becomes 7% and 4.2 seconds. The perk is making balanced status effects harder because you have to take into account the perk every time. In my opinion, your better off requesting more specific changes to improve your gimmick build.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446792#Comment_3446792
You know I learned most of my base game knowledge from otz and his hag gameplay got me into dbd. BUT everything he said about blight was mostly wrong until this video, he lost some points from me in that regard. But if that video is souley directed at mid level players then he was pretty much spot on the entire video.
Biggest tip I can give people when playing vs blight is looking at the collision outside of the tile as that is exactly what any decent blight is playing off of.
sure I can agree with that. visually reacting where he is going to bounce and predicting his next bounce while maintaining your safe positioning is most important for facing blight. he is using loop to illustrate the depletion of tokens but generally you have to use environment objects that have no pallet to avoid his power while still maintaining the ability go get to next pallet/window from his fatigue.
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I find blight to be fun to go against. Otz put up a short tutorial video on how to go against blight. The most important part video is the part he talks about in 3:00-3:20. Although he makes mistake from position stand-point, that part is bread and butter to countering blight. its simply matter of denying angles and exhausting his tokens. you can do this on most round loops against blight. I still think blight is up there with gold standard for strength as far as killer are concerned.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446697#Comment_3446697
Many perks are functionally useless for some but not others. Starstruck does nothing for nurse. Iron maiden is only useful on killers that reload. Insidious is only good on Leatherface. Etc etc.
Finally this perk does not interact with tinkerer(a perk no one runs anyway). This perk only interacts with perks and add-ons that debuff survivors, not buff killers. That's a fun idea though.
starstruck does work with nurse. you can m1 to instant down someone with nurse. You just cannot use it with blink attacks. It is bad perk. sure but it does functionally do something. I am talking about a perk that is blank perk that has no functionality for the killer.
Your perk buffs clown directly. Pink bottle has 15% hindered and 2.5 second duration. With add-on's, you improve hindered from 15%->19% and increase duration of 1 second from 2.5 to 3.5 seconds. Assuming 40% is total increase, flask of bleach would be something like ~20.5% hindered and either15% duration would be 3.9 seconds. your creating variation in strength making it more difficult to balance the character if said character became too strong. that is what happen with Billy charge add-on and Huntress wind-up add-on with Tinkerer.
This logic applies for perks as well. Starstruck has current balance of 30 seconds. With the perk, you are increasing the exposed duration to 42 seconds. it is simpler to adjust the individual perks or duration in question then create complication.
you could write specific post for what status effect items you want improvement. maybe they get changed.
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The dev will not design this perk because of an old killer perk called tinkerer. This perk right here:
The dev do not want perks that affect add-on because it makes them too difficult to balance because you get unpredictable value for what strength for the add-on is. The other problem is that the perk could functionally be useless for some killers because the effect does not work.
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twins has no issues in term of gameplay. most of the problem of twins is general reward system for slugging. you get no cumulative rewards for slugging meaning that slugging is 4k or 0k. Currently Twins is forced to play hyprid between hooking and slugging but their gameplay loop does not fit that. Its not balanced correctly. I don't think there will be a rework for her twins. they might adjust slugging at some point to make twins more desirable to play but I do not see anything in terms of a rework.
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@ReverseVelocity said:
The change to Pharmacy was a net buff, but they should add the Chest opening modifiers while healthy as a QoL change, and give Pharmacy a single rummage token that can be used just in case of all chests being opened (as well as guaranteeing Green Medkits on an injured chest search, maybe the token could go away if you got a Green Medkit from a chest).
I don't think making it a one-use only rummage perk would make it see any more use at all. It'd make getting the medkit take much longer (since you have to open a chest and THEN rummage, all with no speed bonus), and you'd only get one whereas you can currently get multiple. It'd be worse than the original Pharmacy.
What really killed Pharmacy, though, was the change to Green Medkits. There really isn't a reason to use it after that.
i think its pretty good in mettle of man builds. you run a med-kit with styptic agent when blocking hooks then you go to the basement and heal. After that, you bodyblock the hook one last time and now you get Mettle of man. certainly not a meta build to escape with survivor but it is funny meme perk.
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@DaddyMyers_Mori said:
3-gens aren’t the issue
Oh, it's not an issue, so let's nerf the hell out of it. Makes sense...
3-gen is impossible to break?
That's simply not true after CoB nerf. First of all, you are supposed to get rid of 3-gen first. But most survivors just work on first gen they see, then cry on forum about 3-gen, even tho it's their fault.
So for dummies, how do you break 3-gen:
1) work on gen
2) killer is walking towards you -> start running away from gens
3) killer walks back towards different gen -> go work on gen
4) repeat till killer commits or you finish that gen
There are some nasty setups, where it is very hard to break it without good team, but that's map issue, not 3-gen issue. Most maps don't have it that strong.
You are new player and don't know gen spawns? Use Detective's Hunch. It's really good perk that will help you find gens and totems. So you can see 3-gen and break it before late game.
this textbook how you play 3 gens. they very easy to break because killer regression is slow. over-time regression is unhealthy perk design because it create stalemates. Your explanation is sound. Survivor should adept and learn to play 3 gen scenario's as all of them are defeatable as long killer over-time regression stays the same.
