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Devil_hit11

Devil_hit11

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  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514144#Comment_3514144

    To get 1 full heal from Resurgence and Solidarity, I need to:

    • Use 2 perks slots
    • Get chased, downed, and hooked
    • Get unhooked
    • Find another survivor who is injured
    • Fully heal them
    • Cannot have help from a third survivor also healing them

    That does not sound accessible, and that's without haemorrhage in play at all.

    If the killer has one common perk (from the pool of general perks; no DLC required), or if the killer has haemorrage addons with long durations, then I have wasted 2 perk slots.

    I have wasted 2 perk slots.

    um yeah... that is what hemorrhage is designed to do. they would need buff solidarity and resurgence from 50%->100% for them to be more effective healing perks.

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513866#Comment_3513866

    You are right, haemorrhage is working exactly as intended. That's why I am not suggesting any chages to it.

    The problem is that Solidarity, Resurgence, and Reactive Healing are not working as intended while the survivor is affected by haemorrhage.

    I'm not asking that these perks be immune to haemorrhage, but they shouldn't be as heavily affected by haemorrhage as they currently are; especially because they are merely "partial healing" perks.

    i think bvhr does not want to buff these healing perks into 1 full heal because they are concerned of healing being too accessible for survivor. I am surprised that plot twist heals a survivor fully. judging from expectations, I would expect plot twist to only heal survivors for 50% of max total progress to align plot twist with these perks.

  • @SimpleYetKomplex said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514039#Comment_3514039

    I don't mind instant downs but it feels less skillful when a Killer can actively slow you down so they can be almost up your ass and easily "earn" it, unlike the other Killers who have to work with the cards they're dealt. I have an issue with Skull Merchant (and her add-ons) for a similar reason. What was meant to be a simple and unique surveillance killer became a gen campy and chase oppressive shell of its former self.

    so stay away from dead zones and route correctly to pallets and windows? those other instant down add-on are not good.... but i cannot be bothered to talk about the other stuff.

    @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514052#Comment_3514052

    "After one bottle" is downplaying the skill required in the first place.

    This would be like me saying, "yeah man after you down them all you have to do is hook them...so skill less, you just click the button to pick them up and then walk, it's too easy". However that would be downplaying "after you down them", since that took skill in the first place.

    This would be like me saying, "yeah man after you down them all you have to do is hook them...so skill less

    hooking is eventuality. survivor are downplaying the skill to hook because they think your terrible at killer if you cannot get a single hook. it is kinds same thing with clown pinky. they think your a terrible killer if you cannot land bottles.

  • i am starting to think that instant downs as exaggerated by the survivor side as killer exaggerates increased survivor movement speed. being instant down means that you are in injured state. being permanent injured is not unbeatable.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513966#Comment_3513966

    Not being noticed does not mean it is not making a noticeable difference. People have different levels of observance.

    On average survivors it isn't doing much, but on good survivors that 3% is massive. It's the difference between making a window or pallet and not. Which in itself adds a lot to chase times. This is also exacerbated by the fact that even though it's an Exhaustion perk itself, you can still run other Exhaustion perks with it. I personally stack it with DH which I shouldn't be able to do, it's way too strong.

    that is because your experienced at the game. I use same combo but that does not mean it is overpowered. my opponent might have poor pathing and might not be playing the killer to their full potencial while you are using the perk its full potencial because of your skill-level on survivor. I think I agree a lot more with otz's opinion on the perk.

  • @Chocolate_Cosmos said:

    Only two decent Boons (powerfull in SWF setting) are Shadowstep and Circle of Healing. They are still pretty good, but not S tier anymore. The reason why Boons are no longer played is because there are just stronger meta perks on their own, not needing a Boon. The rest of the boons are situational so you almost never see them.

    When it comes to Hexes, only Hex that is somewhat consistent is Plaything with Pentimento. Why? Because they work together well and they are not exposed right from the start of the match so they have way longer lifespam. Problem with Hexes in general, even tho there is quite lot of them pretty solid, is that totem spawn was always bad and now more then ever since every single new map has trash (aka very easily exposed spots) spawns for totems, making something like Blood Favor not worth using, at least not without Undying. Idk why Devs gave up on making totems stops you know... somewhat hidden and not next to a gen or in the open facing middle of the map that can everyone see within 30-40 meters.

    as a killer, if you use shadow step against me and you are injured. i will follow your blood marks even on indoor maps. I don't think shadowstep is very good.

