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Devil_hit11

Devil_hit11

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  • @MikaelaWantsYourBoon said:

    Survivors are feeling safe only when killer can't finish chases fast enough.

    no in general, even when killer is good at 1vs1, repair gens feels very safe. i think only type of killers that can put you on edge in solo are stealth killers because in solo, there is no communication to say which direction the killer is going, so there is tiny little bit of guess-work.

    In swf, stealth killers are same as regular killers with normal tr because you can communicate what killer is doing. in that sense, there is no such thing as stealth vs swf. I think that what @ShowNoMercy is talking about. there is lack of ... unpredictability?

    @Hunkulese said:

    Was this post written by AI?

    What does Furtive Chase have to do with anything?

    I think he is trying to say that stealth perks are not very good because the player can play passively whenever a chase is dropped by the killer(via swf saying which direction killer is going) or HUD which just says chase ended(worse info then swf). By extension, this also means that stealth killer are not that good if the team properly attempts to counter stealth.

  • i think iri card, fizz soda and ji autograph could use revert as well. death throes compilation could just been a nerf from 100% to 25% reload.

    regardless, trickster is fun to play regardless of those bad add-on's. It is unlikely there is any time to change those add-on as holidays are coming up.

  • sounds like it is better to invent a perk that grants you wall-hacks in end game when exit gates are powered. no perk like that exists for survivor. that is cool perk idea.

    in term of blastmine, flashbang, chemical trap or wiretap, you could reduce repair requirement from 50% to 33% so that your less likely to have uncharged ability in end game. it would be good buff to survivor perks.

  • only concerning part on AMA was bridge gap on soloq vs swf question. having an option to show your teammate your perk loadout should not take years. it should take 4 months-8 months.

  • i think it depends if they full revert her into weak killer or iterate on her. If they're iterating on her like buffing her phase-walking and weaken condemn to make her a bit more of -even- then she could be more enjoyable to play because then you can make more m1 plays and rely a little bit less on condemn but still have condemn as like a lingering threat.

  • @Foempticol said:

    Their response got a ton of downvotes (rightfully so). Even Otz commented on it

    rightfully so. it is such bad response.

    How do you expect people to heal if they cannot tell where their teammate is on the map? Healing is group-action. Telling me on UI that someone is injured is irrelevant if i don't know where the person is to heal. Empathy/Bond

    How do I know what pallet my teammate dropped in killer chase if I have 0 aura on the pallet drop? Window of opportunity helps with this. Giving me UI that my teammate is being chased is not helping me know where my teammate is dropping pallets.

    What about going for hook saves? How do i know if my teammate will save that person on hook across the map with 0 aura? (Kindred)

    there answer: "our current stance is that lack of information is not the crux of the problem," Information what allow you to do teamwork actions. Soloq doesn't help each other. no kidding, there is 0 base-kit aura reading to do any of these actions properly.

    This is not even going into other macro elements like... bodyblocking, flashlight saving, sabo, looping away from teammates that are on generators, knowing what your teammate brought as perk so you can count on them to use said perk to deal with x situation.

    what a terrible answer.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608513#Comment_3608513

    Oni could get the same large angle turn nerf that Blight got. And if you're on console, you shouldn't notice a nerf like that, because consoles have really bad camera turning rates, and can't do large angle flicks.

    Oni has turn limit by default but you can use this exploit that allow you to look up to completely by-pass the limit and do 180 flick's with very high mouse sensitivity.

    @Alen_Starkly said:

    I agree that Chucky's flick nerf was unwarranted, especially since Oni can still do 180 with an instadown attack, and Blight, an S-tier killer, can still do 180 flicks. (it gets much worse if the Blight is using the Iri Tag and/or the Alchemist Ring. :/

    the difference is that Oni can take 60-90 second just to get demon fury as opposed to blight and chucky that get their power every 10 second or 18 seconds. I understand that there is add-on to make this significantly faster like Splinter hull which can cut the time to nearly half but being forced to run add-on just to use ability is somewhat unfair. Oni almost needs guaranteed downs with how long it can take to get demon fury. Just landing m1 hits can sometimes be painful if everyone just pre-dropping and playing super safe.

    Oni also has 2.5 second time to activate demon dash. Blight only has 0.5 second to stun to bump into 1 object, so his activation time is <1 second. Chucky also has 1 second charge time to use Slice & Dice. Demon dash is 2.5 seconds, that is almost 2x cast charge time. His charge time would be reduced to 1.5 second in order to remove his flick because it is way too long.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608489#Comment_3608489

    "you don't have to sit around, while being able to move, however not being able to do anything."

    What? You are stunned and blinded during Blastmine. You literally cannot do anything.

    Blastmine is most comparable to Eruption. They were both designed as traps that could be installed on generators to incapacitate the other side.

    "The other point against it is, that a swf can call out when they are about to go down to negate the effect, but solos cannot, it is not 100% reliable, as we have seen in some comp matches, but still a huge advantage, and something we should not have."

    Same thing with Blastmine. You can't determine which gen it was installed on.

    I agree. incapacitation is fine but 25 second was too long. 10-15 seconds would been more acceptable values. it is one of reasons why i dislike deadlock as a perk 30 seconds where you cannot do anything if you get hit by deadlock is too long but at same time, that perk only triggers 4 times..... so yeah. for me it is unfun perk to go against. i hate playing against all gen-blocking perks because they detract from survivor gameplay. Sure some can argue that gen go too fast and gen-blocking like corrupt intervention is good design but it doesn't change fact it feels awful to play against as survivor.

    I don't like incapacitation for same reason as gen-blocking but the perk should still have some viability even if I dislike going against it. their removal of incap destroyed the design of eruption. they need add it back.

