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Devil_hit11

Devil_hit11

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  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718499#Comment_3718499

    I do agree that’s the bad direction they were trying to go and how they destroyed pig. I think they accidentally made it not passive on Onryo. Don’t get me wrong, I do think she’s weak and needs improvements, I just do think she’s better than people think. I just went on a 78 game win streak and my stats with her so far in high mmr is only 7 losses out of nearly 250 games. I think that shows there’s at least something there. My point is just that I think her concept is fine, it just needs some tweaks and buffs, not another rework.

    She was capable of going on 200 win-streaks in original version with iri add-on's and capable of same win-streaks with 0 add-on or perks in 2.0.

    I burned 50 gideon+midwich offerings and got 50 win-streak with 3 or 4 condemn kills, not dropping a single game. I have 3 major issues with the current design of Sadako.

    The first issue is map dependency. The killer is too strong on double story maps where corralling survivors is easy to condemn. there is almost no counter-play to 18 meter video-copy TV's. On midwich, it is like 33% of the map size while on normal/bigger maps, a single TV teleport is like 8% of the map size.

    The second issue is that the killer has no ability to influence the strength of the counter item. The item is too strong on a multitude of maps because it turns off the ability for little to no opportunity cost.

    The third issue is that layout of each ability for killer is not evenly distributed in power. Her stealth is mediocre. her anti-loop is non-extent vs good teams. Her condemn is SWF bully bait material. Her TV teleporting is good if it can be used but tapes shut it off on outdoor maps.

    An ideal killer power should be

    →Fair on all maps

    →Equally power in all distribution of power(With add-on to reinforce a particular strength)

    →The power should have fair counter-play that the survivor can min-max to nully the effectiveness but the killer should be able to outskill/outplay their counter if they play well.

    Sadako fails all fronts.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718356#Comment_3718356

     I am not going to count the person walking to the hook

    but then

    The thing is, when someone is on hook, eventually, someone has to get off gen.

    This doesn't make sense.

    I really don't understand what you are trying to say.

    In both situation it is 1 survivor on hook and 1 survivor unhooking, right? But if you are going to chase someone that is +1 survivor in which you have chance to select who it is and option of survivors going for rescue is 1 of 2 now, where is a chance both need to work on gen.

    If you camp, any survivor can come for rescue, it's up to survivors. So where did 2 gens regression come from? They are free to finish whatever gen they have and then go for rescue.

    in case 1, survivor get an unhook and potencial gen progression because they do not need to heal. they're not threatened. they can also heal because your chasing someone else, though you can return the hook manually.

    in case 2, the killer is threatening second-hook stages/deaths, is getting free injuries, potencial slugs and all of that is being compounded by hex:ruin which is also eating gen progress during all that from the killer camping the gen near hook + all survivors needing to get off gens to save teammate.

  • @CarlAlc7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717044#Comment_3717044

    I guess they don't want to leave Huntress as the only ranged 110% speed killer when she's already getting pretty powercrept in the current meta as it is.

    how is she getting power-creep? She just got buffed to have 7 hatchets and 10% faster-wind up. She had potencial to get faster m/s when holding hatchets but it got changed due to outcry. She gets significantly good buffs and slinger gets these joke changes.

  • @Blueberry said:

    This takes Onryos skill ceiling which is quite higher than most people think and puts it on the floor. This removes so much skill from Onryo and makes so much of it is just passive. On top of that your timers are so extremely safe that most my matches we’d have the gates powered before even doing a single tape and even one tape drop off is no time at all. So she would now have basically zero map slow down and almost never get a condemn kill either.

    Current Onryo design concept is fine, it doesn’t need a rework, it just needs a few tweaks here and there and an addon pass.

    This takes Onryos skill ceiling which is quite higher than most people think and puts it on the floor

    it is funny because that is what the dev wanted in this 3.0 sadako where the condemn is just an after-thought with little to no depth.

    Current Onryo design concept is fine, it doesn’t need a rework, it just needs a few tweaks here and there and an addon pass.