    I had an idea for a perk to make boon perks more attractive. The perk increases all boon totems radius by 100% but decreases booning speed by -75% and totems that are snuffed are broken. Not sure how common the perk would get used but maybe survivor would use boons more often.

  • @Blueberry said:

    His "nerf" ideas would do absolutely nothing in terms of the perks power level and the perk would still be S tier as he didn't address any of the fundamental issues with the perk which are how powerful 3% haste is and the fact you can stack it with other Exhaustion perks still.

    What the perk actually needs to be balanced is to lower the percent to like 2% and then make it cause Exhaustion itself so it can't be stacked. Now it's solid, but not over tuned.

    Knowing they are running the perk and the Endurance feature are nearly irrelevant as far as what makes the perk good.

    at 2%. I would not notice effect of the perk. otz says in his video that it is hard for him to notice the perk. he notices the perk about 33% of the time when doing in houses. in public matches, he notices the perk around 80%+? of the time. I think MFT would be nearly invisible as killer. an invisible perk might as well be non-existent in power-level. If I cannot notice the perk a single time in trial then does the perk really do anything? It is like survivor bringing low profile or better than new into a match. The perk might as well do nothing. I think there is stark exaggeration on strength of the perk. it makes difference in some instances but those instances are not that crazy..

  • @Nos37 said:

    Reactive Healing is also affected by haemorrhage, but I forgot about it because who runs this perk when so many killers use Sloppy Butcher.

    • When another survivor loses a health state within 32 meters while you are injured, Reactive Healing reduces the number of required charges needed for healing by 50% of the current reamining charges needed to fully heal.

    A bit tricky, that one. Maybe if they just make it 50% of total instead of current, survivors might actually use it.

    i think the problem is 32 meter thing. after latest buff, you can heal in 5-6 hits i think according to patch notes. it is anti-heal for parcel healing. all these perk are parcel healing perks. why you would ever want parcel healing perk for survivor? who knows. either way, the hemorrhage works exactly as intended. is hemorrhage good? no but I guess it is better than before.

  • @FreddyVoorhees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513820#Comment_3513820

    Nah , it would be an ai controlled mr.x . He is too slow and too different from nemesis for the player to control. They would have to do a lot more work to get him to be of value as the primary pursuer. As ai he would be a slow roamer that always knows where the next target is , can lunge and instadown in narrow corridors. Can't be destroyed but unlike 2 zombies , he alone gives less info but more reward if he punches someone. And since he is always on the move towards the nearest survivor , nemesis could use that info too.

    that guy sounds like a guaranteed 4k in end game. completely counters stealth claudette play-style.

  • @FreddyVoorhees said:

    Nemesis :

    Iridescent Dog Collar

    • Zombies are replaced with two zombie dogs
    • Dogs move at 115% speed and can track scratch marks
    • Dogs will bark if they see a survivor than begin to chase
    • They do not respawn if destroyed

    Iridescent Fedora Hat

    • Zombies are replaced with Mr. X
    • He moves at 60% speed
    • He always knows where the nearest survivor is
    • His lunge attacks always down surivvors
    • Cannot be destroyed

    Now THIS is how Nemesis could be even more fun.

    is that not like twins victor? Maybe you can play MR X or Nemesis by switching between them and they get different abilities. when you control one, the other one has worse stats and powers though i think you need AI killers first.

  • @DaddyMyers_Mori said:

    Resilience: why the hell remove vaulting instead of gen speed?

    MFT: just do Otz suggestion. Remove endurance and haste stacking (that will save trouble in future). Some visual display of the perk would be nice, so killer can act based on it.

    Buckle up: yes

    WoO doesn't need a nerf. It's just an information perk.

    because res is used for vault speed? you might see a meta shack up like.... in 2 years or 3 years. who knows.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513636#Comment_3513636

    Do you like these add-ons? Do you think they offer intersting gameplay for both sides?

