Devil_hit11
Devil_hit11
About
- Username
- Devil_hit11
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669323#Comment_3669323
You make them able to wind up and charge at the speed of Spirit without being blind whenever they like, then yes.
she has similar speed as spirit, longer wind-up because of crouch+charge is 1.75 vs 1.5 but she has workshop grease to reduce it to 0.4+1 second and way less duration then spirit. Spirt's phase walk is 5 second. Pig dash is 2.25. If pig had a little bit more duration and workshop charge base-kit, pig would be adequate chase killer at base-kit.
-
@UndeddJester said:
Regarding the ambush change... I'd prefer it be triggered at roughly 60~70% of her ambush charge. If used in conjunction with an ambush charge speed buff, would be quite nice.
Though the loss of the memes is the big sad.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668568#Comment_3668568
Indeed. Everyone loves dash killers though, so her dash is where people want all the buffs to go, and unfortunately anything that doesn't feed into the basic gameplay loop must be nerfed to floor. I am waiting to see what BHVR will do, I am quietly optimistic they've got this.... but the way a big portion of the community is pushing her concerns me.
My biggest worry for Pig is her ambush is effectively a long lunge. It doesn't take a lot of skill to use beyond knowing the tiles and timing when to use it. It is very easy to control, so it's balance is the fact it can be countered by dropping pallets and holding W away from tiles. This strategy is a little too good in live currently... so the buffs are welcome, but pushing too far this way is a mistake to my mind.
Other killers with dashes, like Wesker, Chucky, Oni, Hillbilly, Blight, Nurse are all offset by the fact that using their dash requires precision and takes some skill in of itself to aim... Pig's dash does not do this, which is why it is weak. A strong Pig dash would be more like a 4.6m/s Spirit who can see... if it becomes a really good dash that wins most exchanges, it'll become cheap with how easy it would be to use, and that's what people will complain about next. Pig will become a no skill, cheap anti loop killer the way she is being pushed, and hated just like Skull Merchant, Artist and Knight because of the "no skill" anti loop they possess.
We're killing her head trap macro gameplay, to make her a dash killer.... and she'll always teeter on being too weak to rival any strong anti-loop killers and need her slowdown to artificially prop up her weak anti-loop, or it'll be too strong for loops, and the Pig will be a hated cheap anti-loop killer.
If worst comes to worst, I guess there is always Trapper and Hag if people want to play a more tactical killer. Finding quirky little trap spots for Trapper and maintaining your web on Hag is quite fun.
My biggest worry for Pig is her ambush is effectively a long lunge. It doesn't take a lot of skill to use beyond knowing the tiles and timing when to use it. It is very easy to control.
so all m1 killer take no skill to play?
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669206#Comment_3669206
I don't know, I guess this must be just some kind of region or MMR difference. I rarely see Skull Merchants, and when I do see them, they're just playing her normally.
Maybe there's some other region or MMR bracket where these SM players really are causing problems like this, but it sure as hell isn't mine.
Even then, though, I generally object to one annoying playstyle being used to dismiss an entire killer. It'd be like saying "What's the point of playing against Leatherface/Huntress" because a lot of them facecamp, or "What's the point of playing against Artist/Knight" because a lot of them just drop their power at loops. It's not exactly constructive.
it is probably low MMR because in low MMR, 3 gen is difficult for a team to counter because there is already lack of cohesion at that level of play. Completing a single gen is like crazy feat. so expecting a intense cohesion to combat killer's strategy is unlikely.
a defensive 3 gen play-style is extremely easy to pull as killer but not easy to counter as survivor. It is like facecamping insidious bubba.
-
I think for low tier killer dbdleague, your better off putting devour hope base-kit that cannot be cleansed. that limits hook states to 5.
Using a perk for artificial balance is probably not the way to go but it does solve tunneling.
-
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669161#Comment_3669161
Yeah I agree. This kind of illustrates why everyone runs the same perks, most the others are just so bad.
When it comes down to it dbd is all about time management. The perks that give you the most time back are the ones you pick and in almost all cases that’s just gen slow down perks bar a few exceptions.