    I think the current Onryo design is disastrous bad. I just need to be patient until dev make sadako playable on badham pre-school and less of a free win on Gideons and elementary school.

  • must be high MMR monsters that dev were talking about.

  • it might be like the hag which comes with 3 invocation perks for survivor.

  • slugging is suppose to be part of the killer gameplay. if sabo becomes meta, the dev might buff slugging for killer for killer to adapt to the situation.

    @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718258#Comment_3718258

    I really don't think it's smart to incentivise such a perk and the playstyle it comes with. Knock Out is long overdue for a rework anyways.

    Then again, I think we should wait and see how much of a difference these sabo changes will make, cause I kind of doubt sabo will become meta after the changes.

    don't think much will change. sabo hook is like 2.75 second with alex toolbox+hacksaw+grip reach. nobody really uses it.

  • @Blueberry said:

    Yeah I'm hoping Freddy and Myers are next on the list for improvements/reworks.

    i am hoping for more perk rework/rehauls.

  • funny tier list. chucky worse then trapper. that must be chill region to play in. also plague worse then ghostface. the tier looks like someone just throwing dart at the board with popular opinion stuff at the top.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718291#Comment_3718291

    Her previous version was bad stealth for more reasons than just the footsteps, to be fair. I could see her footsteps being made a little louder than they are and her stealth still being appropriately good.

    I'm not saying that should happen, just that there's a clear reason why she doesn't have an audio tell when other killers do, so giving her one outright wouldn't be appropriate.

    only if they return low powered mode to 25% cooldown reduce for placing drones. stealth is main unique aspect that skull merchant excel at. She's suppose to be a bounty hunter where when your tracked on radar, you can work on gens but at the risk that she sneaks up on you.

    Her previous version was bad stealth for more reasons than just the footsteps

    image.png

    This add-on used to provide uh… was it 45 second or 60 second of oblivious when you enter drone zones. I wouldn't say she was bad at stealth. Just add-on reliant. Sometimes, I would run geographic read out+Old brown noise Generator. to small degree, she's still a little add-on reliant for stealth, at least you can argue that… but it is better post-rework at base-kit.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717528#Comment_3717528

    Being downed is not a mistake, it's expected outcome, location may be the issue. That's a big difference.

    If you get downed against M1 killer next to the basement, or gen with high progress, that's a mistake. There is reason why running into corner is often considered optimal play…

    Otz at one point explains original undying+Ruin in Tru3 vs Otz

    I have seen this video and don't remember this part. I know they talked about undying + ruin, which was cleansing lottery, but not really in context of camping.

    From my understanding, I can get more value from pressuring survivors and making them actually leave gens.

    Camping doesn't achieve that, that is fully in control of survivors. They pick who will go for save, which is unlikely to be person with high progressed gen.

    when all survivors are alive and you hook someone. going after another chase means that 1 person is on hook and and 1person is being chased. I am not going to count the person walking to the hook because walking for survivor is extremely efficient compare to killer(Killer walking to hook someone is always negative compare 1/4 survivor walking to unhook). Let just say 2 survivor are off-gens. The person who is off the hook will rapidly be saved in most cases.

    With ruin, If 1 person is on a hook and a gen is regressing with ruin, Ruin acts like 1.5 survivors off gens because you end up trading progression with another gen. The thing is, when someone is on hook, eventually, someone has to get off gen. This increases the value of ruin to 2 people off gen because two generator are simultaneously regressing. there is also bunch of butterfly effects that occur. One of which is that saving survivor off hook when a killer is camping often makes survivor have to take many health-state injuries. In order to recover your health-states, you need to heal but healing when gen are incomplete vs hex:run = more regression.