    I never even said if the add-ons are good or not, i said they were problematic.

    In my opinion, this add-ons are kinda lazy and unfun for both sides and makes both killers less intersting to play.

    Instead of making cool shots with huntress, you just want to make safe shots with survivors being animation locked.

    With clown, you just want to throw the bottle while already smelling the survivor, instead of using both bottles for anti loop.

    I think they remove intersting decision, power and counter just for the cheap exposed status.

    So, even if you think the add-ons aren't busted. And i would argue that iri head isn't really that good. I still consider the add-ons toxic for both sides. And i would prefer them to be reworked into something more unique

    i think they are challenge type add-on's. i do not think killer should be balanced around them. Killer should not rely on them to be relevant.

    In my opinion, this add-ons are kinda lazy and unfun for both sides and makes both killers less intersting to play.

    that is mostly because drawback of add-on prevents you from using it in other ways.

    instead of making cool shots with huntress, you just want to make safe shots with survivors being animation locked.

    have you considered not taking windows in front of a winded-up hatchet or using pallets stun as mindgames?

    With clown, you just want to throw the bottle while already smelling the survivor, instead of using both bottles for anti loop.

    this used not be a problem until its latest negative change. you can still use pink bottles but yellow bottles are too expensive now. prior to the change, you had two chances to use yellow-pink into instant down but now capacity is too severe to use yellows. I suppose you can still do it but you only get a single chance.

  • @DredgeyEdgey said:

    Myers fragient tuft of hair rework

    T3 lasts forever

    T3 hits recover 25% faster

    Breaking vaulting stun recovery and picking up are 20% faster

    Increase lunge duration by 15%

    Landing a hit grants undetectable for 20s

    Can no longer gain blood lust but on a hit gain 3%haste for 5s

    T3 hits no longer insta down

    He's fast silent and relentless with this

    sounds like an idea I had for myer's long ago. outdated idea.

    Oni: Iridescent family crest

    Completing a hook action replenishes 40% of the total power gauge.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513653#Comment_3513653

    Well, it happened at Garden of Joy too, but that's also not really best example for balanced map.

    MFT just makes it even worse.

    garden of joy is like #1 or #2 most survivor-sided map. I often don't know if it is harder to win on mother dwelling or that map against good teams. they both feel as survivor sided. MFT is powerful perk. I said it from very start but like I said. I don't think it unplayable. Otz recently made video about saying same thing. In his video, he only said major problem of MFT is haste stacking and this is because.... if your faster than killer then you create infinities. at the same time, Hope only occurs in end game and killer can open exit gate to start end game timer, so it is not hostage situation like old dbd 2016. it is just makes killer end game very unfavourable unless your running NOED.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513664#Comment_3513664

    But thats why you have to get them off of gens by having one hooked, one going for unhook and one in chase... That is your goal as killer to keep them off of gens... If they are allowed to just sit 3 guys on gens 1 in chase the entire game of course gens are going crazy fast? I don't understand the point... You cannot really call it gen rushing if you cannot pressure the off of gens, bc what else are they supposed to do?

    it takes longer for a killer to find a new chase then it takes for survivor from 4vs1 perceptive to unhook someone and heal them. the time waste is minimal. How long do you think it takes for huntress to leave hook and find new different chase? 30 seconds? how long does it take for survivor to be 20-25 meters away from the hook to run to the hook for unsave? 5 seconds? 10 seconds? also survivor do not need to heal but healing allows you to hold-w for 20 seconds which is 20x3 when your glued to gens. your always positive or massively positive if the killer is taking longer then 16 seconds to injure. healing just requires game-sense and coordination to know when to do it.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513648#Comment_3513648

    But then what is the difference between gen-rushing and just doing gens?

    remember i said it is 3 survivors glued to gens. difference is number. doing gens is part of the game for survivor. you do not need to think about it. there is nothing wrong with it. is it balanced for survivor to have 3 people on gens the entire game? that is a different discussion.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512950#Comment_3512950

    I have seen same thing with Otz. Is he middle road player?