Like if I’m going to run a chase perk for example it needs to save me more than I’d save just running another slow down. However most are tuned so low that they do not.
for me to select an instant down perk, it has to give around 4 instant downs per game. none of those are going give me 4 instant downs consistently. sloppy butcher is only perk that allowed you to do that because in many instances, you could chain down hook survivors and prevent them from healing leading to many instant down's. haunted ground is closest out of those but your more likely to get 1 or 2 downs.
that is what it needs to compete with game-delay and it is not there at all.
-
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669133#Comment_3669133
Yeah it’s too bad, Sloppy will be dead if the changes go through.
Wild to see Gift of Pain nerfed as well, I already thought it was trash before.
DH is probably the only okay exposed perk and it’s honestly too rng for me. It will do nothing on most matches but the one it stays up it will win it for you.
I always thought Haunted Grounds was trash and I still do. One of those way overhyped perks to me. If both totems stayed up, not just one, then maybe I’d consider it alright. Maybe.
Hex:Haunted ground for me is most consistent expose perk. I nearly always trigger it when running devour hope. You get even more odds if undying is used. I get like 1-2 downs of haunted ground per game but it is not worth it because you like... lose most your entire build.... leading to perkless-type gameplay..
Other options are not good.
Iron maiden is crap
Starstruck is too short of duration
Dragon grip has too long of cooldown and activation time is a joke.
Friend till end is too short duration.
Make your choice is too predictable and it creates false sense of security to purposely proxy camp in admiration of a reward. I prefer playing offensive and this perk makes me play defensive. Survivors will often like delay unhooks when you get value out of it.
Hubris requires you to run enduring spirit fury and I hate using enduring spirit fury. waste of perks slots.
Rancor & Noed are end game perks so they're not good for building pressure in mid game.
-
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669104#Comment_3669104
Well I’d personally rather them return Thana to its old stronger form on gen slow down rather than having it effect healing again. Keeps it with more clearly defined strengths and weaknesses.
Sloppy nerf itself just makes no sense. Not even something needing a nerf. They wonder why we all just stack the same gen slow downs when they nerf all the other options out of usefulness. We’re just using the only good things left. They keep the pool of actually decent perks so small and just changing the few perks in it rather than continuously adding more to increase diversity.
i prefer -healing. in their mangled update, they also weakened gift of pain. a perk genre that i wish was stronger in dbd for killer is exposed genre. there is no good expose perks besides devour hope which for me get cleansed after 1 down or hex:haunted grounds. sloppy was only perks for an exposed related play-style through anti-healing.
that is why i miss thanatophobia. it was good gen defence perk while being good for fishing 1 hits downs. sloppy filled that minor niche.
-
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668867#Comment_3668867
It really wasn’t and you’re exaggerating on those numbers.
with new sloppy nerf, I wish they bring back thanatophobia with -5% healing per stack. new mangled debuff will expire or improve nurse calling. who knows, maybe rework twins is strong with mangled or something so preemptive changes.
-
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669045#Comment_3669045
And it should be removed. Killers should get slowdown with their own actions, not from survivor mistakes. And in this case, it's not even survivor mistake because it can happen randomly.
I mean I'll take that trade. faster base regression for no skill-check miss. I might actually considering kicks gens at base-kit.
-
@HINGIRIK said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668900#Comment_3668900
Use this perk for the loop. It's like the old DH but a little different. You're right about the need to be healthy, but trust me this perk makes it harder to get injured. When used correctly, it protects you from taking damage almost every time. I've been using Dramaturgy since the day it came out and I haven't regretted it, and neither will you.
I agree. it is really good but i don't think it is top tier for 1 particular reason. Healthy condition. it has time sink to heal yourself to prevent damage. It is only downside. with med-kit or strong healing perk, it might be best exhaustion if used correctly.
-
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669008#Comment_3669008
And why experienced player should miss skill check it's not their fault?
You left the gen for counter PR + DMS, skill check happened.
You left the gen because killer was coming your directing, skill check happened.
You left the gen for going to hook save, skill check happened.
There is a lot cases survivors are getting penalty for no reason. And no, it's not streamer problem. It's survivor problem. Killer should not get free regression. And survivor should not be punish for no reason.
400% slower regression for kicking a gen is weak base-kit game delay. missed skill-checks is only good base game delay mechanic for killer but no good player misses any skill-checks. This is only mechanic that makes survivors miss skill-checks. As I stated in my first post, it is entirely avoidable.