  • @MrDrMedicman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608648#Comment_3608648

    It hasn't been at 30% in a long time. It's 8% per survivor with a bonus 12% at all 4

    you mean 2% per survivor with 12% on all 4. I know. I am just saying that -action speed can incentivize killer to not tunnel because they get same reward of -100% action speed and -100% healing speed. to be more precise, you need to use 33% to get 99% to get same reward as killing one survivor off.

    Pulsar is correct in saying that tunneling is best strategy but he also says that there is no change that equals removing one survivor out of the game. I am saying that there is one type of reward that equals removing survivor out. that reward is -action speed because it gives a similar reward. changes to tunnelling are difficult to talk about because it depends on what extend you are willing to go to change tunneling. are you trying to provide an alternative play-style or do you just want tunnelling play-style to not be possible?

  • @OrangeBear said:

    Been playing a few matches with him and i am having a blast. He feels so exciting to play. Got quite a lot of kills i think about 12/16 i've gotten the other 4 got out through the gates after doing the gens.

    Thank you so much devs i am loving this. I've been playing over the bloodpoint cap because i am just having so much fun and i have never done that before.

    i am having blast with him as well.

  • @Pulsar said:

    There can only be a punishment for tunneling.

    There is NOTHING the Devs can implement that will be stronger than removing a player from the game in the first two minutes. Therefore, there is no way to encourage spreading pressure. Even if you made PR basekit and 25% for every Survivor not hooked twice in a row, people would still tunnel because removing someone from the match is STILL STRONGER

    thanatophobia or -action speed is almost as good as removing survivors out of the game. If you have 30% -action speed across 3 survivors, 3x 30% = -90% action speed penalty across entire team(1 person is getting chased).

    It is just that survivors disliked forever freddy-build because forever builds potentially allowed for killer to not tunnel but still win because their perks acted as removing a survivor from the game. a 4vs1 played as if it was 3vs1. now those perks are trash so only option is to tunnel because tunnelling is only way to acquire game-delay.

    that is also why all chase perks and "anti-tunnel" which are chase perks end up always being the most powerful perks IF they have good effects. See how MFT instantly became meta when it was viable chase perk, viable chase perks -> create viable anti-tunnel.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608476#Comment_3608476

    Sure if you are close to such a tile, but that is why stealth killers basically get a free hit, because more often than not you don't have such a tile close or it has already been used.

    I'm not sure about it, because Myers used to have a 6m heartbeat in tier 1 and I don't know how it interacted with monitor, but I thought it made him undetectable? I don't though, which is why I asked.

    the way it works is that monitor&abuse reduces the tr by -8 so his 16 tr becomes 8 tr and than dead rabbit reduces his tr by 25% of his base which is 6 tr. There is no real reason to run m&s for t2 because just using dead rabbit goes from 16->12. if that version of M&A would be implement, he would have 0 tr and 0 tr turns into undetectable.

    Technically yes, but if Legion has a low terror radius the detection killer instinct of his power also has lower range... So you basically cut your power short...

    Legion M&A is somewhat interesting. you gain +8 detection for being in the chase because monitor&abuse increases his tr by 8 when your in the chase, but you do lose detection after like 5-10 seconds after chase ends however this does not matter because by the time chase ends, you are running to next survivor so your in radius to detect them. M&A for Legion is like mini-susie tape because larger detection at the start is only detection that matters when your doing quick decision making for whether it is worth it to chain hit or not chain the hit.

    @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608451#Comment_3608451

    Yes, giving the pre runners less time is something good and an more exciting gameplay, it‘s so annoying to just follow for a mile just to get somewhat close.

    I don‘t think it would be on the roadmap if it don’t gets a new second effect or rework.

    pre-running is pretty annoying for killer. the two stats that attempt to counter it is haste effect and other one is lower TR. I find it amusing that the dev took that perk idea from 3 months ago where i suggested perk where if your near a gen as killer, you gain 10% haste for 10 seconds. they made that a perk called battery included. that perk was a perk idea that I came up with as a perk to counter pre-running. Although their version only works on completed generators so it is not that good for pre-running because killer typically play around uncompleted gens. completed gens at least part of the perk idea.

    what I will say is that lower tr is not that effective vs 4 man swf that call out your position so haste is superior anti-pre running tool however issue that i was having when constructing that battery included type perk is how do you separate haste in chase at loops vs haste to get into chase vs pre-runners. you almost cannot separate the two situations. that is one of reasons why blight is such good killer and it is something that people over-look in relationship to strong killers is that pre-running is not that effective as strategy. it is one of reasons why a lot of player favor high mobility killers because high mobility killer diminish the effectiveness pre-running.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608307#Comment_3608307

    I hope that stealth never becomes meta for killers overall, because it would be so boring to go against, if the killer plays correctly he will get a hit before you can react to it, basically removing the entire chase aspect, which is why stealth killers tend to not be really fun to against ... Doing that to Killers like Billy for example which are great fun to go against when they go for curves seems horrible and I hope it never happens. I play the game for the chases if every killer just plays stealthy I might as well play something else.

    boring is good excuse for why the perk will not get buffed. Sometimes I run monitor&abuse but it is not that good of a perk. I run it to in attempts to reduce the pre-shift w on chases but 24 meter tr is still somewhat straightforward to pre-run. My guess is that they're just going remove FOV increase and put it the slider. i do not think they will buff the perk. I am curious to what new shadowborn will do.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608224#Comment_3608224

    Did I overlook an addon? Because I only saw a yellow and the purple addon together being like 12 m + monitor being 8 so we are now at 12 m heartbeat. How do you get to 8 m?