    Without ruin, camping is less rewarding because the gen only regresses at 0.25 rate which is 1.25. there is no automatic regress either so there is even less rewards for camping. that is in summary to why hex:ruin felt out of meta. It just wasn't good enough for camping. Legion can kinda of use ruin because he can injure everyone, then camp which forces survivors to heal and than there is that add-on called fuming tape which you can like spam vaulting to get old ruin. Long while back, it was strong because ruin was 200% and fuming tape makes 300% alongside unnerfed version of thanotophobia which applied -15%-20% which stacked on top of ruin. If you do heal, then ruin regress quickly but if you don't then thano slows gens down on top of free hook trades and so on. anyhow that is talking about some old dbd stuff.

    modern day dbd camping is like deadlock+grim embrace where you can clock the deadlock from triggering and then as you hook the survivor, you can like stand like 9 meter away from the hook to avoid camping system and then as deadlock ends, leave the hook slightly to extend the 30 second deadlock into 42 second. I am aware that this is being weakened to 25+10 for 35 seconds. Ruin/Undying replaced by gen-blocking.

  • @jesterkind said:

    To be fair, Skull Merchant's stealth is more balanced around a very short duration, so I'm not sure if giving her a proper audio tell would really be appropriate.

    Maybe just making her footsteps a bit louder would be a good middle ground, if the devs decided to address this?

    they buffed her footsteps sounds because her previous version was not good stealth.

    I personally really like this sound design, as it gives me a chance to notice killers approaching even in stealth, while still making you be aware of your surroundings and on edge a bit.

    this terrible sound design is rank 20 balancing. It is making killer that are suppose to be good at stealth into killer that are bad at stealth. the fact that dredge for example is worse stealth killer then killer like silent leatherface or silent Oni is silly.

  • @Azulra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717743#Comment_3717743

    30% of 20 seconds is 6 seconds which means it's 14 seconds of exhaustion.

    read description. it is 20/1.3. not 20*0.7. It is 15.4.

  • vigil increases the recovery of exhaustion by 30%. it is 15.4 seconds.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717542#Comment_3717542

    Not disagreeing with you on the tunnel point, but even with his 1v1 issues he's still a better 1v1 killer than 90% of the other killers. Not that that says much though.

    i think that is largely because he counter's pre-running to some extent. he can create risks for survivor between loops which is better than 60% of the killer where you get a near +90% chance to get to the next loop on pallet break. I still think that if your survivor pathing is good enough, you can outplay his bound extremely consistently.

    The only way his 1vs1 at pallet loops has any merit is to learn his hug tech however it is extremely tricky to pull off and it is 1-2 frame maneuver. I am not perfect at using it. In my opinion, it is the highest skill tech to pull off in the game. i usually have like success rating of 60% to pull off. so admittedly, my wesker could improve. 99% of killer are likely not going to ever be able to pull the tech off so your average survivor match would result in those tunnel wesker matches. now that it is gone, Wesker on average will not be much of a challenge to escape from.

  • @Blueberry said:

    I mean if you're finding Wesker weak or unviable, he's better than like 90% of the other killers lol

    i find him only viable at very-top tournament level IF he uses infection to tunnel. Either directly off the hook for the hindered or uses the information infection spray to bounce from Survivor A→Survivor B→Survivor A→B etc. If your not using Infection to tunnel effectively than your losing out on a lot of killer's potency. It is like playing Pig but not using her reverse bear traps.

    Wesker's 1vs1 without infection is very under powered. Survivor has too much control over the chase. The reason why his 1vs1 is underpowered is because his 8% hindered carried the killer. He is like S-tier killer when you have -8% infection and B-tier killer when your not fully infected.

    @albertoplus said:

    First of all, sorry for the wall of text. Just wanted to share my opinion.

    Since Wesker was released, he has been my main. On paper, he somewhat seems to be a very good killer, with some mobility, in-built slowdown, and a good chase power, plus he also can jump over pallets and windows. Even if people is tired of playing against him, he seems to be relegated as a "fun to play as killer with counterplay".

    However…the more I play him, i feel he is just terrible?

    First of all, his power as a good power for chases. By the way his collision works, if the survivor knows how to move, that alone makes him a 50/50 power. The survivor can dodge him and Wesker can miss his power, or Wesker can just aim better and hit the survivor. Okay, it has counterplay.

    But the thing is, that is not having into account how literally most of the tiles for looping has rubbish/rocks/trees everywhere, and they are also not in a straight line, making his power like useless on half the map already, or i could even say 60% of the map. On 60% of the tiles he has no power, and when he has, its just a 50/50 where the survivor can succesfully dodge it.