    Fact is you don't even need to have tournament level survivors to be bully squad. They can just get carried by perks.

    otz was frusterated at playing clown on Gideon. it is different. no one has fun against Gideon type loops unless you are playing a killer that has good tile shutdown like Knight or Nurse.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513194#Comment_3513194

    So, when one survivor is getting chased, what do you propose the other 3 survivors do? Doing totems is a waste of time if there's no hex in play. Opening Chests is a waste of time if you already have an item.

    Genrushing is specifically when survivors bring perks and items to make generators go faster. It is not having "high uptime on gens" or "being glued to gens".

    Tunneling is specifically targeting the recently unhooked survivor to remove them from the game as quickly as possible. It is not tunneling if they bodyblock using their endurance to tank a hit. It is also not tunneling if you hook A then B, then A again.

    Camping is staying by the hooked survivor to prevent them from being rescued.

    Blight was wrong. He didn't get genrushed. He overcommitted to a chase and failed to pressure the other 3 survivors. It is not genrushing if you don't defend your generators and pressure the survivors.

    Chasing a survivor applies pressure to one survivor. Hooking a survivor applies pressure to two survivors, as now one survivor needs to jump off gens to get the unhook and heal. Chase one survivor who's on generators, and that's 3 survivors being pressured.

    1 Survivor to a Gen is 90 seconds, 2 is 53 seconds, 3 is 42 seconds, 4 is 40 seconds. That's without perks or toolboxes to increase the charges per second. This is why tunneling is so effective. 1v3 means that, at most, you only have two survivors on a generator.

    So, when one survivor is getting chased, what do you propose the other 3 survivors do?

    do gen of course. gen-rushing is just naturally part of survivor gameplay. I think you can honestly do all 5 gens in 5-6 minutes depending on the map type/map size without any items. the perks boost speed have nothing to do with that. they exaggerate it. the reason why killer dislike those perks is because those perks promote gen-rushing.... i mean it makes sense. you are equipping a perk to be glued to gens.. because you gain benefit for being glued to gens. your tunneling the objective.

    I think main benefits of tunneling is the shortcut to the killer objective. for example, if every chase is 45 second long, anyone can do math behind 7x45 and 12x45. that is why killer tunnel because the second way is unrewarding. tunneling off hook is one of main ways to tunnel as killer but tunneling as a whole is ignoring X survivors and focusing Y survivors. certain killers have incredible chases and can chase survivor anywhere on the map so they might use tunneling as form of gen defence.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513396#Comment_3513396

    So creating uncouterable situations and loosing is a skill issue?

    The add-ons are problematic and promote a scummy playstyle, why not rework them to something else. Or is touching the survivors back to throw a bottle or camping just that exciting that needs to stay.

    clown camping is not uncounterable situation. you can hook trade against him. it just requires coordination. instant down saves chases time. at least from my perceptive, instant down is like gen defence, it allows you to go more chases. the facecamping instant down is more of balance issue with facecamping. the way it got resolved was like how buckle up currently works where you unhook someone and both survivor had endurance. huntress is already good at camping hooks. iri head changes very little in term of hooking camping for her.

  • @Zokenay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513376#Comment_3513376

    All of those are a problem on their own (hence why Facecamping is getting nerfed)

    Regardless, insta down addons should be hard or super niche, thats why Huntress got nerfed to hell yet its still BS, Clown is no different, he can easily slow you down, making easy for him to not only catch up, but to land a direct hit a lot easier which also slows you down, at that point, you simply go down.

    Knight for example has to essentially deal with constant memorization to remember which guards exposes, (And if you forget then gl) that or sacrifice the second addon slot to make it consistent.

    Even Blight is forced to use at least 5 charges to have his own insta down, or how Artist only works if you remove her crows, and she usually makes it obvious, theres also Dredge's one that only works on the last few secs of Nightfall.

    As you can see, most of these are niche and situational, unlike the two mentioned earlier that are on hand and easy to use.

    yes and these add-on are awful. complete trash tier

    iri hatchet huntress is not even good because if you stay injured. you can neutralize the effectiveness of the add-on and now huntress has -4 hatchets as drawback which is worse then base-kit huntress. even without add-on, staying injured vs huntress is facing iri-heads without equipping iri-heads. you face iri-head huntress all the time in regular gameplay. it is just not that obvious.