    The difference is he goes into his stealth faster and he is a range killer. So you only need to go into the mode when going close to the gen, depending on how much monitor removes... And you don't need to go meele because ranged... Sooooo you won't have similar time to reach your goal of being able to get a hit.

    But monitor is not even his perk, so why would it be thematic with Myers? Besides the point that being thematic is not really an argument for balance changes.

    i think stealth drop off is same for every killer. i remember dev changing this at some point when they changed pig tr from 28 to 32 meters. in that same patch, i remember them adjusting terror drop-off being faster.

    Did I overlook an addon? Because I only saw a yellow and the purple addon together being like 12 m + monitor being 8 so we are now at 12 m heartbeat. How do you get to 8 m?

    no my fault. i get confused with deathslinger add-on and doctor's calm add-on thinking they're same add-on's. doctor has add-on called calm add-on and for some reason, his add-on is -8 for purple and -6 for yellow. Deathslinger has similar add-on called greek whiskey and marshal badge but his purple add-on is -8 and his yellow add-on is -4. so for some reason, i internalized doctor's purple and yellow being -8 and -6 as same as deathslinger for being -8 and -6 but they're different. that is my bad.

    So when I play deathslinger, I still use monitor&abuse because the 32 -> 24 still allows you to go closer to gen to shoot. it still means you have to shoot ->reload, shoot, reload but at least you get opening hit every time but it is not worth using those add-on because they slower your m/s to the point that the time you save for the extra hit is not worth it compare to you know, spending 10-15 seconds.

    these days though, i don't play deathslinger. he is unfun to play because strong survivor can reaction dodge his gun shot and shooting between holes vs good player is not viable. you'll just face player that if you chase them, they're uncatchable/make you lose all gens. you'll just lose to strong teams and only be able to defeat weak solo teams which i take 0 interesting in.

    But monitor is not even his perk, so why would it be thematic with Myers? Besides the point that being thematic is not really an argument for balance changes.

    he'd be stealth killer in T2 but as he hooks entire team, he would have 16 meter TR in tier 3 in mid-end game. that is pretty strong to have instant down+low TR. BVHR is too safe with killer perks to buff something like that for killer. the perk would also shine on killer that survivor stay injured vs or have instant downs such as Bubba, Billy, Oni, Legion and Plague. those killer getting an opening hit can converge into full down due to instant-down/capitalization off injured survivors.

    one can dream for bvhr to make stealth perk into potencial meta.

    @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608224#Comment_3608224

    Do you mean 8m + 2m (x4)= 16m for hooking each survivor once or 8m +2m= 10m ?

    My suggestion was monitor decrease tr by 8 outside chase and increases tr inside chase by 8. When you hook a survivor for the first time, you gain 1 token. each token decreases tr by 2 outside chase and increases tr by 2 inside chase. the max is 4 tokens. so it is +16 or -16 if you have 4 tokens.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/400078/my-monitor-abuse-wishes

    That might be a bit busted... If it is 4 m per hook every 24 and below m heartbeat killer Wil become undetectable... Or have way too small of a terror radius... I'm sure there is something else to add than basically haling killers terror radius...

    4 meters is too high. 2 meters is all it needs to be relevant perk. this is same suggestion i suggested 2-3 weeks ago.

    @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608044#Comment_3608044

    https://us.v-cdn.net/6030815/uploads/W86X0OUZT13L/image.png

    So currently you can get up to 16 m with both, you have a range of 18 m, so you have this window of 4 m where you can hit the survivor but they get no indication that you are there, if you did it properly. If we increase the reduction on monitor too much you can suddently sneak up very close towards people.

    you already get 8 meter TR using m&s and those two add-on. those add-on are useless because they make deathslinger have pig-level stealth where he moves at like 90% m/s for entire game. even though myer's would go undetectable with that version of m&a, he already has a low tr below 8 that the TR might as well be undetectable outside chase. the perk would be thematic towards the idea of myer's becoming stronger and stronger as trial progresses, stealth-wise.

  • hex:undying is too weak to provide a secondary objective. I would like to use hex:lullaby and undying.. but you only get 2 totems. you need to work hard to get 5 tokens only for survivors to easily 2 totems and disable the perk.

    @Nazzzak said:

    I'm surprised Plaything + Pentimento isn't more popular tbh. It's such good slowdown, at least from my perspective as a solo survivor. But yeah, it'd be nice seeing more because I'm running a totem build atm 🤣 Overzealous + Inner Strength + Counterforce with a map and red twine add on. It's actually alot of fun.

    hex:plaything requires hooks on 4 separate survivors and it does not promote tunneling. The other problem is that smart survivors will often not cleanse hex:plaything granting you no game-delay. It might be worth it to run hex:plaything if they buff Grim Embrace to be good perk in 2 months.

  • no viability to win without tunneling and opportunistic camping.

  • The exhaust regression mechanic is something they're working on due to 30 minute 3 gen games showcase by certain players.

  • @Alen_Starkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606561#Comment_3606561

    I agree that there are less reasons to slug than with previous Onryo, but nonetheless there is still no reason not to slug, as I wrote in my post. If you hook, you potentially activate perks like dead hard or off the record that will harm you later in chase, and you can avoid them by slugging. If you go for condemn kills, then hook kills feel superfluous. Unnecessary effort. (yes, you gain bloodpoints by hooking, but I feel like people care much more about kills than a bit extra BP)

    I've seen people complain about Onryos just slugging and not hooking. I've also seen a strong Onryo main streamer just slug and not hook. Now I understand why. Other killers have to hook because they have no other means of killing survivors. Onryo can slug and spread more condemn, and once it's built up enough, they can kill.