    The start up time of the power is also 1.5 seconds, far slower than others similar like Demogorgon (albeit Demo has only one jump, but it is much faster). Which means with Demo or others you can start charging the power when you see the survivor going into a looping tile and hit them. With Wesker and his slow start up time, the survivor has already made it into the tile.

    Now, the jumping over pallets and windows part of his power. Do i really need to talk about this…?

    Literally most of the high-mmr Weskers i see playing him, usually they never jump over a single pallet or window. Literally never, or almost never. The survivor can just stay in most of the loops if they are not too large and jump again over the pallet or the window. I could say on this case that this part of the power is not usable even on 80%-90% pallets or windows of the map.

    Also, why he is the only killer that can jump over and lose the power then? Legion can use his power, jump over the pallet and keep using it to catch the survivor. Chucky can both enter into his Hidey-ho mode, scamper under a pallet and use it AND use the slice-and-dice attack, scamper under a pallet and keep using it (yes, i know that in next patch the first option will not be possible anymore, but he still has the second option).

    Now Wesker? Use power, jump over a pallet/window……and lose it. The best part is, even if they made it possible to keep using it, as i said earlier most of the looping tiles have a lot of objects or the survivor can turn around a corner fast, they would still be hard to catch up, but at least it would be more usable.

    Now, the slowdown part of his power i have no complaints about it (funny, getting also nerfed next patch, albeit i can understand the tunneling part).

    As i said earlier i have seen high-mmr players play Wesker, even in some fanmade tournaments. I always think "well, even if he is not Nurse/Blight tier, for sure he can put a fight as he is a very good killer right?". I think i have never seen a Wesker do well on high end games or tournaments i have seen, they usually get 0k or 1k. Hell i see people playing characters like Trapper or Wraith on those tournaments and somewhat do better than Wesker. The only Weskers i see doing well are the "full Wesker only" players that only play that killer and no others.

    Honestly, i dont think Wesker get that rewarded to hitting his power with the counterplay it has and how unusable it is on most of the tiles/pallets/windows. On paper, he seems to have a good power for chases but most of the time you cannot even use it, and when you can, it can be easily dodgeable.

    Am i missing something?

    First of all, his power as a good power for chases. By the way his collision works, if the survivor knows how to move, that alone makes him a 50/50 power. The survivor can dodge him and Wesker can miss his power, or Wesker can just aim better and hit the survivor. Okay, it has counterplay.

    But the thing is, that is not having into account howliterally most of the tiles for looping has rubbish/rocks/trees
    everywhere, and they are also not in a straight line, making his power like useless on half the map already, or i could even say 60% of the map. On 60% of the tiles he has no power, and when he has, its just a 50/50 where the survivor can succesfully dodge it.

    The start up time of the power is also 1.5 seconds, far slower than others similar like Demogorgon (albeit Demo has only one jump, but it is much faster). Which means with Demo or others you can start charging the power when you see the survivor going into a looping tile and hit them. With Weskerand his slow start up time, the survivor has already made it into the
    tile.

    Now, the jumping over pallets and windows part of his power. Do i really need to talk about this…?

    Literallymost of the high-mmr Weskers i see playing him, usually they never jumpover a single pallet or window. Literally never, or almost never. The survivor can just stay in most of the loops if they are not too large and jump again over the pallet or the window. I could say on this case that this part of the power is not usable even on 80%-90% pallets or windows of the map.

    Wesker needs the "Pig Ambush dash" treatment where they buff all his values.

    example:

    -Reduced bound charge time from 1.5 to 1.2.

    -increased first Virulent Bound dash distance by 1 meter

    -Increased second Virulent Bound dash distance by 2 meters.

    -Allows Virulent Bound to be used after vaulting a window or a pallet.

    Many Survivor say he is balanced because he is easy to loop. Strangely enough, they cry when Wesker hinders them and tunnels to get wins. Then all of sudden, he's not so easy to loop. in any case, I agree with all of your post.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717493#Comment_3717493

    Ruin does not punish camping. it rewards camping

    For your scenario survivor needs to make a mistake and get downed next to gen with high progress. That's unlikely to happen, unless you are instadown killer, or bring Agitation.