-
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668892#Comment_3668892
There is a lot cases where you need to leave gen and it's just happens.
Also why it is bothers you when people complaining about annoying mechanic? If it is fine for you, good. But can you let people voice their problems please?
i think it is streamer problem. streamer like to look at chat so listening for sound cue is too precise if your distracted. I don't think I ever blow up gens as survivor unless i am using hyperfocus. it is so detrimental. better then all the killer regression perks besides maybe pain res.
if they removed this mechanic, no experienced player would miss skill-checks.
-
@MikaelaWantsYourBoon said:
https://twitter.com/OtzdarvaYT/status/1765399761241186424
That's one of the most annoying things ever.
Why this is still in game after 8 years. Why survivor is being punished by rng for no reason. How you will know you will get skill check atm you wanted leave the gen? What is counterplay here? Why gen is losing progress for no reason.
Especially when you wanna counter PR + DMS combo and leave the gen. And game is deciding to reward killer with more regression because you got skill check but you can't do anything about it. Because you already left the gen.
And it's funny because solution is already in game. Why we are not making this work like Overcharge.
I don't understand why this is ever complained mechanic. you can dodge skill-checks by listening to sound warning prior. This was a technique called "Ruin Gen-tapping" where you could ignore ruin skill-checks. It is your own fault for exploding the generator. The only time that skill-check explodes are unavoidable is hex:lullaby 5 because there is no warning sound to go off gen. It is simply random.
-
@Alen_Starkly said:
Currently there is almost no reason to take the perk Visionary over Deja Vu, in my opinion. Deja Vu does the job much better.
Could we buff Visionary to show the auras of gens from white to red, depending on their current progress? Then it would have some edge over Deja Vu.
that is another perk. the perk is called Rookie Spirit.
-
@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668615#Comment_3668615
Huh? Sloppy doesn't work on blink attacks anyway?
Funny though I saw a Nurse the other day running Sloppy and Jolt, so I guess I found someone less up to date with changes than I am lmao
this add-on now has 70 second timer. it was permanent.
-
indirect nurse nerf because all nurses use fragile wheeze.
-
ruin isn't affected by 8 regression event system but defending totem with trapping killer has been classic strategy since the introduction of hex:ruin. heck, the killer that comes with ruin is hag, a trapping killer and trapper is same thing. I am not entirely sure why hex:ruin got buffed 7.5.0 because the buff to not kill itself creates the potencial for stalling.
this is why it would been better if it was total regression like 100% cap instead regression events but I imagine regression events was specific chosen for possibility for hex:ruin to do that. the idea being is that hex perk are game-changing effects and the game-changing effect for ruin is unlimited 3 gen potencial despite being a hex.
-
@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668341#Comment_3668341
They are connected? In what way? 2x2 pallets are connected with each other, and the last screenshot is the woodplank loop into a Pallet gym lol. And on the other side, we have a dead middle, a dead main, a dead top mid side and a dead 7, 8, 9. And the killer has not even done anything.
If this seed (it is for that map actually not that bad, i have seen more killer friendly Thompson seeds) is in the killers mind survivor sided, then this explains a lot.
the pallets can be chained one into another. a dead middle is not a good thing for killer. there is no chases to detach to as killer and you cannot pressure survivors if survivor spread out and loop in opposite way of their gen pressure. all gens are in the corner parts of the map. The middle being a giant zone wastes walking time from the killer to go from one side of the map to other side. this is one of those maps where you can use health-states to hold-w as survivor.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668225#Comment_3668225
I'm fairly sure a lot of people want the deadzones removed, but the houses to still be very strong.
Imagine if BHVR made the streets stronger for survivors, but nerfed the houses as compensation.... there will be so many people screaming "BHVR HATES SURVIVORS. Look at how much they nerfed the houses just to make killers happy".
And I'm STILL seeing a whole bunch of comments on these map threads, where people just want every deadzone removed. For reals? People think every place on the map should be safe? Every generator should be safe to work on, with zero risk because they should all connect to strong resources? There are even people admitting certain main buildings are very strong, but are still complaining if there are deadzones around that strong building.
i think it is more that every part of the map should have weak pallets or weakish window tile-set loops. a dead zone survivor is free down. most of older maps have too little pallet density but too strong loops. Haddonfield is perfect example of that. the houses are outrageous strong loops but pallet density is so low that the killer can turn entire map into barren dead-zone where only play is said windows. A compounding problem is that strong windows reduce requirement to use pallet resources because using a window costs nothing. You don't need any pallet resources if every house is like haddonfield infinity.