    I feel it's noble that you personally don't slug with Onryo, but that won't stop other people. Condemn killing is very straightforward, hooking just adds unnecessary complication to the otherwise elegant simplicity.

    onryo ability is to cheat hook-states and provide alternative condition to winning. it is not so much that there is no reason to hook, rather that slugging is easier than hooking because you don't care about slugging nor hook-states itself. only condemn meter matters. Before, slugging with ring drawing and 16 meter TV were connected to condemn. now they're not connected at all. It is just that if survivor do not heal but you still hit them to break their tape, they end up slugged because of no healing. In many ways survivors not healing in fact hurt Onryo because a survivor on floor does not build condemn. If you purposely slug yourself by not healing, you protect yourself indirectly from condemn stacks.

    it is very similar myer's tombstone add-on where you don't care too much about hooking or slugging, just build-up evil within 3 to 99% then pop instant-kill -> death. It is just that his play-style doesn't even revolve around hitting people. it is pure stalking. Onryo has to hit people to break the tape and mori is debuff-based instead of buff.

    I particular hook people in case survivors jump into lockers at around 4 condemn stacks because jumping into a locker prevents you from breaking the tape so you don't gain +2 condemn stacks but barely anyone does that. I just hook as preemptive measure to counter-play. More often than not, I only end up mori's survivors.

    I don't really see them reverting anything, more so I would see them nerfing killer like they typically do when any killer is complained about by the survivors/killer over-performing by whatever metric conclude that.


  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606675#Comment_3606675

    But when we look at how much of an impact 3% haste had with mft I don't think it is a good idea... I'm sure there are many better ideas on what to slap on perks instead of just giving them haste.

    haste a more powerful effect for survivor than it is for killer because survivor is always ahead of the killer so every bit of distance that survivor makes is compounded by itself. It is kinda forbidden static for survivor for that reason. all chase perks count as anti-tunnel perks so these perk are always highest valued perks for survivor because not dying is most important mechanism for survivor to escape.

    @LeChonké said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606551#Comment_3606551

    1.025 X 115% = 117.875% . . . killers would be 17.9% faster than survivors for the entire duration of the match. That would be beyond game-breaking just on it's own. It would be the most meta M1-killer perk in the history of the game. MadeForThis all over again XD.

    I think it would be unwise, personally.

    on average, killer get bloodlust 1 very often. in fact, it is almost very difficult to not get bloodlust 1 with how health-state speed boosts work in this game. the perk trades weaker worse bloodlust for less situational bloodlust. this perk is slightly better default base-kit but your spending perk slot so it is suppose to be better then base-kit otherwise there is no point in using perk slot if its worse or equal to base-kit.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606551#Comment_3606551

    I don't think we should mess with base speeds at all... It changes to much about how loops can be tackled.

    you adjust to loops with different speed. the game is suppose to be adaptation to your opponents perks. contrary to what the game is, your not suppose to facing killers all running same build.

  • funny. i did say that survivors would complain about a viable mori killer pre-rework. I guess i was right in the end. I think otz said she was C-tier killer. Before her changes, limited TV radius meant that you need slug people next to TV's, let people pick up the survivor and TP onto two survivors. survivor said this was unfun strategy.

    I would say that current onryo has less reasons to slug then previous one. I rarely slug with current onryo. there is no reason too slug.

  • @CrimsonMothKing said:

    I had an idea of where RB would make it so killers stack Bloodlust OUTSIDE of chase, allowing slower killers the ability to traverse the map easier, but mobility killers wouldn't be affected by this as their abilities cancel bloodlust. And it would finally make Beast of Prey usable lmao.

    But then I thought, that rework would just be better off as a separate perk.

    I rather they added a 2.5% haste bonus permanently for equipping the perk. It would be good perk where you can use this perk instead of bloodlust and if you hit someone, you get 5% haste for 10 seconds.

    The perk would read something like following:

    ============================

    You move with a speed and fury that makes blood run cold.

    You no longer gain bloodlust Status Effect.

    Grants 2.5% haste status effect.

    Successfully hitting a Survivor with a Basic Attack grants you a +5 % haste Status Effect for 8/9/10 sec

    ===============

    right now the upside is not rewarding enough and downside is not worth playing into.

  • @Pulsar said:

    Who could've predicted that the perk was going to be absolute dogwater after it got hit by one of the most situational status effect conditions known to DBD.

    I wonder if they'll ever buff it.

  • i do not remember anyone saying dredge is good. I think he is always been considered very bad because he relies on cornering survivor as anti-loop which takes too long, has trash stealth in nightfall, situational teleporting that relies on map RNG with lockers and locker locking drawback that does not need to be there.

    His only real positives is that he has access to 16 meter killer instinct during nightfall so he has some of the best detection tools in the game but that is not enough to be relevant when rest of the kit is underwhelming.

  • i think I tried for like 5 games a really really long time ago when slinger came out. My guess is that your losing stacks for shooting and losing for breaking chain. Your suppose lose stacks for breaking chain and lose stacks if you m1 during the shot it is likely also bugged... but nobody uses that perk on slinger.

    With Oni, you do not lose stacks for beginning a dash but when you end dash with demon strike, it consumes 2 stacks for some reason. It is like blight bug where pwyf would consume for each bounce.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606185#Comment_3606185

    That person literally said "There is no reason for 3 whole Generators to spawn within 16-meters of one another, sometimes even closer depending on the structure". As in, the issue is how close together the generators are. Moving generators farther apart, means that survivors that are purposely targeting the easy generators, don't get punished as much.

    The 3 gen solution shouldn't punish killers, in games where the survivors are literally targeting the easy generators, and purposely leaving the most difficult generators until the end of the game.