    Original logic is with camping you are not forcing survivors off gens to get maximum value and let them finish it before going for save.

    I mentioned that being hooked was a mistake in another thread in regards to pop goes weasel and then someone said that being hooked is not a mistake.

    Otz at one point explains original undying+Ruin in Tru3 vs Otz #1 discussion in regards to ruin enabling camping. Tru3 thought that ruin would enable killer to go away from the hook and otz argued that ruin empowered camping. I do not remember exact conversion.

  • @Blueberry said:

    200% was completely fine. They only nerfed it because it was popular, not because it was too strong. Add the stipulation that it turns itself off if anyone dies or even that it doesn't work while close to a hooked survivor.

    I think if they buff base regression to 150%, then all these perk ruin, oppression and surge will become so much relevant in the meta.

  • @TotesRider said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717499#Comment_3717499

    Well least they can do is make it so that if I use a sacrificial ward and they use The Game, then The Game is completely eliminated as a potential map.
    And yes Badham could use a fixer up imo.

    offering only disables the map offering. it does not remove The game from the potencial maps.

  • they will not change the offering. they will change the maps such as new haddonfield. I hope they change badham next.

  • Ruin does not punish camping. it rewards camping. you hook someone with a gen with 50% progress and ruin eats the gen. It also rewards very defensive play-styles usually centered around defending the totem.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717154#Comment_3717154

    I really don't think his range attack is weak or mediocre xD

    playing vs strong survivors with him is like playing vs AI that side-step shots at last second. it is not viable to go for 12 chases with him. too much room for outplay. you miss like 2-3 shots and it is game over vs efficient teams.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717044#Comment_3717044

    I mean considering he used to have that, I guess they just don't want to go back on that decision aside from the problematic no warning /terrorradius with a specific perk/addon combination.

    so make him 4.6 m/s. It is more useful then any of these changes. you can't justify 4.4 m/s with weak/mediocre power.

  • the reload is used because all his other add-on are plagued with drawbacks and poor numerical values. the only having any semblance of value is iri-coin. I think they're only changing him for the 3.0 → 2.7 second change.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716956#Comment_3716956

    B tier at best, probably worse. I mean sure, S tier is not necessary, but the issue is just that the downgrade + the heavy punishment for missblinking is really not a good combination.

    All other killers dont have a blink ability… You kinda forgot about that part didn't you?

    Killer strenght should not be the main goal but how fun to play and play against a killer is and how engaging the chase interaction is. In my opinion Nurses chase interaction is great because there is quite some mind gaming from the survivors side in combination with certain areas and tiles being kind of decent against her but entirely useless against other killers. Currently she is very strong but also offers unique interaction and counterplay.

    Your changes remove that counterplay entirely, breaking line of sight to force the Nurse to guess is not a thing anymore, because she catches up normally anyway, in addition to the blink being no langer usable to gain distance on the survivor, which means her gameplay would just be follow until in blink range/close enough for a safe hit and then go for it. It would be boring to go against, you would probably still win more often than not just because of how long it would take Nurse to down people that way, but it would not be fun, nor engaging, nor worth anyones time.

    nurse can already to do that at base-kit and the strength is further showcased on her iri add-on that turns her into 110% m/s killer for 1 blink.

  • i find it impressive that they're still not giving deathslinger 24 meter TR for being 110%. Why give all these pointless changes to slinger if your not going to make his power good? Just make 4.6 m/s at this point.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716928#Comment_3716928

    Still, saying it’s “easy” should not have been part of the justification. And as other people are saying in hear, there are countless perks that give you value for no effort, such as windows and sprint burst.

    the general justification for any perk becoming worse is too high-win rate. I would imagine BVHR looking at internal stats like this:

    image.png

    or

    image.png

    where when all 3/4 of the perk are combined, they see higher win-ratio. As result, they're toning those perks.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716894#Comment_3716894

    Presumably because of the other half of the statement, which is how effective it is in conjunction with how easy it is. Also because it's one of the top picked perks on top of being very effective + easy to activate, I'd assume.

