Devil_hit11
Devil_hit11
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336262#Comment_3336262
You're missing that they get infected faster. So, they do gens, they get infected, they get broken, they either have to get off gen to cleanse or are doing a gen broken. And because it's faster, they either have to get off more or spend more time at risk.
Add discordance or tinkerer or something and boom, gen patrolling with de facto exposed.
i mean you would not go on generator if you do not want to get infected in first place and there is severed toe add-on. I feel like add-on is suppose to be used in 3 gens with prophylactic amulet. Like you 3 gen and infect all gens. the survivor get infected. they go to cleanse, when all your pools are used up, you gain your power automatically and can down people at range. put them on hook, rince and repeat with gen regression perks. that is best usage i found from it and... I am not big fan of this type of gameplay. Its boring killer gameplay for me.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335974#Comment_3335974
She can’t infect other survivors directly with that addon but they basically have to infect themselves if they want to do gens, especially if you combine it with Haematite Seal for 110 seconds of infection. And you can still infect windows/pallets in chase as well.
For Legion, sure, Never Sleep Pills takes away some speed but you can still cover more distance overall even if survivors split up, and you still get the stacking speed boost for each hit (just not the initial increase). I’ve gotten far more frenzy downs with that addon than without. It turns something that’s normally fairly rare into something more frequent.
I don’t always use the Pills, but when I do I usually like to run it with BFFs and an endgame build (including noed, which stacks with BFFs for 8% extra speed in endgame), since Pills generally make chain hits easier, ensuring that BFFs will get enough tokens to activate.
I use sleeping pills, but I rather have 4 second duration flat increase then 10 second increase with lower m/s.
In regard to plague, you can use limestone+seal for 90 second of infected objects and have no downside. I don't think the extra 30 seconds is that huge over 110. infecting survivors is pretty easy with plague that I do not think you need an add-on to boost it in the first place. When I played the build, it was just weird. The add-on is not really good for BP farming either. perhaps a version that would be good for BP farming is making her corrupt puke apply deep wound, so you can farm BP fast with her power without downing the survivor. Now a days, you do not need to farm BP. you can just play survivor with 100% bonus so these types of farming add-on are just filler add-on for killer that serve little to no purpose besides self-imposing bad challenges on yourself.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336214#Comment_3336214
It does not actually affect Recovery time, it's only visual.
It does affect Snapping Out of It
facing iri queen doctors with sloppy? shrug
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336160#Comment_3336160
I agree with your point, there is some grey area and some times it could be useful. Just 90% of the time it's the wrong move. I don't think using a killers power should be the wrong move anywhere near 90% of the time. That sounds like bad design.
The reason why i never gen kick is because i think the way they structured order action is least convenient way possible for killer. it is not very time efficient and chase pressure is always better then over-time regression. over-time regression if you do not 3 gen is win-more mechanic. you need already be winning super hard and pressuring team super hard for over-time regression to be doing anything that by the time over-time regression does anything, you are already winning/in a winning position. survivor need to have zero output in gen efficiency(0 people on generator) for over-time regression to be relevant for killer, otherwise your just trading generator progression in 1 gen for another gen and survivor progress gens way faster then you regress them, so trading progression with regression is not effective strategy for killer.
this is why over-time regression works in 3 gens because the strength in 3 gens is ability to pressure all survivors into 0% efficiency where killer regression can be faster then the survivor up time on objective. In every other case, the killer just wastes time kicking gens and accomplish nothing.
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@DBDVulture said:
Somewhere around three years ago DBD had a test where you could only heal about twice per game. After that you played broken. This gave you up to full three health states. This was not a perk from the killer but just a base mechanic that was tested.
One of the things VHS got right was that every hit from the killer mattered. Boons and medkits would carry survivors a lot less if you could not heal a fourth injury state.
This would instantly revive the "hit and run" playstyle as well as make several older/bad killers more relevant.
We could also weave this in such a way so that Nurse/Blight power hits don't cause the permanent injury state. This would nerf the best two killers in the game and buff every other lesser killer. In short for a nurse or blight to inflict permanent injury they would have to hit you twice with a "regular" swing or a grab (or potentially a deep wound bleed out). That would mean if a blight got a regular hit and got a power hit with the second health state then you would only be 1/2 of a step toward losing one permanent health state.
Imagine Blight and Nurse having the desire to not "want" to down you with their power. We could call this effect "favored of the entity". Because they are favored by the entity power hits do not contribute to a "broken" status. This would be a mindset much like the Predator who looks for the most sporting kills.
Survivors would need to be careful in planning when they want to be healed. If they are about to die they definitely want to heal now. But if they are not in danger they risk being broken before the end game.
In terms of mechanics it would be simple: m1 attacks from all killers move a survivor one half step towards losing a permanent health state.
We could add an effect to certain addons to make them add the effect "entity favored". This might include things like:
https://us.v-cdn.net/6030815/uploads/H2PDHWKLCURF/image.png
https://us.v-cdn.net/6030815/uploads/VGS3OJOYJOLP/image.png
This would change the game so that very powerful killers and addons make you stronger in some ways and weaker in other ways.
Done correctly this could be a way to counterbalance the Hud update that gives survivors way too much info (looking at you generator progress %).
This would instantly revive the "hit and run" playstyle as well as make several older/bad killers more relevant.
sure nerfing survivor healing is way to buff hit & run, but a better way to buff those killers is to give them anti-healing perks or instant down perks that synergize with undetectable status or hit & run play-style.
Nurse calling for example is 28 meter perk but very few people that play killer run the perk. not even stealth killer want to use the perk. it used to be 32 meters. I am not sure even in current meta if 32 meter nurse calling would be viable. Maybe 40 meter nurse calling would make people use the perk?
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Health-state are weird in dbd because not every killer suffers from health-states equally. This is because value of health-state is how much distance it gives you before the killer catches up to you. For a killer like nurse or blight, that is very short amount of time because of their very good chase mobility.
Clown is good example of killer that suffers from health-states. He has to hit survivor two times and his catch-up is pretty weak. for chase oriented killers they get different perk to weaken health-state. that perk is stbfl. A big problem with stbfl is that the negative that stbfl has is really bad. Losing stacks on that perk feels bad but its best chance that those m1 killer got in term of health-state catch up & anti-body blocking.