-
i was thinking of a boon perk that makes snuffing bounce to 1 additional totem, the perk then deactivates until another totem is blessed.
-
i don't think it fits the perk. two different perk into 1 perk should be something avoided in survivor perk design. I would just increase great skill-check zone or maybe make skill-check dial slower to synergize the identity of the perk for easier skill-checks.
-
@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668200#Comment_3668200
Alright, i already know how this will look but i checked it anyway.
The entire middle, the by far most important part of the game is dead, beside 1 tent filler that is not even worth mentioning and not playable.
Lets go through your route.
https://us.v-cdn.net/6030815/uploads/3STS3YPB0H60/thompson-1.png
Shack to Harvester. Harvester is nerfed now (a good thing for killer!)
https://us.v-cdn.net/6030815/uploads/MO89OCKJY2HD/thompson-2.jpg
From Harvester to 9 oclock. The pallet is a tent filler in the corner and the loop is a TL.
https://us.v-cdn.net/6030815/uploads/EPHW3WF8Z4RO/thompson-3.jpg
Right after TL we come to 10 and 11. A decent pallet with a good Gym. Unfortunatly you.....
https://us.v-cdn.net/6030815/uploads/Z3VPDIL84D60/thompson-4.jpg
are conntected to a big pile of nothing that spans across entire 11 12 and even close to 1.
https://us.v-cdn.net/6030815/uploads/HN8JN2XR7DW4/thompson-5.jpg
1, 2 have 2 pallets.
https://us.v-cdn.net/6030815/uploads/M9ZNPX4EUJ07/thompson-6.jpg
The pallet you see there is the one on the picture above. At least we have a good gym there. A very VERY fortunate side here.
https://us.v-cdn.net/6030815/uploads/5ZSEO3Z64PWF/thompson-7.png
A bad filler with a pallet gym at 4 and 5. Right is a pile of nothing followed by shack.
9 pallets. 3 of them super weak and not even worth mentioning since they are not playable.
the pallets all connect into each other is my point and killer has no way to shorten the chase because pallet design is safe.
The tractor is rng component to the map. I am sure the map can spawn a cowtree on top side which connects shack. 1, 11 and 12 has no resources because there is breakable wall window in the house in that direction.
-
@OneGoodBoyDemo said:
Sure, but give him 2 extra rushes.
only 2? add 5.
-
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667814#Comment_3667814
I am hoping to see some nerfs to killer in overall honestly. Gen meta is so strong but yet, they are also tunnelling for make games even easier.
I don't think this will continue like that. I am expecting some good nerfs for them. The question is when.
I mostly find gen-blocking meta to be unfun to play against particularly grim embrace+deadlock where you can proxy camp hooks and win. I don't think killer are the problem. it is that perk are uninteractive and take away from only survivor gameplay objective. I rather play against old eruption because at least eruption pushes killer away from the hook to kick gens disregarding the 3 gen play-style problem that is no longer present.
As result, I do not find playing survivor enjoyable. the perks objective blocking perks are unfun for me personally.
-
bubba unfun on this map. too many windows and boats are not interesting.
-
infinity window loops. enough said.
@Coffeecrashing said:
This map is currently balanced by the fact that the houses are super awful for m1 killers (especially the long wall that has 2 windows), but the entire middle of the map is sort of a dead zone.
The problem is a lot of survivors want the giant dead zone removed, but I’m not sure how that is supposed to happen, without the houses getting severe nerfs.
I thought it was supposed to be clear, that if a map has a very strong building, or multiple strong buildings, that other parts of the map need to be weaker to balance it? I don’t understand why so many people are demanding for all dead zones to be removed, but BHVR doesn’t respond to these demands, by explaining that dead zones are sometimes necessary, and are in the game on purpose?
you can already do 2 minute chases consistently on the map with 1 health-state. Imagine if this map had as many pallet as Gideon's in the streets. 5 minute chases.
-
@xEa said:
How on earth is this map Survivor sided? It comes with 8-10 pallets, a dead middle, a mediocre main building and the only good spot for survivor is shack. Even cowtree is a deathtrap, since all you have is... well cowtree. When this pallet is droped, good luck if you have a generator in that erea.