    Also, not the point, but DS is being NERFED and the survivor isn't failing at anything by being tunnelled.

    getting hooked is failing.

  • do you qualify getting hooks as hard?

  • pain res/grim embrace/deadlock is what i run on most killers.

    @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/413802/bhvrs-reasoning-for-justifying-the-deadlock-nerf-is-false

     hardly anyone complains about Deadlock

    That's false, this perk gives value for nothing and incentivises camping / tunneling.

    tunneling not so much. it is main strength is camping. they're nerfing grim embrace by 2 seconds and deadlock by 5. 5+2 = -7 seconds. I would much rather run chase perks or good expose perks/anti-heal perk that don't suck to play aggressive. unfortunately, it is just not rewarding compare to running gen defence and proxy camping. defensive is more rewarding.

  • @VomitMommy said:

    I would say both overcharge and CoB can be reverted, when 3-gen feature basically limits their maximum use. They are just useless right now, even with reverted values, I wouldn't consider them good.

    This is true but within 3 gen limit, they were suppose to compensate killer by giving them better, more meaningful kicks at base. base-kit kicking still feels underwhelming.

    For example, suppose regression was 350%. 350% = 0.2857 regress rate.

    COB would be 0.37 regression rate. 0.37 = 255% regression.

    if the player uses cob and overcharge where overcharge is at 30 seconds, regression would be 0.447(0.45). 0.45 is very close to 200%. 180% is close to old COB.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716697#Comment_3716697

    Wesker got nerfed to the ground because of complaints, and most of those complaints did not come from the top 0.1% of survivors. Part of BHVR's current balancing strategy, is to just buff or nerf things based off of popular complaints.

    i am fine with them nerfing infection but at least buff his pallet vaulting bound to not just make pre-drops/pallet camping a free counter. Normally when BVHR nerfs something, like Chucky, they at least give him some compensating buffs. Wesker get 0 compensation. He just gets a flat nerf with no upsides on his main gameplay strategy.

  • @Blueberry said:

    This isn't a meta shake up at all. All the other options are still terrible so people are all going to still run the same perks, they'll just be worse. Idk how anyone would think this is going to change the meta.

    to me, it is just another nerf on killer.

  • i think they could honestly keep 50% infection if hindered is 4%. to me, wesker looks nerfed to the ground for the top 0.1% of survivors.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716389#Comment_3716389

    Yeah the requirements on Unbound seems quite excessive. Like they could've just left it a flat 5% move speed buff duration on vault with a cooldown. That's it. The hit requirement just seems unnecessary.

    Batteries Included - Range to gain the effect is too short. Needs to be larger to gain the effect more often and make the linger 10 seconds instead of 5.

    Beast of Prey - Useless currently.

    Dissolution - Too restricted by TR and 3 second buffer.

    Brutal Strength and Enduring - I know people like these but honestly I think these are more feel good perks than anything. Their effect is too minor of an impact for the perk slot it's competing for. I think they need higher numbers or an additional effect.

    Cruel Limits - Just bad.

    Fire Up - Irrelevant numbers.

    Game Afoot - Too niche when only on the Obsession.

    Hex: Crowd Control - Not good enough for being a hex. Should also block fast vaults. Now that's scary enough to have an impact before it's cleansed.

    Hubris - Duration way too short to get value from and once they know you have it they just pre drop the pallets and it never triggers again

    I'm All Ears - Too long a cooldown. Cut it in half.

    Machine Learning - Made terrible because it only lasts on one gen at a time. Also requires a preliminary kick just to activate.

    Predator - Literal meme.

    Yeah, so much bad.

    Batteries Included - Range to gain the effect is too short. Needs to be larger to gain the effect more often and make the linger 10 seconds instead of 5.