Personally I still think health-states for non-mobility and non-ranged killers is too strong. I know they reduced speed from 1.8 from 2 seconds but I do think they need reduce it further from 1.8 to 1.5 second. I also think portion of stbfl could be base-kit, like add 10% extra to the base-kit cooldown. STBFL as a perk could just have no stack loss penalty and be a perk that stacks up to 8. To counter-balance base-kit cooldown reductions, the perk potency could be reduced from 5%->4% per token.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335974#Comment_3335974
I mean 110 second infected gens is pretty nuts when pairing it with the yellow for a extra 30. Means if survivors a heavily gen enclined you can keep them infected pretty easily. And it nerfs her infection rate? No it makes it twice as fast. And Never sleep pills when paired with mural sketch you can zip around the map chaining hits for up to 20 seconds inbetween making a feature that the devs themself said is "a rare occurance" fairly consistent. So id give it a win for actually making a supposed to be rare occurance common.
https://deadbydaylight.fandom.com/wiki/Prayer_Tablet_Fragment
there is add-on that does same thing for 10 less seconds and has no drawback. the add-on is silly to use. instead of directly infecting the survivor. you need to throw infection at windows or pallets while chasing a survivor and make survivor believe they need to use window or pallet to infect them. its making it more time consuming for plague to infect survivors in early game.
Plague's problem in higher level of play is not infecting survivors. its getting survivor to cleanse and translating her 1vs1 into game-winning situation(when survivors cleanse).
As for Legion. I am not sure what to say about him. Sleeping pills turns him into pre-nerfed legion. by pre-nerfed I mean when legion first got nerfed in May. I am do not remember exact date, was it may 2018? or may 2019 when legion was slower and everyone thought he was worst killer in the game. Before they buffed base feral movement speed, undid his vaulting speed nerf and re-worked his legion pin, defaced pin and blindness pin add-on's. The add-on is certainly positive however his green mural sketch book was a lot better then this add-on.
If you use yellow sketch book+mischief list, you get old green sketch book across two add-on via speed and +2 second duration. I would not call sleeping pill meme add-on more so that its weird replacement to old green and yellow duration feral frenzy add-on's. I think if your using add-on to boost a play-style, then play-style is suppose to semi-reliable. Right now its only play-style available for legion, but I think that legion should have more then 1 play-style available to them and each play-style represents legion members(Frank, Julie, Susie and Joey). Before legion was gutted, the add-on for this play-style were called mural sketch book and Susies mixtape. This play-style that current legion has is Susie's play-style. I think Joey, Frank and Julie should have their play-styles work as well. Joey was suppose to be about Cold dirt+Joey tape(Cooldown legion). Frank had frank mixtape... which needed more balancing(due to low counter-play) of old legion. Julie never had any identity in legion play-style, but i think some of add-on they have currently could be centered around stealth, deception and captializing on injured, so perhaps Julies play-style could centre around this. Maybe Julie could be centered around lower legion TR the more people are injured and the whole idea of oblivious/undetectable which currently has anti-synergy with legion's killer instinct mechanic.
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personally for me, I would like to win 70% of my matches as killer if I have a large mastery of said killer. so for me it would be 70% win-rate which is defined as getting 3 or more kills in a trial(0-2 kills for me is losing as killer).
I am not entirely sure what dev aim for as win-rates, but I think they aim for 50/50 win-rate. For survivor, I would expect my team to get 2 escapes around 50% of the time. I do not see myself escaping as win-condition as survivor. I see it as my team escape as win-condition for survivor. If I play well as survivor and killer plays poorly, I expect to win(my team to win) 50% of the time and sometimes my team winning includes me escaping. Other times, it does not.
I am not a fan of numbers approach towards games because I think gameplay being fun(for both sides) is more important then numbers game.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335521#Comment_3335521
Yeah then PR couldn't proc on the blocked gen, it also doesn't continue to regress while blocked and it prevents them from kicking it again for the full duration. Even though we're just trying to change the unhealthy part of it and not necessary nerf it by changing it to blocked gens instead it does end up nerfing it in a few ways. Still fair changes though I think. Hopefully this is all they do but I have a serious feeling it's going to get gutted for how much people complain about it. They're probably going to slap a much longer cooldown on it and make it also only work on basic attacks, which for a lot of people will probably kill the perk. The downside of this is after they gut this all everyone is going to see is just PR, DMS, Jolt, and Deadlock everywhere. Going to be very boring and repetitive.
I wish they'd focus more on buffing lots of perks up and less nerfs to give a large variety of good perks. With all the nerfs we keep ending up with only a few viable meta perks and no variety.
they balance around bad survivors all the time. By now, killer just expect their perks to die. they do same with killer power. they want good killer to lose to bad survivors... which creates a problem when the killer goes against good survivors that are as good as them. its imbalanced match. some killer will submit to losing, but other killers will not submit to losing and will just play strongest killers with next set of the most relevant perks.
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@sizzlingmario4 said:
Addons like those two are interesting because they actually provide an alternate playstyle. Some older ones that are just straight nerfs to your power without any compensation other than bonus BP (eg. Speed Limiter, or that one Nurse addon that decreases her blink lunge range) are boring and should be reworked.
what is alternate play-style for plague? her add-on is straight nerf to the speed at which she can infect other survivors. The legion add-on is nerf to his old add-on which is mural sketchbook that increased duration by +4 seconds. sleeping pills buffs it to 10 seconds but nerf his speed which partly undo the buff in mid-chapter in June(?) last year. Unfordunately for legion, he only has 2 add-on that give duration so he is forced to use mischief list or sleeping pills to have reliable 5 hit chances.
I think meme add-on are suppose to challenge add-on's to win without a power, but killer are overall weaker then survivors so it makes zero sense why a killer would want to weaken themselves.
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I would not say there is any issue in tunneling more so that if tunneling too common, then it creates repeative gameplay style for survivor to play against.
repetitive play-styles create stale gameplay. there is saying, variety is the spice of life. if every game is tunneling, you lose spice of the game.
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@dspaceman20 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335847#Comment_3335847
That actually seems like an interesting. But I feel the perk should have a second effect instead of just increasing skillcheck since.
well perhaps your suggestion is superior. I do think though that this is not happening+hyperfocus has big potencial to be top-meta for survivor. I think reason why hyperfocus is not top meta is because its too difficult to use due to the increase dial speed.
if you applied your suggestion to the perk, killers will see a lot of TINH+HF in high percentage of their games. I occasional see survivor use stakeout+hyper focus when I play killer so there is clearly survivor out there that have gen-jocky playstyle just waiting to get unleashed.
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counters hex:lullaby and coulrophobia. it has large synergy with autodicate and hyperfocus. I think the it might better to make it slow skill-check dial by 30% and increase skill-check zone by 30% when injured.
the increase the odds of skill-checks might be too effective with hyperfocus, so I think the healing skill-check part for autodidact could be new perk for survivor. this was my idea for new survivor perk.
Meditation:
Your calm mind remains focused on healing others.
Increases the skill-check chance of healing other survivors by 5%/7%/10%.