    We also don't know how many people were stalling the game, as the survivors could have been excessively pre-leaving generators, excessively hiding, or running super far away to heal whenever they got hit. At which point, they were stalling the game too. We also don't know if the killer was purposely stalling for the purpose of griefing the survivors, or if they were defending a 3 gen because it's was the optimal strategy at the time, at which point they're just shaming killers for trying to win the game, and telling killers that 100% of the burden is on them to keep the game moving.

    Moving generators farther apart, means that survivors that are purposely targeting the easy generators, don't get punished as much.

    No, it means that you camping generators from the start as killer becomes less effective due to walking distances to kick said gens.

    The 3 gen solution shouldn't punish killers, in games where the survivors are literally targeting the easy generators, and purposely leaving the most difficult generators until the end of the game.

    the 3 gen problem has 0 things to do with survivor and has everything to do with how killer is playing the game. That problem being to spawn on the map, look at 3 closest gens and begin camping them from very start. The strategy is not that effective in terms of winning in most instances because electing to just kick gens over and over will lose eventually because killer regression is worse than survivor progression but it makes game take a long time to complete as survivor because your constantly being pushed off generators. For some reason, dev think that this a problem generator speed which is why they have this weird deja vu perk but it is not about speed. It is the fact the gameplay loop is like repair gen for 10% progression, killer comes to kick gen, knocks off 2.5%, regresses 1-2%, killer goes away, rince repeat. your gaining like 5-6% regression every minute. you have to do this like 15+ times to get gen from 0%->100%. @Iron_Cutlass post with generator distances is big factor to why that gameplay is occurring.

    I am not sure what dev will do in regards to this gameplay.but apparently they'll do something to address this gameplay of excessively long 3 gen games.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606098#Comment_3606098

    So it's not ok if 3 gens are too close, but it's totally ok if some generators are so far away that they aren't worth defending? How is that fair? If some generators are safer than others, then there should be consequences for prioritizing them, which there currently is.

    Survivors want to be able to prioritize the easy generators, and not be punished for it. That's what the whole 3 gen debate is all about. It's basically a demand for survivors to never get punished with difficult generators.

    Be honest, do people really think that if survivors purposely prioritized all the easy generators, and got themselves into a 3 gen, that they would take responsibility for it, and think that's an ok situation?

    that is not what @Iron_Cutlass is talking about. he is talking about the killer purposely stalling games even though they're going lose eventually, i.e purposing attempting to take game hostage.

    It's basically a demand for survivors to never get punished with difficult generators.

    survivor are not suppose get to punished. they have static objective that takes static amount of time to complete. the difficult in doing objective is suppose to be surviving killer themselves, not the generator placements. the problem is that killer are not particularly difficult to survive and default generator time is too fast. As a result, killer have relied on imbalancing the survivor's generator objective due to their inadequate chase capacity and too fast objective.

  • @Zygmyr said:

    Hello. BHVR. The new Memento Blades (10% bonus fire rate) from Hotfix patch 7.4.1 should be The Trickster's default fire rate. I personally don't like the fact that it feels mandatory to equip this Common addon just like the current The Knight's Common addon called Map of the Realm. BHVR please consider making Memento Blades base kit for Trickster, and the Map of the Realm for the Knight as well.

    Are they not suppose to revert his-fire rate or something? at least bvhr fixed his add-on's by buffing one of his add-on's. now the only problem is base-kit fire-rate.

  • @MikaelaWantsYourBoon said:

    You can't.

    All of these killers are suffering from strong maps. But these maps are exists because of high and anti-loop killers. Balancing maps around m1 killers would break all B and higher killers.

    So only solution would be to giving them some good anti-loop.

    bvhr doesn't balance maps. they balance killer power to play on said maps. those killer are bad because their power is not good enough to play on bvhr's map design. BVHR is lazy to buff killer powers because whenever they do buff a killer power, they get freddy'd nerfed to be ineffective.

    they have to look at every individual killer and buff their numbers or remove drawbacks from the ability till the power is good.

  • The whole point of obsession mechanic was invent more powerful perk effects but to limit consistency of said effects by making the perks in question unable to trigger consistency.

    They invented two perks mechanics for this. First was Hex system. The idea was that a killer would equip a hex perk and this hex perk had game-changing effects but survivor could cleanse the totem to remove said effect. This turned out to be terrible idea because.... if you look at all hexes on killer side, they're not game-changing enough for killer to run them and end result is that survivor generally end up finding hexes leading to no perk value. The other system is obsession system which involved a perk having strong effect but having a risk associated to the perk.

    they later invented a 3rd perk category. this perk category is called Scourge hook perks. These perks are also perks that supposedly have strong effects but their effects are limited by 4 unique hooks on the map.

    Scourge hooks, Obsession and Hex system are perk categories to self-nerf killer perks. The idea is that these perk would be "too strong" if they were consistently spammable.

  • batteries included needs to work all generators. not just completed gens. it could be solid chase perk and solid gen patrol perk for lower mobility killers. unfortunately it is too situational to get value out of it. I played few sadako games with attempt to use speed with TV teleports. it is not too shabby but not good enough of a perk to put on average m1 killer.

  • @Rulebreaker said:

    Isn't that effectively one of doc's add ons?

    yes. they already have a perk like that. it is called beast of prey.... it hides your red glow when you reach bloodlust 1.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606010#Comment_3606010

    I think 50% is too high dear friend. Even Pentimento caps at 30%. Maybe closer to that range. Imagine 50% debuff on 90 second gens. Geez.

    he is just describing old freddy. in case your wondering, freddy dream world used to have -50% repair penalty, healing and exit gate opening. you had to fail a skill-check to wake up or have a teammate wake you up. most people used skill-check to wake themselves up which is why experienced freddy used an add-on that decreases your chance to get a skill-check. You know how Hyperfocus increases your odds to get skill-check? Well he had add-on that did exact opposite. they reduced your odds to get skill-checks preventing you from waking up.I think it was those green and yellow dress add-on's that now give that hex:lullaby effect of increasing fail skill-check penalty. That is how you kept people in dream world.