If Thompson house is a survior map, what is then a killer sided map? 0 pallets wasteland? This map used to be very survivor sided, but thats a thing from the past.
the entire map is big giant connected loop is why. most of the pallet are low mindgame, no mindgame pallets.
I am going use @AMGC map to showcase what i mean.
you can follow red line and go from pallet to pallet to pallet. Shack gen is undefendable from killer POV because look at travel distance between shack gen and top-left gen. You can say that killer has 4 gens on the map instead of 5 gens. poor gen spread, somewhat big map. uninteresting loop chaining from killer POV.
-
low pallet density but most of the pallet are ultra strong.
@Aven_Fallen said:
The map is balanced and the Rework was needed.
However, it does not really feel good on either side. I dont like being on Cowshed, regardless if I play Killer or Survivor.
it doesn't feel good on killer because your chasing skill means with pallet strength but you don't have enough pallets to loop killer so the killer can remove all the pallet on the map leading entire map to be a dead-zone.
point 1 is unfun for killer
point 2 is unfun for survivor
the map has opposite design of GreenVille Square.
-
strong pre-running from survivor because corn blocks killer vision but survivor hear terror radius therefore knows killer location ahead of time.
big map with large gen spread
5 maze tiles means that 5 jungle gym can spawn, most of the pallets are safe.
-
Notorious 3 gen map with survivor sided loops. 3 gen top side. You can watch skull merchant 50 minute match to understand this map. ignore boring maze tiles and survivor sided filler pallets.
-
@zarr said:
Chapel is pretty balanced, the only two things I'd note is that the circus portion can spawn some nasty 3-gen setups, and the main nasty window setups. I think removing one possible window spawn in main and replacing it with a possible pallet spawn would be beneficial. Maybe a pallet spawn in the center of main, would make it a place where some more actual gameplay happens. You could also pull one of the circus gens to spawn downstairs in main, as long as it doesn't then create a new 3-gen along with the upstairs main gen.
that is why i think chapel is killer sided because I generally only 3 gen on this map on circus top side of the map. there is literally no incentive for me to go on bottom side of the map or middle side of the map because bottom side of the map can have shack -> facing jungle gym window and main building can have a bottom god window. why I would as killer ever engage in these broken setups over just 3 gen and ignoring 60% of the map?
@Blueberry said:
Overall a balanced map in my opinion. Good size and decent distribution.
That said, there are some layouts you can get from rng, especially for the main building, that can make it very survivor sided. So mostly balanced bar some spawn setups if you’re unlucky.
chase-wise, i don't think i would ever engage in shack -> jungle facing window setup nor engage in infinity windows. for me, the map is more lopsided.
-
@Coffeecrashing said:
The main building needs more hooks, because this is one of the boil over favorite maps, just because of the main building.
Also, the main building is very strong, which means there should be a lot of dead zones on other parts of the map… but this doesn’t seem to be happening.
There are multiple maps with strong main buildings, where I don’t feel like the rest of the map was properly nerfed in compensation.
you can corner survivors in each part of the map. that is why there is a lot of resources but this isn't the main problem to why it is survivor sided. the biggest issue is map size for this map. The map is too big for most killers to traverse. center god pallets are annoying.
My strategy on this map as killer is to hook someone in one of two pocket corners and proxy camp the hook. When you break pallets in the pockets of the map, you create a deadzone where you can hook the survivor in a dead zone then get trades or even tunnel survivor off hook because there is physically no resources for the survivor to use. It is one of those maps where it is early gen-rush vs proxy camp hook timers.
-
@Blueberry said:
Pain Res isn’t too strong. The other slow downs are too weak. You’re going at this from the wrong end.
The game is balanced around running strong gen slowdowns so we can’t just heavily nerf them all without in tandem lowering their need, but most people don’t care about that. All they want is slow downs nerfed full stop, nothing else.
one concern i have currently in the game is that killer has low perk variety because they're forced to run perks to reward them for being successful. at one point, i remember in 6.1.0 that they said that game-delay perks should be optional and killer should not need to use them to compete as killer.
Fast-forward to today and my killer build are still... game-delay.