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@dspaceman20 said:
I don't think I have seen this perk on like forever. With a lot of gen kicking perks you think dragons grip a perk that has a pretty decent effect would be use more
player are not running gen kick perks to get exposed. they're running gen kick perks for regression. exposed not rewarding. dragon grip is terrible perk. the perk would need to have like 0 cooldown for any killer player to consider it as serious gameplay option.
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Still do not understand why the perk got negatively changed from 100%->80% or why the perk has tokens. 100% is only 0.3 extra seconds like Legions friendship bracelet.
the perk should be changed back to 100% and remove the token system. token system is not good for a perk like this. token system punishes the player for missing and reduces opportunity to experiment to get hits at loops.
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@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335334#Comment_3335334
If you honestly can't tell why the knight is an abomination of design in dbd, i just really don't know what to say. The main counterplay to knight in chase is to do everything you can to not interact with his power in anyway, this is in fact not fun for ether side.
running away from his guards is not interacting with his power? there is skill in hold-w. its up to dev to make interaction take skill on both sides. Currently I would say playing vs knight is easy for me and the knight has little options to shorten the chase with his ability. At the same time, he can force hits easily in corners of the map if he properly sandwiches the survivor using the guard and himself. most of time, you let knight hit you and never let unit hit you because letting unit hit you will result an instant down if both unit and knight are near each other. I am suggesting to make survivor interaction and killer sided interaction more even instead of overly skewed for other side. drawing long paths is still unrewarding because as you said, survivor has to mess up. instant dropping guards and sandwiching is killer sided.
it is not badly designed. its badly balanced in my opinion.
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@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335324#Comment_3335324
The knights fundamental design doesn't care about the survivors side, that's why he's such a badly designed killer. He needs to be more interactive not less.
right... I am not entirely sure what makes him badly designed or not interactive in your post but i take it that you do not like playing against the knight.
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@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335241#Comment_3335241
guards should never be able to get a free hit by themselves unless the survivor messes up, that's not the point, they're meant to tie up the survivor. If guards could get consistent hits on their own the knight would actually be the worse designed killer in the games history instead of being the second worse designed killer.
oh yes... only when survivor messes up. Only when the survivor messes up. What if survivor never messes up? indirectly, that means that killer can never play well because its entirely on survivor to play well. I do not agree. The killer play should matter to some degree. I am not saying that every power should be 100% killer sided but both gameplay should matter to some degree.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335241#Comment_3335241
Yeah I’d like if they did his guards speed similar to what they did with the orb disappearing and haste effect. So the further away you path the faster of a chase speed bonus the guards get. Encourages the long distance pressure without buffing the insta drop game play most people are still doing.
Yes I agree. Kinda how they made it so that guard start chases 0-25% faster based off how long path is drawn. I think it would be interesting if guard were 1-5% faster based off how long the path has been drawn. encourages knight to use long distance patrols and encourages knight track survivors at distance. Survivor become more incline predict his guard location spawn to avoid chase. if its knight uses guards for gen-patrol, then it encourages survivor to use banner mechanic or risk getting hit by the guard.
survivor dev are so weird. they design a killer and then they focus on this one thing that knight can do as if it is only relevant aspect to knight and then disregard any other element to the killer's gameplay. yes instant drop guard is effective and is sometime correct play but focusing on this single element and nothing else is bizarre. Its like they wanted to nerf element by making him really weak on release but could not figure how to do that. Technically if they wanted weaken this 2vs1 gameplay, they could do this by making the killer suffer a 5%-10% hindered penalty when the guard is actively chasing the survivor. This would make a lot more challenging for the knight to sandwich the survivor in 2vs1. I am sure it would still be advantageous for the killer to 2vs1 survivor but getting hits would be a lot harder. I know some people were asking for instant-drop knight to be worse. I am not saying the knight needs this change but that is the approach I would take if I was "weakening" knight. You still get 2vs1 but 2 killers are "weaker". Guard are too weak right now anyway so I do not recommend negatives changes but yeah.
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@Blueberry said:
He definitely does feel better to play just still lacking a lot. Map of the realm and the pathing extension addon are essentially mandatory and should be basekit. As long as they’re addons there’s no flexibility to use any other addons for variety. On that note, most of his addons are really, really bad. Survivors still shouldn’t see the green circle around the guards and guards in generally should be faster in chase (make it even just based on distance placed again so you can’t just insta drop them). Using a guard to kick a gen even when it’s the jailer is 99% of the time a bad play. Wasting time to summon it, putting your power on cooldown and not getting perk effects on it make that kick a complete waste of time. Needs improvements here.
personally for me, guards still feel ineffective at getting hits. The survivor I play against do not get hit by his guards and shift-w very easily. for me, I noticed very little impact from the changes. 9/10 times, rather 99% of the time, I almost always get the hit with main killer over the guards. I wish they made his guards 5% faster when drawing 10 meter paths so that I get more chances for injuries with the guards. Map of the realm being mandatory since his ptb is not ideal either but its grey add-on. I can live with equipping an add-on to play the killer.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334740#Comment_3334740
That said I think where this falls apart is that “most” killers while pushing for changes to not make it required also are pushing for changes simultaneously that make camping/tunneling either impossible or much harder to do.
They're not. That's the problem. They are adamantly against camping/tunnelling nerfs, and want 12-hooking to be buffed to the point where it exceeds camping/tunnelling in efficiency, -without- nerfs being applied to camping/tunnelling.
I appreciate that you may be of the opinion that camping/tunnelling should get nerfed, but that wasn't the case for the crowd that BHVR listened to when they designed 6.1 and onwards.
I think otz message in his tunnel video is that playing normally as killer is not rewarding compare to tunneling. Not that tunneling need to be removed from the game entirely. He is not saying that you need to tunnel to win, but rather tunneling is exponentially easier to win by then being good at pressuring the map and hooking the entire team. what he is trying to showcase in his demo video is that trying to arbitrary chase and hook the entire team is a recipe to lose. This is not new information. this has been a problem in the game since the start of dbd.
1 person on hook is plenty of pressure, it's just not 'win the game right then and there' levels of pressure like having 2 hooked at once is. But it also shouldn't be that overbearing. 1 person on hook is the kind of pressure where neither killer nor survivors clearly have the upper hand, and the game can still go either way. It's really healthy.