    I think issue is the perk not working on incomplete generators. the perk is closest perk to usable in terms of chase perks that killer would consider running this perk over gen defence. Like I said, i don't think BVHR is interested in making any perks for killer relevant except gen defence & some aura information perks. Scream information perks seems off-limit.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716465#Comment_3716465

    I would definitely contest that there's a particularly strong correlation between strength and pickrate. There is a correlation, but it's generally only moderate, not particularly strong- I'd even point to the current top ten as evidence of this.

    Some of the strongest stuff is there, we can see Sprint Burst and Adrenaline for example, but we've also got some stuff that definitely isn't top ten in terms of pure strength. The obvious thing to point to is Self Care, which is definitely not that strong, but it's not the only outlier; perks like Bond and Kindred are good, sure, but they're not top ten good, and neither is WoO.

    Now, to be clear, I do know why those perks are run. They're very useful information perks for solo queue, Kindred especially being very nice for tracking the killer. That supports my point, though, which is that there are reasons beyond strength that drive pickrate. Convenience and experience matter too, and WoO is a perk that can be very nice to use because it allows you to not pay too close attention between chases— but almost everything it does can be achieved by just using your eyes between chases, so it's hardly strong because of it.

    Pain Resonance actually IS an exceptionally strong perk, it isn't just nice or convenient. Same with old Dead Hard, it was one of the most broken single perks in the game's history. Sometimes, the top stuff is picked because it's the strongest and most effective. Sometimes, the top stuff is picked for other reasons.

    Again, I'm not against WoO being nerfed, but it'd be for variety reasons, not balance reasons. Its pickrate is kind of nutty and not great for perk variety.

    WoO is top-tier for soloq. most player play soloq and soloq has no information for what pallet are used. Bond is similar issue. there is no information for soloq to find teammates for healing or avoid teammate that works on gens.

    for cases like WoO & Bond, survivor aren't using those perks because they're *fun. They're using them out of necessity. Tru3ta1ent has been running Bond & WoO for long showcasing how important those perks are for soloq. In the context of soloq, Pain res is as powerful as WoO for Soloq because it allows soloq to acquire "SWF" advantages.

    almost everything it does can be achieved by just using your eyes between chases, so it's hardly strong because of it.

    you need exceptional amount of map knowledge to do that. a lot of player do use WoO as skipping stone to learning the map. that why I think that Window Of Opportunity will eventually get nerfed in some ways. maybe half radius.

    Whenever they do change that, i hope they consider doing something like showing the red aura of a dropped pallet. So people that pay attention to the map may notice which pallets are broken making WoO less needed for soloq.

    Another good thing would be like adding 20 meters of bond base-kit and making bond increase radius by 16 meters. Just something like that could really improve healing efficiency and encourage more teamplay in soloq.

    Unfortunately as one of Q&A, they said that soloq is fine and has equal opportunity to win as SWF despite also showing statistics where high MMR SWF has 8.88% escape-rate increase over soloq(A lot of this has to do fact that SWF is able to stack strong perks like Decisive strike, Adrenaline and so on and not need info perks leading to higher win-rate %).

  • i am still waiting for gameafoot to change obsession on any basic attack.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716310#Comment_3716310

    Yeah, plus them nerfing Sloppy and STBFL pushing us even more into just stacking gen slow down. Distortion also completely countering info perks makes those pretty unappealing. In general I find most their chase perks very lackluster in terms of value compared to gen perks. Rapid Brutality, Bamboozle and sometimes Coup are the only ones I really see much value in and each is still very situational and killer dependent.

    I agree. the latest chase perk is…. unbound. a perk that require to injure then you get 30 seconds of 5% haste after vaulting a window for 10 seconds. when you read perks like this, it is clear that your only suppose to use gen defence as killer.

  • because superior anatomy is new perk and bamboozle is 2017-2018 perk. that is why. every new perk that dev release is purposely bad.

    If bamboozle was 2024, it would have cooldown and superior anatomy would have no cooldown.