-
badham is such a terrible map for killer where basement camping is one of good and reliable strategies to win. Temple of Purgation has a back hook at back of the temple that camping killer can exploit. At least I always attempt to hook in basement/back hook. it is just free wins as killer where I do not need to work hard to get W.
-
@Aven_Fallen said:
The thing is, this is way too many thought for a change like this. If DS gets buffed to 5 seconds, it will not change much. Killers already know that tunneling one person out is the best way to secure a win. Having a DS which is 2 seconds longer will grant the Survivor a bit of distance, but will not really change the Killer tunneling. And on second Hook, DS is not active anyway.
At best, it will help against weaker Killers. But thats about it, every above average Killer will not have much of an issue with DS. As it was before.
I guess many Survivors would equip DS again after it was buffed to 5 seconds, but will drop it once they realize it does not do anything.
Let alone that I dont think that it will be buffed to 5 seconds. 4, at best. And since the Devs want to ensure that Killers are ok with the change (as they do it with every Perk nowadays, trying to not upset Killers in the slightest), I expect either a Killer-Buff with it or something that balances out the buff of DS.
a weaker killer won't get played because DS will push killer to play strongest killers available to "avoid" DS losses. For example, if say Ghostface tunnels someone off the hook and they get punished where DS makes them lose the game. That player is not going to play Ghostface. They'll just pick Blight, Take the 5 second DS where distance buff gain is meaningless.
When DS get buffed if buffed to a strong degree, every single survivor will use it. You'll see nothing but 4 DS every single game because a competent survivor triggering DS will make killer lose the majority of the time if they trigger it. Free win if weaker killer. a mild inconvenience for a strong killer.
-
@Reinami said:
Killer's power is okaish. Not quite what was marketed but still not horrible.
The power itself is relatively mid. The biggest problem is that direct hits don't infect, or whatever the effect is called. If they made direct hits explode and infect instead of just going through them the killer would be in a much better state. There's also the fact that, unlike say ghost face if you just look at the killer for a fraction of a second, it counts as looking at the killer for "3 seconds" so you don't have to actually LOOK at the killer constantly to remove it, you just have to swing back for a bit, which makes it so you can often lose your infection after you have already gone around a corner, which feels really weird.
i think the pass through mechanic +explode is suppose to be his skill-cap. my problem is that his skill-cap is not rewarding enough. It is also not very consistent because of how easy it is for survivor to outplay it.
He has 3% hindered effect as a reward for landing an incredible tricky skill-shot. I was surprised when reading it from wiki. this should be like 10%. Another strange aspect of his kit is that there is no incentive to do trick shots with his ability. I feel like if you bounce the projectile off the wall and hit the survivor, the reward should be greater. Maybe like you infect+injure a survivor.
In any case, Unknown will likely vanish in 1 month. I don't think he is going get played.
-
@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667469#Comment_3667469
The mechanic is literally to affect killers who camp from the very beginning of the match. The devs stated themselves here on the forums that it isn't supposed to affect matches where the survivors end up 3 genning themselves (I believe it was mandy?) It's only to affect killers who specifically camp a 3 gen from the very beginning of the match...so no, it absolutely is NOT working as intended. I absolutely did not just sit there the whole match refusing to leave those 3 gens and refuse to chase and hook survivors as you so claim.
not necessarily. the mechanic is there to disincentive gen camping. 3 gen is form of gen camping. the mechanic trigger in game 1 and game 3 because of gen camping. in game 2, it triggers in a 3 gen scenario
If your play-style was just picking a gen and camping it the entire match regardless if it a gen 3 or some a gen in the middle, the mechanic will affect you. you won in game 1 and game 3. You lost in game 2 because last gen that you camped was 3 gen.
If a killer is affected by the mechanic and they're losing entirely because of the mechanic, chances are that killer is too weak and needs buffs to not rely on gen-camping.
-
@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667415#Comment_3667415
As you can clearly see in my videos, I'm actively chasing and downing survivors. I'll even chase at the cost of losing gens. As for your gen stalling comment, there are perks literally designed to gen stall. Gen stalling is one of the tools built into the game by the designers and is absolutely a legimate part of playing the killer to reach their ultimate goal. "Gen stalling bad" is a very weak hill to die on.