In my opinion, I think the reason why killer tunnel is because hooking is an unrewarding amount of pressure in the game. Hooking survivors has very little meaning towards killer because the killer spends a lot of time walking away from hook, looking for survivors, chasing survivors, putting them on a hook. All this time spent for the killer is time gained for survivor to do the generator objective. As strange as this may sound, you get punished as killer for every chase you take as killer. The only reward you get for hooking survivor is 1 grey hook-state bar. Killer get no rewards for individual hooking for being successful at the chase. The only time they get rewarded for hooking is when they hook to get the kill. This is the reason in my opinion why killer tunnel because tunneling is fastest proxy to winning the game. This is why I find it amusing when survivor mains go down in first chase and then RQ D/C on first down hook at the start of the match. Their 1 hook is meaningless. There is always hope for survivor to comeback. Survivors lose the ability to comeback only when they are dead. When they're dead then there is no hope to comeback.
1 person on hook is not plenty of pressure. The hook might be no pressure at all. Even two people being hooked at once is no real pressure. 2 seperate hook-states does not mean anything. Hooking quickly for killer is not rewarding. What is rewarding is hooking the correct people quickly and killing them as quickly as possible. This is what otz is refering to when he is talking about the "Mr nice guy build" and when he is talking about perks like No way out, Make your choice, Grim embrace. You know, perks incentive hooking entire team, spreading hooks. I guess you can extend this to BBQ and Pop but these two perks are as good when you tunnel as they are when you do not tunnel. If you look at his demo match holistically, what did otz do wrong to lose? What plays did survivor make that were like -oh my gosh brilliant play!- where otz deserved to lose? Just for example, The first chase he has with Mikela is wasting a pallet(getting hit and putting pallet down), hold-w on the other side of the map and then going down the shack. His 2nd chase with Meg was just as fast. Yu jin chase was the same. all his chases were relatively fast and yet it did nothing. He got 3 hooks as quickly as possible and lost 3 gens. The end conclusion of his game is 3 people escaping. Did otz play bad in the chase? No he did not play bad. Otz explained why he lost. He did not successfully tunnel. What can killer learn from this loss when playing demogorgon? The answer is nothing. you learn absolutely nothing in regards to learning to play your killer better.
The only thing otz learned by losing this game as demo is that he should Tunnel his first 3 hooks on same person instead going 3 different people. It would allow him to kill 1 person at 2 gens and perhaps 3k-4k in the match. This is what otz learned from his demo game. The end result is that perks that reward the killer for spreading hooks(e.g no way out) are pointless and the best perks are those that allow killer to tunnel more effectively and win.
This is my interpretation of otz tunnel videos.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334478#Comment_3334478
"Many, many times they aren't able to get that hit through body blocking and if they don't it is much, much better. Are we talking complete potato survivors here or? Even average survivors can do this, doesn't even take a full team."
How inefficient are your teams? Why would they send more than one person for an unhook unless your camping to secure a hook stage/kill? That's very inefficient and works in your favor.
"At higher mmr there is almost always a Reasurrance as swf of 3 or 4 mans are significantly more prevalent there and even in full solos it is quite common. You're downplaying how often this is ran by a lot."
I haven't seen Reassurance be used impactfully in over 3 weeks. If you trust NightLight (I do not) then it has a measly 4% pick rate. It's really not a very common perk at all and it's even rarer for it to get value.
"New DH requires more skill and is worse but it is still god tier and the best survivor perk in the game. Don't act like it was gutted, you essentially still have the same perk. While yes killer got those things, you also got base kit BT into the game, a better BT perk, you still have OTR and old DS even if it's worse, and as mentioned Reassurance added in. It is 1000% not easier to tunnel, that's just false."
The power of DH has been significantly reduced. It's completely counter-able right now and is genuinely a skillful interaction between the Killer player and Survivor player. It is not even COMPARABLE to old DH which was press a button to extend the loop guaranteed, no skill required and no opportunity for an outplay. Base-kit BT, Off the Record and regular BT (which I do not see too often) are all counter-able by simply....hitting the Survivor as soon as they're off hook, even if you don't chase them, it eliminates any value they may get from it for the next 80 seconds. It's FAR easier for me to tunnel.
"If you play at very high mmr you know this is not true. If you want an example that streams very often to prove this watch Zebb89 stream and tell me how many of those lobbies look lower mmr."
I don't know who that is. I do know that it's an undeniable fact that the MMR system isn't that accurate nor is it designed to be. If it were, you'd have insanely long queues as Killer. I immediately distrust anyone who says they're at high MMR, though perhaps that's colored by the oversaturation of people who think they're good.
"That's a weird roundabout way of saying you agree with me."
I was more pointing out that you were stating something obvious and I thought it was silly. If your opponents are trying their best to win and you aren't (assuming they're of roughly equal skill), the person who isn't trying SHOULD lose. If you do find a very good team, which is rare, and they are "tryharding" yeah DUH you are gonna have to match them if you want to win.
I just want to say that I agree with your opinion a lot more then blueberry opinion on this topic.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334419#Comment_3334419
Do you disagree with it?
If both sides play perfectly the killer loses almost every time. You rely on survivor mistakes to win.
i mean that has been the case for years. its just that bvhr has been balancing around soloq players for long while. maybe now they'll balancing around more efficient play? I don't know.
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@dspaceman20 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334256#Comment_3334256
Calm down. I don't want unlimited unbreakable with no downsides.
There is nothing wrong with a challenge perk but no mither challenge is terrible and does more harm then good imo. I think there are better ways to make a challenge perk. Like current object of obsession
i am pretty sure no mither is meant to be unlimited unbreakable with downsides. problem is that specific downside they choose makes the perk irrelevant. I think they want to put unlimited unbreakable base-kit though so you will not need to use no mither.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334438#Comment_3334438
Except one is range of reading and one is aura duration. Essentially wanting the others version for killer/survivor as well, whatever form that may turn out to be.
perks often have general idea behind them but how they translate from one side to another might be completely different perk for what it does. at least in regard to these two perks the general idea behind him is following:
A perk that improves existing aura perks.
In the case of the survivor, it is raw radius increase. in the case of killer, its lingering aura increase. both perks in my opinion are not really worth it in general in my opinion.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333588#Comment_3333588
I can see what you mean. I’d like if we had their base kit good enough to not need addons and then make most the addons for changing their play styles and synergies with perks rather than straight strength.
I feel like most these addons all allow for some totally different play styles and different ones make certain perk synergies appear rather than just straight buffs from them.
Yeah but most of perk synergies that are not meta for killer are not worth it. You can look at legion's add-on list to see what I mean. The typical meta-legion add-on are usually mischief list+Friendship bracelet, Sleeping pills+Mural sketchbook or Mischief list+Iri button. Legion feral frenzy duration is too short to chain hits, so people are forced to run duration add-on to make his power more consistent at being successful but suppose mischief list was base-kit add-on. What other perk combo's/add-on combos could he mess around with?