  • @Coffeecrashing said:

    There's also no reason for generators to spawn so far away, or in such survivor-sided places, that they aren't worth defending at all. That needs to be addressed too.

    the game structured like that where some gens are more valuable than others. so no it does not need changing. generator are survivors objective so they're suppose to be far away or survivor-sided places. 30+ minute games is not suppose how the game is meant to be played. It is something that Mandy stated awhile back.

    @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605961#Comment_3605961

    Yes, both should be addressed of course, but I would prefer if 3-Gen situations are addressed first because I dont want to sit in 40 - 60 minute stalemates that accomplish nothing.

    a problem is that pre-running for survivor is too strong where survivor team can refuse to die but can still threaten to do gens. The result is that killer can never commit to chases without losing a gen leading to stalemate. with 400% slower regression on survivor, the killer does eventually lose but it can take so long that its impractical game in terms of time. on arbitrary level, the killer needs to be able to slow the game down vs gen-rushing but not so much to the point that it makes game take forever. I am not sure how to nerf pre-running but dev have invented this perk called "Battery included" that gives 5% haste. Haste is good counter to pre-running but i am not convinced that this perk is good enough to counter pre-running in 3 gens especially since it only works finished gens rather than all gens. The % is a bit low so perhaps higher number like 7% or 10% might be needed.

  • there is nothing detrimental for calm spirit. calm spirit primary effect has always been to ignore screams. the second part of the perk was added to make cleansing totems and opening chest silent but a drawback was put at -30% speed. Rarely do survivor cleanse totems or open chests, so this does not come into play. Tracking perks are not overpowered and by contrast, ultimate weapon doesn't need any changes. you either accept that your location is being revealed where killer gets use out of the perk or you elect to run a perk to restrict the killer's perk usage. The perk does have counter-play, your simply refusing to equip it. your asking to nerf the perk because you don't want to equip the counter. After-all, why equip a counter when the perk is weakened to the point that it is not worth using on the killer side, Right? that is like gaining an extra perk slot. one less perk that prevents you from potential losing.

  • i just wish cooldown for chase was a little shorter like instead of 10 seconds, I wish it was 6 seconds. Also there is bug with Oni and that perk where if you dash and do demon strike, it consumes 2 tokens instead of 1 token.

  • fogwise is bad perk because it gives you wall-hacks when you do not need info on killer's location. It is also rng-based info which makes perk worse. A perk that does something similar is Dark sense but nobody uses that perk.

    Hyperfocus is for a lack of better word, too high skill of a perk for 95% of the player-base. Most survivor cannot land the default basic skill-checks with 100% consistency so asking player to use a perk that makes skill-check harder consecutively is no-go. I can land 4-5 hyperfocus check with near 100% consistency but that is still not good enough to use this perk. This perk shines the most when you hit H6 and land a bunch of consecutive skill-checks at H6. I still need Stake out to have any consistency on landing H6 skill-checks. they're really hard. I think only way that people ever run this perk as some main-stream perk is if they buffed This Is not happening to make skill-checks considerably easier that even a average player hits consistent greats. By the time you make skill-checks easy enough for casual to land consistent hyperfocus, the really good survivor that are already really good skill-checks will just be on permanent H6. You have question at that point whether the perk at its optimal power-level is too strong and whether inconsistency of not being able to stay at 100% of H6 is what keeps the perk from over-performing.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605193#Comment_3605193

    What I meant by mechanical skill is not setting down a trap, drone, [insert other thing] but something that has some more extra steps. People do not particularly enjoy playing against Hag or Slog Merchant for example and Xeno, Nemesis and Pyramid Head aren't going to win any popularity contests among survivors either. With Blight, Oni and Billy you have a fairly good idea of what could happen and now it's up to you to play around that. These killers give you a chance to show off your own skills as a survivor too, outside of normal mind gaming.

    I disagree with the second part. Take Blight for example. He is so strong that he can be played in a way that allows him to slow down the game naturally. The same goes for a lot of other A-tier killers and of course Nurse. These killers do not need any base kit slowdown (other than Wesker).

    I play Hillbilly with only Shadowborn and Lightborn a lot and I can still win, if I am absolutely on point. Because the pressure and slowdown I create just by chasing, hooking, burning through resources and interrupting survivors is enough to buy me the time I need to win. Though, of course, with a weak build and a killer this "Billy", it's not hard to beat me. Play a bit smart and don't go down immediately, while also not wasting every pallet immediately and I will lose. I can do something similar on Blight with no addons and it works much better because he is less prone to small imperfections.

    I disagree with the second part. Take Blight for example. He is so strong that he can be played in a way that allows him to slow down the game naturally. The same goes for a lot of other A-tier killers and of course Nurse. These killers do not need any base kit slowdown (other than Wesker).

    that something i heavily disagree with. I don't think any killer has any game-delay whatsoever. it is survivor that are not efficiently doing the objective that is slowing down the game. It is everything to do with survivor team. The idea that your actually doing anything to gen is something that weaker survivor make you believe as killer. You didn't suddenly get better as killer from 1 game to next game. what changed is that survivor play went up or down. that is how little influence killer has game-tempo of the game.