    Pinky finger clown is exactly what iri instant down add-on should be. a reliable instant down that takes skill to use if the player is good and punishes the survivor for poor positional play.

    thats why Huntress got nerfed to hell yet its still BS

    it is not bs. it is learn to play issue with survivor.

  • @Dinoraptus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512762#Comment_3512762

    Killer has mechanics that not only increase speed the longer you chase, but one that blocks windows if they are vaulted in chase 3 times both basekit. If you are genuinely still struggling to get hooks then I have no clue that to tell you man.

    If you think the 1 or 2 strong pallets, a finite resource that can be broken and completely removed, even removed faster with perks, are losing you entire matches then you are making mistakes elsewhere, you fundamentally don't understand something.

    You are more than likely applying pressure in the wrong places, it isn't uncommon for the first chase to take a while to complete.

    Most people don't have this much trouble with killer.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512725#Comment_3512725

    You don't even have to play pallets as Nurse like what.

    this is not about struggling to get hooks. it is that interaction of those loops is unfair for m1 killers. it does not matter that the pallets can be broken because pallet are designed to waste time and if the 3-4 of pallets have no gameplay for killer then you can lose 3 gens in first chase for those pallets existing without any control in changing outcome in the first chase. The more pallets that have low-gameplay, the less killer can chase because every chase is just a bad chase. you can lose games solely on those pallets if you do not understand where to chase. you have to play so tactically careful with detaching chases to remove the unfairness. I do not see how you can defend an entire map full of strong safe loops and say that is a balanced experience for m1 killers with poor chase powers.

  • @Zokenay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513359#Comment_3513359

    Youre forgetting that Clown can use Bottle addons to bypass the 1 bottle downside, and he severely slows down movement with the gas, making a direct hit considerably easier, and again, he can just facecamp with a bottle ready, making impossible to save.

    so what. if your in a loop across a window or pallet, the slowdown has little meaning towards instant down. part of your comment is "landing bottles at long range with him is far from reliable" is summary of long-range hits being unreliable therefore possible to dodge. the clown only place where instant downs is reliable outside of hooking camping is when your in a deadzone and it cost 2 bottles to do that. with 3 bottle count, he can only do it once and clown still needs good aim. It is on him to mess up but it is not guaranteed hit. He is suppose to be advantage because your in weakest position possible as survivor which is dead-zone with 0 pallets or windows. he is capitalizing on your poor survivor play.

    he can just facecamp with a bottle ready, making impossible to save.

    why does this matter? bubba has this base-kit and others killers like billy, 99% ev myer's, and demon form oni also have instant downs. are they problem as well?

    these add-on are not a problem. losing to them is a survivor skill issue.

  • @Reinami said:

    Been working out some math with some other people, and i have had multiple people say different things.

    Let's say you are a killer with 1 stack of PWYF and you are trapper. 1 stack of PYWF gains 5% movement speed.

    Does that movement speed stack like this?

    4.6 * 1.05 = 4.83 m/s

    or does it stack like this?

    4.6 + (4 * 0.05) = 4.8 m/s

    similarly, if you are say, huntress. Is it

    4.4 * 1.05 = 4.62 m/s

    or

    4.4 + (4 * 0.05) = 4.6 m/s.

    Basically, we all see a 4.6 killer as moving at "115%" movement speed. But for the sake of gaining movement speed, does the extra 15% count as the killer's "base" or is the "base" 4.0 m/s for everyone, and the killer just has a built in "15%" boost?

    it is 4.6*1.05 then you divide 4.83/0.2 then do 24.15*5 to get 120.75% to convert into % m/s.

  • @Zokenay said:

    Both are just BS, even after the several nerfs they've gotten, they're still BS to go against.

    Huntress's fix is really simple, and its been suggested before, make it so it only works after a certain amount of distance, the hatchet insta downs, same thing has Slinger's own Iri Expose addon, you can also allow her to have 3 or more hatchets this way, cause landing long distance shots requires a lot of skill and would be rewarding, rather than just holding it at close range when the survivor is vaulting or at point blank when camping.