Fuming tape add 100% regression when being in feral frenzy. this is suppose to have synergy with hex:ruin and before ruin got changed, it did give you 300% regression. now a days, its not worth it.
BFF is an add-on that gives 4% speed when you reach end game if you successfully chain 15 tokens. Its obvious synergy is NOED but now a days NOED is more risky perk to run then it was previously.
Franks mixtape gives you 30% pallet kicking and 30% gen-kicking. its suppose to be used with Overcharge/COB in the middle of the chase, but the value is so insignificant that its impractical even when those two perks are at their top in terms of meta slowdown. Most of the time, it makes you lose distance and makes it easier to shift-w his power(which can deny you 5 hit down combo in certain cases).
I could go to talk about Echt ruler+The legion pin, Susie tape+Dark devotion, stab wound study+that glasses add-on(forgot name) but I rather not go into detail. point being is that killer often run same builds because there is lack of incentive to change and doing so greatly reduces their odds in winning. Killers a lot more strict in what they are allowed to use to gain results and a lot of skill expression to get results on said killer is tied to specific synergies to be relevant(rather their personal skill on said killer).
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Lethal pursuer. Extend aura reading effects by 2 seconds.
Bonus effect: At the start of the Trial, Shows all survivor auras for 7/8/9 seconds
Open handed: Extend aura reading by 16 meters.
Bonus effect: Applies to your teammates perks.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334337#Comment_3334337
The killer vision at the start is less of the significance other than avoiding him early. The main point is the aura extension, of which I would run depending on the numbers they’re extended. Run three aura perks and this and you’ve got a lot of extended aura duration. I’d argue the aura extension of Lethal Pursuer is its main point as well. As much as people like the early aura reading it’s essentially redundant information for anyone with experience. You know survivor spawns and rarely do I ever not instantly start chase with someone within the first 15 seconds of the game.
i mean some people legit run it for early aura reading because they think that the early part of the game is most important part of the game. I do not agree but that is the opinion of some killer players. I am also fairly certain that the killer players that do run it will run it for its early game benefit. With current killer perks, I am more likely to see a killer run lethal pursuer then the killer running corrupt intervention.
The survivor equivalent of this perk in my opinion is Open handed
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The killer is just trying to win the game. If you dislike the killer tunneling, then maybe give an alternative strategy for the killer to win? Maybe slugging? I don't know.
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@Ithiria said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334048#Comment_3334048
Imo it's not even a lower skill-cap thing
Tier lists in most games actually tend to be topped by relatively simple characters with super high skill-cap ones being mid-tier because people generally agree that they aren't worth it. It's why no one plays Billy, if you mastered billy he'd probably be a good A-tier killer. But it's just not worth it.
You cannot look me in the eyes and honestly tell me that nurse, blight, spirit, plague, PH, etc. are particularly hard. In fact, they're vastly easier than the low tier killers to do well with at a high level.
Although I actually disagree on the idea that games need to make it so that every character is close in balance with eachother. In my opinion, games first-and-foremost should provide a *fun meta,* which is not synonymous with a balanced meta. Basically, the strongest options should be those that are both fun to play and fun to play against. Like people didn't mind Crack Billy back when he was S-tier (instasaw was messed up tho.)
It's why no one plays Billy, if you mastered billy he'd probably be a good A-tier killer. But it's just not worth it.
I don't think so. you can master billy and he will not be good. tier list generally are meant to express the player opinion(or community opinion) on higher possible ceiling for that character vs highest possible ceiling. The reason for example that otz put billy at C-tier is because billy played at highest possible skill-ceiling is in fact a C-tier killer. It is not arbitrary listing. Its figuratively what otz believes and you can choose agree or disagree with his opinion.
You cannot look me in the eyes and honestly tell me that nurse, blight, spirit, plague, PH, etc. are particularly hard. In fact, they're vastly easier than the low tier killers to do well with at a high level.
difficulty in games is subjective. it depends what you mean by difficult because there two types of difficulties. You could say that getting 3 kills as Sadako is more difficult then getting 3 kills on Blight. Is that because sadako is more difficult to play then blight or is it because she is weak? In respect to this context, this is refer to as artificial difficulty. Artificial difficulty is numerical difficulty. Its like playing a dungeon crawler game and if enemy has 50 hp on low difficulty but if you turn the difficult up, the enemy has 100 hp and therefore is harder to kill. Yes its technically harder to beat the game but how you would beat the game at lowest is no different would be similar to how you beat the game on hardest difficulty. The other type of difficult is called mechanical difficulty. mechanical difficulty is your ability to perform a sequence of planned actions in the game. For example, in the context of blight, if you need to do 4 consecutive bounces in particular order to get a hit on survivor, some player might find this too difficult. As a result, players might label Blight as more difficult character then Sadako. They are not referencing how hard it is to 4k with blight vs Sadako, They are referencing the mechanical skill-ceiling to perform well vs blight compare to Sadako.
I think most killers in the game are not mechanically too difficult, but they are artificially too difficult. they are ineffective at doing what they are suppose to excel at. They are too easy to outplay. I think the reason why this is the case is that for more casual survivors, the survivor game is too artificially difficult for them. It is too difficult for them to coordinate 1-2 decent chases and complete 5 generators simultaneously while the killer applies kill pressure. To match survivor's competency at playing vs killers, the dev in my opinion make the killers artificially weaker so that they are easier to escape on average. The changes they are doing in regards to Icons is lower the artificial skill-cap of working together to defeat killers in soloq. In other words, you will need less game-sense to play survivor. You should naturally play better as a team because it is easier to do so.
With all artificial difficulty being lowered for survivor, Killer is artificial difficulty in playing killer can be lowered. The killer power can be a little stronger and more engaging to use because survivor can concentrate more on doing well in the micro chase and focus less on macro play.
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@Coffeecrashing said:
The game can’t ever have actual normalized killer performance, because the skill caps on the killers are too different. A few killers are allowed to be really strong, because their skill caps are so high that most people can’t overperform while playing them. It’s important for there to be a good distribution of killers across the MMR levels, and if the low skill cap killers are buffed too much, then there would be too many people over performing with them.
The only way BHVR can fairly normalize killer performance is via MMR, by normalizing the kill rate percentage across the various killers, which they already do.
what is wrong with lower skill-cap character being effective? lower skill-cap killer already over-perform because their opponent is playing the game poorly. Do note that there will always be hierarchy in video games in term of prefer characters because some character are always going to be that 1% better. There is always going to be that meta-killer so to speak but generally the idea of balance is revolves around making killer as close as possible to each other. You always look to shorten gaps but not necessary entirely remove them. I do not know how to explain this topic.