The devs clearly stated that this mechanic will not affect normal gameplay. I'm merely pointing out that they were incorrect due to forgetting about how they designed most m1 killers to not be capable of spreading pressure mapwide like they expect "normal gameplay" to occur. This mechanic unfairly punishes already weak killers. The intention was to stop hour long matches, not to kick weak killers in the gut on normal matches. This isn't "common enjoyment" as you claim, it's making an already frustrating killer experience even more frustrating. If all you want to ever play against is nurse, blight, and skull merchant, then this is the fast track way to do it.
the mechanic is not so much of 3 gen mechanic as much as it is a anti-gen camping mechanic. 3 gen most common way to gen camp. You can gen camp at 5 gens by kicking same gen over and over and if survivor are silly enough to keep contesting you over spreading out and doing gens then you'll get 8 regression event for gen camping. that is was case of game 2 & game 1. you can milk a lot of hook-states but eventually system allows survivor to win the gen.
in game 3, there 1 gen remaining so 3 gen. the mechanic works as intended. the perk delayed the game in accordance to their balance and then eventually survivor breaks through due to anti-gen camping mechanic to prevent long match extension.
-
@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666652#Comment_3666652
You don't use the flashlight for more than 2 seconds at a time and you get an easy 20 seconds of extra time out of it, if you use it at the right loops. Sometimes even more.
The fact of the matter is, that the killer absolutely cannot chase that survivor around that structure under any circumstances. This is the same effect that infinites had. And because all 4 survivors can do this, it is indeed a problem. Yes, you can immediately stop chasing when someone reaches one of these structures but at some point you will need a down and the first hit is enough to give them the distance to get to that structure.
This has nothing to do with "baby killers". There is no mind game to beat this and you cannot give up every chase just because they run towards a good structure.
your still moving 14% faster. it is time sink like every infinity type window in the game. these windows are time sink regardless of the build. flashlight build simply extends the time sink further by some 20 seconds. It further disincentives the killer to not chase survivors near such places.
Shack window is not an infinity loop. you can win the mindgame at the window but it is survivor favoured. If you were relying on shack window or every generic window to block to win loops then you are likely playing poorly in the chase as killer.
-
@[Deleted User] said:
Saviour:
Give hope to those still fighting.
When put into the dying state by a Killer's basic attack, all other survivors receive a 10% repair speed bonus for 8/9/10 seconds.
This perk goes on cooldown for 80 seconds.
what is the point of 1% generator progression perk? over 10 second, you complete 1% additional gen progress....
-
@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666599#Comment_3666599
Than call them pseudo infinites. You can't loop the killer forever. Only for 20 minutes (or however long you can keep the battery up). The point is, that you can loop a killer for the entire game around the same structure without it getting blocked. It's definitely an issue and it cannot stay.
20 minutes is misleading. a flashlight lasts somewhere between 20-26 second at most with streetwise with 2 batteries depending on if you use green or purple flashlight. I would not consider this as problematic but more of a build that can bully baby/bad killers that rely on bloodlust to win chases.
-
@Pulsar said:
Don't think that's intended.
it is intended. the way bloodlust works in this game is that the more survivor runs, the bloodlust meter builds-up but walking to flashlight counts as walking. As a result, you lose bloodlust. Fixated+Champion of light is 70% faster walking speed. Regular walking speed in the game is 2.62 m/s or 56% m/s.
Assuming I did not make any math errors, a survivor that walks with flashlight with fixated+champion of light moves at 4.068 m/s. 4.068 m/s is ~101%. So you get 1% MFT when using a flashlight and you do not build bloodlust but you move the speed of a running survivor.
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665688#Comment_3665688
That's exploit and it will be fixed. Perk itself is garbage.
I don't know why you are trying to gaslight survivor complaints with bug which never intended.
bloodlust does not build up when walking.
@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666349#Comment_3666349
Anything that allows survivors to loop without starting a chase is a problem. That includes CoL.
They only showcased it around shack but you need to think bigger. If that is possible around shack, then what does that mean for GoJ, the chapel, the asylum, the Groaning Storehouse, Suffocation Pit's main building, Blood Lodge and Azarov's Resting Place? We are not just talking about some niche scenarios that allow a survivor to get a few more seconds out of a loop but potential infinites.
It works as long as your flashlight battery life exists. You will eventually run out of battery charge so it will never create infinities unless you invent a infinity battery flashlight. it is funny how they managed to make flashlights into anti-blood lust item.