Nurse is not that great 3 gens. she can do them... but it is not that good. she's better at chasing more so then defending gens. Blight is good at 3 gens because of his anti-shift w play. I think character that takes cake when it comes to 3 gen is Wesker. I think he is best 3 gen in the game because his infection mechanic has limited supply case of 12 usages and once you deplete all 12 uses, his hindered and instant down capacity makes him close out any match that lasts for too long. This is made easier by his iri add-on known as iri vial that reduces the number of infection sprays by -4. I think he is strongest 3 gen in the game.
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@[Deleted User] said:
I use it mostly as a utility bottle. It's not efficient to use it at every loop, or even as a gap closer in most in instances. You lose all the distance from slowing down to throw it that you gain from walking through it when someone is holding W in a straight line. It's like a Pinhead chain in that sense.
There are some tiles where a two bottle set up can land you a hit where a single purple can't, but the efficiency has to factored in. It may not be worth it for a single health state, especially if you don't land the hit. Extra bottles = extra reloads. Most of the time you can just get a hit from a single well-placed bottle.
what... clown does not lose movement speed for throwing bottles. that is like open beta clown or something. yellow bottle antitotes require game-sense to use. there are specific positions where you can setup a yellow bottle into pink bottle but it relies on survivor having poor pathing and poor game-sense. in other words, yellow bottles are kinda like gambling hits with clown vs strong players. you often spend bottles that do not get a hit because of outplays but you have little control over their ability to play the video game.
Overall, I do not really play clown anymore ever since his pinky finger nerf as reducation to bottles has reduced fun factor in clown because your forced to only use pink bottles rather then use his entire-kit. Now the bottle capacity is so limiting that that your only allowed to use pink bottles for instant down Instead, I just play skull merchant with strobes and geo readout for similar gameplay experience. Less effort for similar reward.
@ohheyitsbobcat said:
Clown is surprisingly complicated with that stuff. I watched a video about some guy going very in-depth with Clown bottle placements using both tonics and how nearly every loop in the game is unsafe when played right.
Gave me a little more respect for Clown. Problem is there is very few at that level so you never see it as survivor, if you even see Clown in the first place.
Personally, I just spam purple and once in a while yellow during a pickup when I know I have to reload anyway.
that setup are not that difficult. they're fairly straightforward but survivor can outplay the setup often by avoiding pink gas in certain instances even if routing becomes less efficient, leaving loops, camping pallets that are too long and easy to react on the slide and changing routing when hold-w between loops. Just a bunch of stuff that can go wrong but most survivor are not at that level so you often can beat Inexperienced players with yellow bottle.
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@not_requested49 said:
Another post about "this perk is OP" and it goes live and nobody uses it
Just like dark theory, hyperfocus, and literally almost every perk
I think its fine but if anything should have needing to heal the survivor in order to activate until you lose or gain a health state again
Making it time limited or doing your suggestion will make it just another trash tier perk that nobody uses (another smash Hit? Really?)
haha your describing scavenger perk in a nutshell. an ok perk that provides decent advantage that get slammed. this might follow but time will tell.
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i like the perk idea. It would be cool to have a consistent perk to remove scratch marks for brief period of time with no drawbacks.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444930#Comment_3444930
I run Trail of Torment a ton and it's actually quite good because I am rewarded for being proactive and able to make plays. It feels really nice to use and pairs well with dragon's grip. Two perks that I wouldn't have gotten to use if gen regression didn't get nerfed so heavily, but on the flip side game can absolutely fly by. Machine learning would have been a great supplement to that build, but instead they made it an even worse version of Game Afoot of all perks.
Game Afoot needs you to be in a chase with specifically the obsession and then also be able to break a palette, wall, or gen mid chase to get a hast effect. That's already a massively bad perk and they seemed to have looked at it and said "What if this but even less reliable". It's so strange to me and it's frustrating.
machine learning is not proactive perk. they're trying mirror the perk to be something like their survivor perk where when you lose, you gain bonuses but those perks where you lose gens to get bonuses are terrible for killer in most cases.
Killers by in large want more ways to express their skill and instead we keep getting obtuse perks with pounds of limitation and pennies of benefit.
yeah it is unfortunate that they're unable to design a chase enhancer haste perk for killer. I mean I would take 1% permanent haste perk over these chase perks. you could wait for next killer chapter perks
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445162#Comment_3445162
Basically at the start of the game and you're not first found, use up the toolbox at around 15%-25% of the gen (still needs to be tested to accurate gage when to use) and by the time the double charge addon commodious runs out you will most likely get 4-5 skillchecks and be a near completed gen.
what are you talking about? your description of how your using the perk makes no sense. let me pull up description.
you need to use toolbox fully and carry the empty toolbox while repairing a generator. After that you need land 5 great skill-checks(was 4) and after you land 5 skill-checks, you suffer 50% repair penalty for 30 seconds. you do not refresh toolbox while using toolbox. So in your average match, you use a toolbox, finish a gen. you work another gen, let's say you get 5 skill-checks at 80% of the next gen, then you suffer 30 second penalty. You get net 0 value because if you go off gen, your wasting time but if you do not go off gen then you suffer repair penalty. Sometimes you might repair a gen fully and not even get 5 skill-checks so then you need to go next gen and get 1 great skill-check to suffer penalty. The perk makes no sense. It kinda what @Crowman said. you get no value from using the perk. The perk defeats itself.