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@Predated said:
I think the only thing missing is a way of having a general indication where your teammates are, rather than guessing where they could be based on the last time you've seen them
I would love to press a button, then have a killer instinct-like heartbeat appearing where my teammates are(killer instinct doesnt really show distance, just direction), or better yet, something thats similar to Doctor's Static Blast/Bitter Murmur where you can see an instance of the survivor lingering over a few seconds in the general direction. So you know which survivor is where, but only when you triggered the effect, and only which direction they were going the moment you triggered it(if they were running).
survivor instinct.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333623#Comment_3333623
Yeah don't get me wrong I wouldn't run DH either.
I actually forgot about Plaything. That is actually a decent hex perk I would run and do sometimes.
I run it sometimes because I get sick of kicking gens and just want to go for chases, so I run it as indirect passive slowdown to go for more aggressive play-style to chase survivors.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333614#Comment_3333614
Yeah that sounds good to me.
They have a habit of way undertuning hex perks. For a perk that can be removed permanently and generally in sub 3 minutes it has to essentially be overtuned enough in its effect that it can have a significant impact on the game in those 3 minutes. This applies to basically zero hex perks currently with DH being the only exception and even that's not meta and more of a funsie dice roll perk.
They should want hex perks to be strong enough to be in the meta as it makes the game more fun for survivors by giving them extra objectives.
They should want hex perks to be strong enough to be in the meta as it makes the game more fun for survivors by giving them extra objectives.
old hex undying+hex:ruin was secondary objectives. Apparently survivor did not like that. I do not really rate devour hope on any killer really. I think only hex that is worth running currently in meta is hex:plaything.
The only reason why hex:plaything is good is because it forces lose/lose in the game by granting the killer generator defence via cleansing totems. If you do not cleanse totems, the survivor plays at drawback of not hearing terror radius resulting in your ability to gain to sneak up on survivors and potentially escalate injure pressure.
Devour hope is pretty pointless perk because in cases where you need the perk to activate to clutch the match, the perk gets cleansed(4 man swf) and in other cases, many matches where devour hope activates are matches you are likely to win without the perk because your opponent is ineffective at looping. that is just my experience with the perk. Basically it follows cookie cutter issue that all hexes perk face. Lots of risk for inconsistent reward. I think only killer that would use this perk is Spirit with MDR and that is because Spirit has strong base-kit that this perk activating is an instant win button for her, but if the perk fails, then the killer is still strong enough to play without the perk. In other words, its win-more perk for spirit with fail-safe. This was also the case for Nurse before Nurse's attacks became special attacks therefore disabling the instant down property of this perk.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333608#Comment_3333608
But you're also making bad SWFs as good as good SWFs.
You're not equalising the information disparity between solo and SWF at that point. That's my problem.
uh yeah? that is kinda what window of opportunity does. that is also what aura reading perks do for survivor... they tell you where your teammate is and by doing so, they indirectly tell you where the killer is... although if your next to the killer, you will hear terror radius.
WoO has a limited radius, remember
your assuming that by survivors having info means that they'll play better. that is not true. weak survivor player will still be weak survivor players. Information is a tool. if you cannot use the tool properly to win the game then that is on you. Bad SWF will remain as bad SWF's. I am giving you the tools to play better. not that you will play better with said tools.
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I am assuming you know how to use the perk. Window of opportunity gives real time information so even if you do not know that a pallet has been dropped, you will find out while you loop in the chase that the pallet aura is not shown which indirectly tells you that pallet has been broken.
A thrown pallets aura on drop is not real time information. you have to spot it in the game and remember it for your future chases. its worse then actual perk but functionally does same thing if your really good and pay attention to the little details while playing the game.
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@Blueberry said:
Really terrible perk.
Honestly it's bad enough it could not even be a hex, aka permanent and it wouldn't even be OP. That should tell you how bad it is. Ironically we could say this about a ton of hex perks.
Now of course if it was permanent there would be a few outliers that would need fixing for things like Pig boxes, totems ect.
Though if we go the other way of making it worth being a hex you can't actually increase the amount of screams because then it prevents you from cleansing it. Difficult to improve.
Probably the best solution is removing the scream component entirely so that it doesn't interrupt boxes, totems, ect and now we can increase the trigger frequency drastically to like every 15 seconds and aura for 3 seconds.
good description of the perk. I think this perk is suppose to work like plague's black incense add-on. show periodic auras around the map. they first need remove the terror radius condition because 90% of the killer cannot use this at all in the chase and then they need increase aura duration by 1 second and increase frequency to every 10 seconds. Screaming component should be removed. it is not needed.
Hex status will make more sense then.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333594#Comment_3333594
The assumption you're making is that every SWF group ever is perfectly co-ordinated and able to communicate exactly where they are on the map and which pallets have been dropped.
The status HUD is a different matter, because "what are you doing" is very difficult to misconvey. Once you start handing out information with limitless range that conveys this, it gets to be a much bigger problem--you're not closing the gap between solo and SWF at that point, you're closing the gap between everyone else and good SWF's. Particularly when you consider other information that gets rolled into this--if you know where pallets are being dropped, that's perfect perkless information on where the Killer must be, without any worry that you can't instantly convey where this specific non-unique tile has spawned (or a need to learn how maps are spawned and oriented and then how you can convey directions that way).
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333593#Comment_3333593
isn't that just "listening for or spotting the gen"?
you're not closing the gap between solo and SWF at that point, you're closing the gap between everyone else and good SWF's
that is whole point. I am making strong solo players as strong as strong SWF. its called closing the gap. My objective is to make them as close as possible in power-level. As a result, this makes survivor easier to balance as a whole and it also makes killer much easier to balance. Playing soloq will be similar in experience to playing as SWF. if your weak survivor player, you'll be playing with weaker swf games vs inexperienced killers. If your mid-level then you'll get mid-level teammates and mid-level killer. if your high-level, you will be matched with high-level killers and high-level teammates.
if you know where pallets are being dropped, that's perfect perkless information on where the Killer must be, without any worry that you can't instantly convey where this specific non-unique tile has spawned
uh yeah? that is kinda what window of opportunity does. that is also what aura reading perks do for survivor... they tell you where your teammate is and by doing so, they indirectly tell you where the killer is... although if your next to the killer, you will hear terror radius.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333574#Comment_3333574
For heading the wrong way? Sure.
But giving every Survivor an idea of where it's safe to run in chase and where other Survivors are is the sort of thing that could take it too far. There has to be some room for mistakes and misplaying; not every SWF has perfect co-ordination and communication and trying to equalise with the ones that do is overkill.