-
@Blueberry said:
Nemesis is definitely one of those killers I view as a lot of missed potential and I like your ideas.
While I like the buffs to his whip and they make sense, I’d rather focus most of the improvements on the zombies. Mostly because we already have a dozen other “here’s my anti loop ability that hits over pallets and windows”. It’s just so not unique whatsoever and while they’re all “slightly” different from one another it’s just nothing special.
I’d like to focus on bringing up his features that truly make him a unique play experience as and against. The zombies.
Let’s make them much more useful and increase Nemesis’s macro gameplay by encouraging him to play around the zombies more.
Firstly, all those zombie buffs you mentioned. Essentially those add ons should all be base kit. While ideally we’d want more zombies as well, the devs stated this isn’t happening. So we’re gonna focus on making the ones we do have better.
Second, as you elected to make the infection tiers buff the zombies. Like each tier makes the zombies faster.
You could also have first tier make zombies when they detect someone show the survivors aura for 2 seconds. Each tier of infection will increase this aura reveal duration.
These changes will give him more macro game play by trying to work with the zombies to herd people, they’ll now improve his tracking much better and his map pressure will be improved from their increase speed and detection.
He also has quite a few really bad addons as well.
imo I would just rework his entire add-on list. Zombies is main thing they need to buff. The entire nemesis T-virus tier is also something that really need rework because it does not feel gratifying to level up as Nemesis. The whip upgrades feel like they should be base version of the whip.
-
@Aven_Fallen said:
"but lets be honest if that were true CoH wouldn't have needed to be nerfed to the point it no longer lets you self-heal."
Exactly, this would not have needed. The goal was just to remove the Perk from the Meta because of the complaints. The version before the latest Nerf was totally fine and IMO not even that good anymore.
Regarding the question how dangerous the Basement is - probably still the most dangerous place to be as Survivor. However, it really lost its strength, mainly because there is not really a need for it anymore (back in the day it was important due to Sabotage, nowadays you dont encounter it and there are plenty of hooks around the map... in fact, Basement even screws this up sometimes). Also, Scourge Hooks exist and make Basement quite unattractive. IMO it is only really used for camping anymore.
But this does not really make her Perks better. You still dont want to be in the Basement. It is highly situational to unhook yourself in Basement. And the travel time indeed makes her Perk not really viable and probably even worse than Self Care.
I find basement to be one of safest areas for survivor because a team that pressure gens hard makes killer not have time to check basement. It is little bit like lockers where time sink to check basement is too high. invocation perk have high probability to go off if killer is not bringing an info perk like BBQ. I suspect strength of the shadow will be a popular perk in Asia but it may become popular in NA/EU with Botany because 17 second heals is as fast old med-kits. Med-kit were very popular item in the past so a perk giving you a free original med-kit has potencial to be very common.
-
A killer perk I would like is a perk that hitting a survivor randomly reveals another healthy survivor for 2/3/4 seconds. Something like Alien instinct perk but less restrictions.
-
disable traps mechanics are far too exploitable by 4 man SWF. Unless they weaken 4 man SWF, I do not see them changing skull merchant.
-
counter is slugging but slugging for killer takes too long to kill survivors when 4 people are alive.
-
@MagicDragon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665711#Comment_3665711
I was under the impression the developers intended to prevent the play style of holding a 3 gen from the beginning of the match, and that their system was not supposed to be dependent on survivors recognizing what I was doing early and countering it.
the system was intended to prevent long drawn out matches where killer regresses gens faster then survivor progressing them. It was never intended to remove 3 gens or grant a survivor a free win.
-
@arcaneGospel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665610#Comment_3665610
It's odd how they haven't even had zombies interact with the T Virus as a mechanic, either. They don't better track infected survivors, or chase them any faster, or passively move towards them after a while, or give Killer Instinct when they start chasing them or literally anything at all. They're a completely empty system like everything else in his kit.
I agree. an empty kit full of placeholders. Out of killers in dbd, Nemesis strikes me as beta-killer. He has design but none of his design is fleshed out. Just skeleton and bones. 90% of his add-on make no sense either. Likely a killer that was rushed in development. Lack of time to develop the killer.
-
Overheat mechanic. how dare killer spam their ability. punish him! haha.