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I couldn't put any pressure on generators since the shrine of secrets is terrible and I didn't have any perk for it and they were all spread out so there wasn't even any point risking
Killer gen-defence perks were all nerfed to the ground. they wouldn't have made much of difference. Helpless as a decent killer is the norm for killer.
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@Crowman said:
This is really unrealistic. You expect two players to stop working on a gen, trade items, and then hop back on so one guy can refill a single toolbox and do this multiple times throughout a match.
Scavenger barely brings a net positive on the best toolbox with the best addons. No one is going to waste more seconds to do this, because you likely won't gain much value from doing so.
I would like to add that gen-rush is team effort. trading items does not change fact that one of your teammate has -50% repair penalty for 30 seconds. that is still 30 second of less repair time. looks like they killed the perk.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444878#Comment_3444878
It's 5 greats. If you wait to use a toolbox til the gen is almost done and then start building on the next gen. There's a good chance due to the rng nature of skillchecks that you don't even get back your toolbox til the 2nd gen is almost done or not at all. If you try to play around the penalty, you are more likely to not get much value from recharging the toolbox in the first place. Which is fine, but I don't see why you bring a perk in the first place.
BTL gives you a single use 99% recharge of a toolbox and ends up earning you a small time boost for the sitting in locker cost. BTL is likely going to be seen far more than scavenger, because the reason you would bring a perk to recharge a toolbox is to shave more seconds off of gen work. Not to go equal.
your analysis is excellent. I had same thoughts. I do not see point of equip perk that gives net 0 value.
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The perk sounds counter-productive. the entire point of the perk is to gen-rush and complete generators as fast as possible but the perk punishes you for using it to gen-rush. The last part of the post is confusing. If someone running this perk, they do not want to spend time healing, unhooking or doing totems, they want to do gens as fast as possible. Efficient survivor do not spend time doing these actions. they spend time... rushing gens like what. confusing post.
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444096#Comment_3444096
Yeah, the PH buff in the PTB is really nuts, i also hope its reverted.
For Pig i like those changes, but i would like her TR to be dropped since she originaly had a 24m TR when she launched. It would be easier to iniate ambushes without having to relly on info perks as much.
i don't think it will get reverted. I know why they're changing him too. its because of anti-face camp changes. they're giving pyramid head the ability to facecamp better. people argue that it makes him stronger but in reality, everything he is doing in ptb, he is doing it in live server just as well. Him hitting two people as one person get uncaged is mechanic on live servers. so you getting caged->hook is no different then what he is doing ptb on cage->cage. Its just basic facecamping->tunnel gameplay.
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pig does not need lower base-tr. she needs her crouch movement speed buffed. for some reason dev just buffed john medical file instead. Like why is it so hard for pig to be 105% m/s when crouched.
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trapper is lock-down centralized killer. they're not going nerf that. all they can do to make him a bit enjoyable to play is buff his chase by making him throw traps in chase so that trapper mains like otz go back to playing trapper and stop calling him the worst in the game. He is not that bad vs average survivor team because people barely play round his ability but whatever I guess.
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@mikewelk said:
To be honest I wouldn't want that. I don't want people to change their perks just to match the others because I have seen plenty healing builds not even be utilized by survivors, plenty of looping builds just for the survivors to get knocked down within thirty seconds, plenty of gen rushing builds just for them to run around doing absolutely nothing, etc. If they have Unbreakable you can clearly tell by how fast their progress is when slugged and deliverance is just something you tell people before the game starts in the chat.
i think that is fine. I am more concern of people lobby dodging because they do not like what their teammate is using as perks which reinforces meta. For example, your teammate might be playing david king adept and you see him using No mither, People might lobby dodge that or they don't agree that your using smash-hit over SB. stuff like that.
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@ReverseVelocity said:
Badham I and V are pretty decent maps, the rest are rough for killer.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443727#Comment_3443727
There's 5 versions because each version has the main structures moved around (and sometimes has a different shape in the case of IV and V). It doesn't make the map more likely to appear, since map selection is done by realm first.
i think all versions of badham are terrible. these days, there are so bad maps for killers it is hard to know which maps suck more to play on.
There is garden of joy which is probably worst killer map in the game. Badham which I would put as second worst killer map then there is long list of farm maps like fracture cowshed, rancid abatoir, rotten field that are tough to play. After that, there is shattered square. Mother dwelling is another crazy map to play on. that is at least 8 miserable maps to play on as killer if the survivor is good and what crazy is that other maps are not that far behind in unfun factor like Eyrie of crows and Haddonfield windows.