A survivor running to deadzone where they know a pallet spawns but the pallet is broken is survivor voluntary misplaying. they do not mean to do that mistake, they just got no information to avoid that misplay. your forcing the player to make a mistake. the only they can avoid that is running the perk but now your making that perk mandatory. see window of opportunity play-rate. its not healthy. what is healthy is survivor making a routing error and killer hitting you. that is you playing bad at looping.
its same for people that run into teammates when gen is 80% complete. without any info for where survivor is doing gens, you will take arbitrary routing that most efficiently run the killer and if it so happens that teammate is there, your giving the killer free injure pressure in many cases without being able to plan around it. For now, you might think that free injure pressure does not matter because med-kits and Circle of Healing are completely over-tuned. You realize though that those over-tuned mechanics need to be nerfed for balance reasons. when that happens, you need to be able to proactively avoid mistakes so that player learn to play without these items/perks. When those inevitably items/perks get nerfed, your going to need to learn to play without them.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333531#Comment_3333531
Oh I agree.
Part of my changes for Knight would be base kit Map of the Realm. I only didn't mention it here because I was solely focused on addons for this post. I'd also actually add Call to Arms to that list, it's basically required for his new play style.
Because of his required addons I don't feel like I actually have any opportunity to try anything else.
yep. Sometimes I run blacksmith hammer to counter dh and hindered can help you catch-up but i do agree call to arms and map of the realm are currently "mandatory add-on's" to run.
lots of killer have that problem. my fear though with base-kit add-on is that if killer base-kit is really good, then survivor might try nerf the killer similar to deathslinger. like DS had strong base-kit(Instant ADS) and low tr and casual people complained about it, so they just nerfed it, but they did not give him add-on to counter-act his nerf(Like no wind-up add-on's to revert it back to original) and TR add-on has drawback that he has to hold his gun.
that is my concern with strong base-kit killers is casual complaining the killer is unfair and then killer getting nerfed with no compensation. I do not want that to occur to knight or any killer for that matter. so the way they reconcile is they make killer base-kit weak but invent add-on to "fix" his base-kit(which drains killer fun because they get no add-on variety).
I would say killer have stages in strength in dbd. 4 stages in particular
Stage 4: The killer sucks and has no redeeming factors. No good add-on, zero reason to play them. e.g freddy
Stage 3: The killer has bad base-kit but their add-on improve them to be playable(knight is in this stage of balance).
Stage 2: The killer has decent base-kit, but their add-on are lackluster(Pyramid head is this stage), you can argue a lot of killer here like Nemesis though just because killer has playable base-kit does not mean that their base-kit cannot be improved.
Stage 1: The killer has a wide selection of add-on's they can use and their base-kit is strong. e.g Blight.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333569#Comment_3333569
That might be going too far in idiot-proofing things.
do you think window of opportunity is idiot proof?
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@Blueberry said:
Other than showing the survivors each others perks in lobby I don't think there's anything left to add as far as what the community wanted to get solo closer to swf.
Hopefully we follow this with some serious map reworks for size and tile strength.
I would not say so. the gen icon are pretty good at replacing kindred because you can assume everyone that works on generator is working on generators so when you let go of a generator, it assumes that your going for the hook save. Strangely enough, they added base-kit kindred for hook saves indirectly.
The only two other pieces of critical information missing is pallet dropping(i.e how to make window of opportunity base-kit without making it base-kit) and looping away from your teammates(I.e base-kit bond without adding base-kit bond).
I am thinking for windows to make it that when a survivor drops a pallet, the aura of the pallet is highlight to the team, so if you pay attention to the map, you can tell which pallets are being dropped by your teammates thus not needing windows of opportunity to know where dead-zones are created.
I really dislike when my teammate bring killers to generators when they're looping the killer. no clue how they could give more info to the survivor in the chase to avoid teammates bringing people to 80% completed gens.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333452#Comment_3333452
Unfortunately that's gonna be like 2 years out
problem knight's add-on is that its hard to justify not running map of the realm in his current add-on list. For knight to have add-on variant, they'd need to make map of the realm base-kit, but you know.... you get the "Oppressive killer complaint" when the killer has functional base-kit without need of add-on's. casual survivor might complain that the guards are impossible to avoid if the player is good with placing his guards with map of the realm.
I do agree that most of his add-on are weak and very safe. Look at knight contract. Every third guard grants exposed status effect? Are you scared that I might instant down survivors? haha
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his patrol routes are target based. you control where patrol route is going. One of his skill-caps that knight has is how he places his guards to activate the chase against the survivor. I think that part is an ok spot. main issue with current knight and sending long range patrols is that his guards by themselves are too easy to 1vs1. they do not get injure hits so he has no injure pressure and as result, no game pressure for successfully using his power. The survivor need to play really badly to get hit by his guards currently.
I wish his guards were 5% faster when a patrol path is 10 meters or greater. it would give him more map presence.
Target mode only makes sense for his order action. His order action is clunky to use. It would be easier if you just look at pallet or look at generator in 20 meter distance and press Ctrl to apply gen kick or a pallet break. If an order action is applied, the power goes on cooldown like it does currently.
With these two changes, he would be in perfect spot in my opinion.
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perhaps 50% is too extreme. A lower value like 30% might be better. I just think that 50% conversion rate is too small for survivor to use it and the perk already feels like it needs reactive healing or healing boost perks to be relevant. I am thinking more of how to boost the conversion rate without it being overly effective.
I am not entirely sure why botany went from 33% med-kit efficiency to -20% med-kit efficiency. you gained 17% healing speed for -53% med-kit efficiency. I think if they were trying to nerf med-kits, I think it makes sense to make med-kits deplete 100% of the med-kit charges if it is used for a self-heal so it takes 32 charges to heal. currently nobody needs to use botany to benefit from med-kits because the item itself is so strong that botany is wasted perk slot. I think if botany gave you 50% med-kit efficiency and med-kit depleted twice as fast on self-heals, survivor would be more inclined to use botany knowledge to get value of med-kits.
Another aspect that is weird about med-kit is how they do not incur a -50% healing penalty to self-healing. every other form of self-healing incurs that penalty but med-kit do not. I think med-kit should also have that penalty to reduce power-level reduce the strength of the item.
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@Blueberry said:
Instead of equalizing all sounds I actually think the guys should all be quieter than the girls since their character models have the disadvantage of being so much larger. Gives it a trade off. Easier to hide or quieter sounds. With all sounds equalized playing a male survivor is just universally a disadvantage and I wouldn’t say it’s minor.
I am very certain that all model sizes are identical for survivor. they have to be. If they were not identical, then aiming killers like huntress and wesker would need to aim differently based off what survivor is selected. The hitbox would be inconsistent and incredibly confusing.