  • i was always concerned that one day… survivor would complain about bubba being too strong. hopefully bvhr doesn't nerf him.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716310#Comment_3716310

    I know it’s intended. I’m saying they should revert it to total progress because it’s not possible to balance Pop properly with current progress. Basing it on current progress makes it useless on lower-progress gens and makes it OP on high-progress gens. I originally liked the change in 6.1.0 when they first changed it to current progress, but I changed my mind once I realized it was probably the reason that got it overbuffed to 30%.

    it is suppose to be OP on near finished gens and ineffective vs non-completed ones. Now it will just be less overpowered on completed gens. Notice that number they're giving it is 20% which is same number as pain res.

  • @Blueberry said:

    There's way too much focus on nerfing instead of buffing. All this nerfing just replaces one meta for another instead of what we really need which is a more diversified and large meta. If they just kept buffing all the bad perks instead of nerfing all the good ones we'd have way more options to choose from.

    i am highly convinced that the dev do not want any diversification in meta especially on killer side where almost every single perk they nerfed is game-delay.

    @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716027#Comment_3716027

    I think the issue with this is more that they are making a mistake by trying to balance Pop around current generator progression.

    The current Pop we have right now (30% of current progress) is undoubtedly too strong in its best case scenarios (where generators have a lot of progress and/or are almost finished). But in its worst case scenario (eg. generators without much progress) it doesn't have much impact, because 30% of a tiny amount of repair progress, is just a tiny amount of repair progress. It's just that Pop is so strong in its good scenarios that it's worth using it anyway and it's one of the best perks in the game because of that.

    When it was 20% of current progress, it was pretty much similar in its worst case scenarios (where it didn't really do anything), but wasn't as good in its best case scenarios, so it was a lot less appealing.

    I would honestly rather they nerf the regression percentage even more than they did but change it back to total progress again to make the perk's regression amount more consistent overall and always feeling like it does something useful for the killer, while also removing the best case scenarios that made the perk overpowered (there would be no more regressing an almost finished generator by like 29% or something).

    current progression is intended. Pop goes weasel is the save gen perk and eruption is "i kick gens below 30%" perk. There is also cob and overcharge to suppress gens but the base regression of 400% makes those other two perks not worth investing into.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715864#Comment_3715864

    Its just this map. Solely this map.

    She just goes from ok to busted.

    The Gideon meat plant was busted for OG Sadako and is busted for sadako 3.0 as well.

    This map should have been reworked years ago.

    it is not a map problem. it is sadako problem. her power is strictly not balanced correctly.

  • @UndeddJester said:

    I think the intent is to make it so a skilled survivor can still outplay Wesker.

    Yes you can still tunnel... but the Survivor has a longer time before their death sentence hindered procs, and that hindered also isn’t as strong. This means the Wesker still actually needs to win exchanges if he wants to tunnel, rather than being granted a hit basically for free when the hindered procs.

    Skilled Weskers don't need or rely on the hindered effect to catch a survivor, so to my mind it's a good set of changes that doesn't really affect his skills ceiling, but reduces his more brain dead play for Weskers who wait on the hindered effect to tunnel a player out.

    vs extremely fast gens, he needs the tunneling infection to be relevant. his power has too much counter-play with pre-dropping pallets.

    Take this game that D3AD plays vs a swf.

    https://www.youtube.com/watch?v=O0x4rngJtfM

    Without infection tunneling, there is no way you beat this SWF. Even with tunneling, he barely won.

  • they're buffing killers every single patch by putting base-kit add-on's. killer lacks perk updates now mostly. they're constantly nerfing stale gen defence meta but not invent new perks for killers to use. the new perk that they do invent for killer are plagued with drawbacks.

  • currently huge nerf. it could be buff if they somehow make scamper work at loops but with current restricted 180 flick restriction and restricted turning, it won't work.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714947#Comment_3714947

    You think that half a second will give you a reasonable amount of distance? I would doubt that...

    the smallest number in dbd make huge difference.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714971#Comment_3714971

    That just sounds like it would have no counterplay again, if you could just turn freely after scamper. The point of this change is to allow for some more counterplay on the survivor side, which is a good thing.

    current change offers no possibility for chucky to get hits when using scamper. the mechanic is essentially deleted. Now chucky has to break every single pallet and then use hide-oh slice&dice after pallet break. It is little bit like blight's rush now. i might start running brutal strength chucky.

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