    Winning with shadowborn and Lightborn billy has nothing to do with your skills as billy. It has everything with survivor's inefficiency at objective. All that being good at killer is that you kill survivors in quicker time frame then another player. For example, if someone really bad at billy, they might take a whomping 10 minutes to get 8 hooks as billy because they're making mechanical errors while a billy that is good should hit a higher % of chainsaw that instead of taking 10 minutes to get same amount of hooks, they take 7 minutes to do that.

    Billy A can still win games because he might face Survivor team A that is so bad at gen efficiency, healing and looping that they take like 12 minutes to finish all gens but any time billy A faces efficient team, he has no chance to win because his killer skills are inadequate for better teams. Billy B wins faster and he can win more teams at higher-levels but as soon as he faces team that is doing gens in say 6 minutes then Billy B physically cannot win anymore.

    stronger killer have more consistency in devaluing survivor's skill-level in looping and they supposedly win "race" to hooks faster then survivor finishes 5 gens.

  • @Xernoton said:

    You forgot mobility, stealth and area denial. I don't view area denial quite the same as slow down because it is a bit more than that, although it can have a similar effect.

    From what I've seen people actually seem to enjoy the more chase oriented killers over the ones with side objectives, which is kind of ironic when you consider that before Sadako's release we had a time when people prayed it would not be another "boring anti loop killer". I guess the difference is that the anti loop power can't be too straight forward but must have some extra steps. Some mechanical skill you could say. Just look at Blight, Oni and Billy for reference.

    In my opinion a good killer shouldn't be too focused on only one thing. Otherwise they need to be so strong in that field, that it's not really fun to play against them. Skull Merchant is pretty much the ultimate area denial killer and has little counterplay in that regard, which is why she isn't fun to go against for a lot of people. Artist on the other hand focuses on the chase to an extent that makes it impossible to really loop her.

    For the killer to be fun for survivors, it seems they must have some kind of chase ability, though. Probably because the chase is the only interactive part in the game and looping M1 killers without a real chase power is a bit too predictable.

    virtually all killer have mechanical steps. the truth is that any time a killer is effective, survivor dislike it because they're losing. I think most killer just need anti-shift w mechanic. running forward and wasting killer time is biggest chase problem for killer. so in term of anti-loop, that is all a killer requires. The best anti-shift w mechanics are haste, burst of speed dashing or ranged projectile. Until pre-running hold-w is not auto-pilot win button for survivor, every killer needs these type of mechanics. in reality, this is unhealthy because it plagues game design for killer but that is where dbd is currently where survivors are too mobile compare to the killer with too many safe pallet with forced break mechanisms.

    The killer needs base-kit game slowdown for hooking people. Right now, killer can do well in chases or as good as they can but they lose gen so fast because their chase has no meaning in relationship to gens for higher level. Historically they used perk for this but now all perks got nerfed so hard that they barely make impact.

  • i don't see stealth as a problem. in fact i don't see any stealth at all in like 80% of games as killer. my biggest problem with killer vs good survivor is gen-rushing. Not stealth.

    even a singular perk devoted to tracking like nowhere to hide and ultimate weapon curbs stealth very easily. My only problem with stealth in dbd is end-game stealth. the stealth where two survivor refuse to die but there is 3+ gen left. I don't like these extremely drawn out games where they can take forever to end.

    Stealth has considerable skill-ceiling from survivor to be performed well because the main skill of stealth is not being found while doing generators. Pure-ratting does hurt the team but efficient ratting can cause killer to search areas, waste time and in fact make generator faster because the killer is wasting time not applying any pressure in order to search for survivors.

    in my opinion, i would like to see stealth more prominent in early game of dbd and removal/nerfing stealth in end game. currently only way to hide scratch marks is to walk and crouch but walking is so slow that very few survivors bother with stealth mechanisms in the game. Running makes you leave scratch marks and attentive killer will easily pick up your trail even with slightest amount of scratch marks. I'd like to see something like walking speed buffs so survivor actively try avoid the killer instead of aggressive loop and sometimes T-bag at pallets/exit gates whenever they win.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604952#Comment_3604952

    The issue is map control.

    Hag has a limited teleport range, which requires her to play into it by sticking into a small area.

    Making Hag a 4.6 m/s Killer wont fix that issue, granted it will make her chases better, it wont solve the issue with traps being placed across the map basically being pointless.

    At the same time, you also cant really change the teleport range too much because it means the 3-gen playstyle can basically be done from across the map with no downsides.

    I think it would be interesting to see the Hex part of her abilities extended further, giving her new Hexes that interact with Survivors in different ways. It solves her lack not really having too much in chase and gives more incentive to take chases.

    untrue. hag has add-on called mint rag. it gives unlimited teleport range. it used to have 15 second cooldown which was very considerable but now it has 10 second cooldown. it is relatively generous cooldown. I don't think hags are suddenly globally 3 gen with mint rag.

    hag's 110% makes her worse at 1vs1 and commit to chases because you cannot force survivors to run into traps, you need force them in the corner, place a trap in the corner then force lose/lose where if they leave loop, you hit them but if they run loop, you tp on them. This is basically Artist strategy or like Knight strategy but slower. this whole dynamic is reason you can leave survivors on death hook and rush gens. a hag committing to chases when there is 2 or 1 gen left will take too long to finish chase because cornering is too time consuming as an action. You spend like 30+60 second for 1 guaranteed hit. all that 115% would do is make her stronger in m1 loops vs survivor that do not loop 115% m/s very well. you have greater potencial to snowball early hook-states such as get a down at 5 gens with hag -> trap web hook camping. as 110%, you take a lot longer to get that first hook.