If you look at blight william birkin, that skin is huge in model but that skin has same model size as Normal blight even though appearance both of these skins is drastically different in size. I am fairly certain that all appearances model-wise are identical and cosmetic are exclusively meant to customize the looks.
I do not agree. Ace is by far most competitive survivor to play in the game because he has base-kit tier 1 Iron will and he is male survivor. The second best survivor to play is Ada wong for exact same reason as Ace. Sound tracking is important for killer because of their ability to track survivors in loops. that is also why people previously used Iron will because it allowed survivor to change loops(hold-w) without the killer realizing that the survivor left the loop.
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@sizzlingmario4 said:
The current Solidarity reads as follows:
When injured, healing another Survivor without using a Med-Kit also heals you at a 40/45/50% conversion rate.
Here's an idea:
When injured, healing another Survivor without using a Med-Kit also heals you at a 50% conversion rate.
After completing a safe hook rescue, instantly gain 50% healing progression, if you are injured.
You unhook other Survivors 5/10/15% faster.
What this means is that if you save a teammate while injured, and then you heal them, you'd also be fully healed at that point because you get 50% from healing them and another 50% from the unhook, making the perk a lot more useful than it is now. To go with it, you also get slightly faster unhook speed as an added bonus which could come in clutch if the killer is camping.
I do not think simply buffing the heal conversion rate to 100% is a good idea as this would allow for lightning-fast resets especially in SWF and would be too strong.
ok, what about increasing the healing conversion rate to 100% but making healing 50% slower. The survivor who run autodidact could use the perk to heal themselves.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/362896/reworking-joeys-mixtape
Undetectable would mean no killer instinct though.
I'd go something very different.
- Feral Frenzy hits no longer apply a Deep Wound.
- Feral Frenzy hits now apply Mangled.
- Feral Frenzy requires one fewer hits to grant instadown.
no longer apply deep wound? so you just hit someone twice and they go down. I think I would just revert it to its original add-on which was reduced fatique by 0.2. Maybe buff it to 0.5 second for nice round number of 2.5 second fatique.
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I support Peanut's opinion on the topic. The new HUD is trying encourage survivors to work together and coordinate better against the killer. solq in general in my opinion generally tends to do actions more slowly and is more prone to making mistakes because they have less information to make correct plays in a given match.
For example, if a another survivor is getting chased and your working on a generator, how often do you see your teammate run into you while your working on a generator? Happens very often. Its because player getting chased is unaware of their teammate position on generators. The chase indicator is suppose to bridge this but it is not quite there yet. -Bond perk
If you get hooked, often teammate will not know who is going for hook save or whether the killer is camping hooks. Sometimes you might get 2nd hooked despite killer not being near the hook. Worse, a survivor could potentially get go from 2nd hook to 3rd hook. -Kindred perk.
This logic can extend to many other elements of the game. Healing, Cleansing a dangerous totem, Using pallets to create deadzones(which teammate may not know where they are created(Window of opportunity perk), stop regressing generators, Interacting with killer powers(such as Pinhead box, Sadako's tapes, Pig jigsaw, so on). They're trying to make soloq a lot less in the dark. Overall, losing as survivor is meant to be more enjoyable experienced. with how in the dark soloq survivor is, they're trying to improve the soloq survivor experience to be less miserable losing experience for the average survivor player.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330884#Comment_3330884
I'm not he's high tier. But he's definitely better than before. The main difference is it's much harder to avoid his power if he uses it midchase. Before you'd see the orb and could just shift w away so the hunt wouldn't even be triggered. A surv would always gain distance. Now it's harder to avoid since survs can't see the orb to know exactly where guard will spawn.
He's still C/D tier at best.
oh man. it is like whole spirit thing again. Just because you cannot see orb does not mean it isn't there. you can still see general path of the orb and it is not hard to figure out where the guard will spawn. I think his 1vs1 is ok vs weaker survivors but his chase time is pretty slow vs stronger survivors.
@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330884#Comment_3330884
I'm really not sure how to loop him now. Pallets and vaults sometimes seem to slow the summons down, sometimes they don't do anything.
same as before changes? If the knight is after you with the guard, shift-w when he places it. If you can avoid guard chase then its ideal. you want to loop maps in a circle against him because he has no real effective chase power as long you stay in the center of the map. His power is only good if your in the corner of the map and he spawns the guard to sandwich you with guard and the killer at the same time. Ideally you want guard chasing you and the killer chasing you in straight line.
outside the chase, if the knight downs another player, knight player will often summon guards to random generators nearby while your working on a generator. if its jailer or assassin, you can loop any junkpile or random rock for 5 seconds then pick up the flag to end the chase. The guards will not try to double back/mindgame you, they will keep following you in a set formation. those 2 guards have laughable gen pressure. If its carnifex, carnifex has very long chase and his flag takes long time to spawn. He is very slow so he cannot hit you if you run forward but he wastes your time the most out of the guards.
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he is same. middle of the road killer. his guards need a counter to shift-w if he wants to be higher in power level.
@HoodedWildKard said:
The orb disappearing as you set a guards path is a huge buff for knight. I've had much more fun with him. Both playing him and against him. Being able to reliably trigger guard hunts is great.
The guards are more dangerous, when that chase is active a good knight can corral you using the guard and move to cut you off. It's reliable and lethal anti loop. And if surv hesitates away from knight the guard hits them first and you can get that sweet insta down.
Plus it's great at revealing survs hiding near gens if you aren't running nowhere to hide. Absolutely lethal if a surv is hiding and you get an aura read. Because they can't simply avoid the patrol since they can't tell where it'll be.
he was already reliable at triggering the guard hunt and he already exceled at coralling survivors in the corner of the map before the changes. The only thing that changed in my opinion is that survivors with grandma reactions get hit by assassin guard when working on generators.
they still have not fixed his game-breaking glitch which will go unnamed.
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@Nazzzak said:
The info it gives is info swfs on comms have always had. It gives swfs nothing new, and actually gives Solo less info than being in a swf would
Eg it shows people on gens. Solo queue don't know which gens. Swfs already know their team mate is on a gen and they know which gen it is as their team mate has told them.
Eg it shows someone in a chase. Solo doesn't know where, they dont know which pallets are being dropped (where a deadzone is made) nor do they know when their team mate is about to go down. Swfs already know who is in chase, pallets used, and when they are about to go down because their team mate told them.
Eg it shows where someone is at in recovery. Swf already have this info as they tell each other when they are one tap away.
Eg it shows someone on a totem. Solo doesn't know if they're cleansing, or booning, or found a hex. Swfs know.
Eg someone leaves their gen. Solo don't know if theyre going for the unhook. Swfs know because they tell each other.
precisely this post. the challenging in making UI is difference between making discrete information vs indirect information.