    Suppose hag does not commit to death hook guy? Well ok, the guy is death hook but hag cannot finish him. it is like character with all defence but no offence with defence that is entirely ignorable until end inevitable end game. this happens a lot in 3 gens where people rush first 4 gens in 3-4 min vs hag but hag get a hook, bring a player to death hook at 1 gen but survivor brute force the save with bodyblocks where hag commit to death hook guy will make her lose last gen. as a result, you get this guy who stands in perimeter of all your traps who just spends time healing people outside of her web and slowly breaking your traps while other 3 people with 0 hook-states player aggressive to progress the 3 gen little by little. The killer regression is weaker then survivor progression so eventually 3 gen does break. even then, hag games can take a long time to resolve. sometimes as much as 20 or 30 minutes with enough persistence to due to consistent amount of wiping of traps and close 3 gen proximity.

    i do not think this an issue of map control. it is issue of no offensive. survivors can hold-w and play super safe but hag can do nothing to punish it. her kit is entirely centered around pure defence and there is no way to convert her defence traps into offensive. that is why her game is centered hook-camping(proxy camping) and 3 gen because that is all she is able to do. It is a lot like old skull merchant with less regression.

  • it is funny because Ohtofu has had that opinion on hag for 2-3 years. granted Ohtofu hates hag in general but he has said that Hag would be better if she was 4.6 and her play-style of proxy camping hooks was less incentives. I don't see proxy camping hook as effective strategy for hag because the main strategy of playing vs hag is leaving people on 2nd stage. this is because hag no threat-level as 4.4 killer. by saving people from hook, you empower hag by allowing her traps to work. if you just ignore her traps and rush gens and save people at last few seconds, then hag no power or any good chase. If she commit anyone, then a player can just run forward outside of her trap teleport range. I think that is why nobody plays hag on killer side. her strategy of proxy camping hook is ineffective while simultaneously being too predictable.

    that is why only way to have any consistent with hag is be good at 3 gens with her but 3 gens are also extremely boring and hag much worse at them because survivor can now wipe traps manually.

  • part of skill-cap of playing sadako is learning how to gauge how condemned someone is. I do not agree with such a change.

  • it is not underrated. it is crap perk but beginner have no better tracking perk than spies from shadow. what beginner player would want as perks is nowhere to hide, bbq or ultimate weapon but they don't have access to those perks unless they pick the corresponding killer who have those perks as base-kit.

  • it costs money. there is not that much reason to spend extra money to make freddy cosmetic better. what needs changing with freddy is his gameplay and power. freddy is not fun to play and is not strong.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604434#Comment_3604434

    First of all... This does in no way explain why Oni would not be the best killer in the game if he had his power up the entire time, Second if you have watched comp players doing scrims on Oni you will see that Oni performs quite good against good players as well.

    i have not watched any scrims for comp Oni. my point is that you should not be getting 1-2 kills when your successfully in demon fury for most of the game. He is obviously not a bad killer so he has potencial to down survivors at strong loops but my point is that he is not time efficient enough for the game. Demon fury is like any other anti-loop tool. it is just that anti-loop tool limited by a supposed dynamic cooldown. that dynamic cooldown is what keeps Oni from being a consistent strong killer.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603998#Comment_3603998

    How even? Insta down, super speed, 180° flicks and what not, there is just no way they would be better my man ^^

    i have had games with Oni where I have had my ability almost every chase and outplayed the survivor in 1-2 dash with them attempting to outplay the ability and have still lost when playing for hooks. games like that have convinced me that it is not Oni's chase. it is the fact that even spending 10-20 seconds walking to the red orbs on a generator where survivor are not healing entire trial and major gen-rushing is too much time wasted for Oni. he is too inefficient regardless how effective your individual chases are. that is why his strategy is suppose to be slugging however slugging strong survivor is inaccessible if all 4 survivor are extremely good at looping Oni because each individual survivor will take 1/2 half Oni demon bar just to down.

    weak/low mmr survivors on the other hand are so easy to down that you can sometimes down 3 people in 1 demon fury in span of 30 seconds. That is why people think Oni is strong. it is because at lower levels, survivors play so poorly that a single usage of demon fury is like game-ending where as vs good players, a single usage of demon fury is just 1 of many demon fury needed to close out the game.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604017#Comment_3604017

    But the problem is that, not all SWF teams are that good. Most of SWF teams are beatable, even with comms. When people are complaining about SWFs, i am really not getting the point. What SWF teams are we talking about is important.

    Casual SWFs are mostly fine , you can win these games without problem.

    Strong SWFs are maybe challange but you can beat them too with good play.

    Top SWFs are probably the problematic ones. But seriously, i just don't see the solution to make them feel balanced. Because 4 very skilled players will be challange no matter what. And balancing game around these survivors will come with more problems because you will just break game for other survivors.

    Strong SWFs are maybe challange but you can beat them too with good play.

    no that is actual problem. you physically cannot win with some of killers regardless of how well you play as killer. there is reason why killer's gravitated to stronger killers because those killer do have possibility to win regardless what level of team they play against.

    these survivors will come with more problems because you will just break game for other survivors.

    You seem to implying that strong killer like blight are game-breaking which I don't think is the case. secondly, the weaker survivor won't notice anything because they are not playing the game properly. they'll just face weaker killer player that do not use killer to full potencial even when facing a stronger killer power. I agree 4 strong survivor should be challenging but there is difference between challenging and not possible to win. for a lot of the weaker killers, it trends towards not possible.

    @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604016#Comment_3604016

    The actual solution would be BHVR publicly admitting that the game should never be balanced around voice comms, and that survivors should not expect anymore buffs to bridge the gap between solo q and SWF.

    that conversely means they will nerf swf though i have seen no signs of nerfing survivor specifically for SWF. I don't see them putting -action debuff when you swf or whatever.

  • maybe get better at survivor instead of complaining about killer perks? alternatively, run calm spirit if UB bothers you that much.

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