    Clown on the other hand... yeah theres no real way to fix this one, landing bottles at long range with him is far from reliable, and removing his slow debuff isnt exactly ideal, since he essentially loses his power completely, so only options is to replace it with something else.

    i think iri head kinda needs small buff to 2 hatchets but i think reason why this add-on does not get buffed is because a lot teammates tend to disconnect at the sight of this add-on.

    pinky finger is balanced expose add-on. it relies on precision to land bottles and it is avoidable by not being dead-zones and looping well. at the end of the day, clown still needs a m1 on survivors to get capitalization on the effect and m1 instant down is not unfair.

    i think attitude behind theses add-on is just playing as if your playing vs Plague where your permanent broken for the entire game. it is possible to escape killers while playing injured the entire game. the killer with instant down do have hook camping capacity but that just global problem with any killer that has base-kit instant downs.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512950#Comment_3512950

    Did you see the part of the video where he said that was the seventh game in a row facing very similar builds? That is the problem.

    Being out skilled is fair. Being out perked is just stupid.

    out perked makes no sense. every game is 4 perks vs 16 perks. he is being out skilled as he has trouble playing the killer he selected.

    Did you see the part of the video where he said that was the seventh game in a row facing very similar builds?

    yes. that is called meta. every game has one.

  • @GensByDaylight said:

    Most of the DBD community and all of the DBD forums community understand what tunneling, camping, and genrushing mean. Even though they understand what it has been commonly definined as, doesn't stop them from stretching its uses to attack the other side.

    "Tunneling" is the act of a killer ingoring other survivors to target the survivor who was recently unhooked. If the unhooked survivor decides to bodyblock using basekit BT or OTR, it is NOT tunneling when the killer downs and hooks you.

    "Genrushing" is when survivors ignore all other objectives and are completely focused on generators. If you waste two minutes downing a survivor and hooking them, and 3 generators pop, that is not genrushing.

    If 3 generators pop in under a minute, and the other 2 pop in under another 1 1/2 minutes regardless if a survivor is hooked, that would be an example of genrushing.

    "Camping" is when a killer chooses to ignore appling pressure and decides to stay very close to a hooked survivor. It is NOT camping when a survivor loops around the place you are hooked.

    I wanted to create this post due to multiple occasions where I was called a "dirty genrusher" or a "sweaty tunneler"

    Just last week a Blight commited to chasing one survivor for 4 or more minutes. All 5 generators popped, the Blight DCed, and called us all "dirty genrushers".

    Yesterday, a Claudette decided to take an OTR hit. After getting hit, she started to T-bag and attempt to loop shack. She got downed in under 20 seconds, DCed, and left chains of salty comments on my profile.

    Please do not be like these players.

    tunneling is refer to tunnel vision and in dbd's case, it is tunnel visioning hook-states. you can tunnel two people at same time by ignoring two survivors and only chasing other two survivors until they die. it has nothing to do with returning to the hook or anything like that. it is just changing hook objective from 12 hook to 7 hooks. you can hook two survivors for total 6 hooks and hooking 1 survivor for 3 kills.

    gen-rushing is being glued to gens. it is having high-up time on gens such as 1 person getting chased and 3 people doing gens. the result of 3 people being glued to gens entire game is very fast games.

    camping is staying in spot and defending a particular objective. In dbd case, camping will often show up in form hook camping, gen camping also known as 3 gens and slug camping.

    Just last week a Blight commited to chasing one survivor for 4 or more minutes. All 5 generators popped, the Blight DCed, and called us all "dirty genrushers".

    Blight is correct. he is saying that you were glued to gens the entire game and he is salty for his loss.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512890#Comment_3512890

    "disagree. both of the mechanics have little reason to exist. they mostly exist for survivor's fun."

    I mean, we can remove them and make those Killers weaker. Fine by me. But you cannot remove EMPs and let Singularity run around like it is.

    why? you can just play C33 blight for fast pallet break speeds with 0 EMP drawbacks. singularity is kinda like playing hard mode killer. you need excessive killer input compare to survivor input to escape the killer.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512923#Comment_3512923

    Are you seriously complaining about information add-ons.....? an experienced player knows where to go either way, so those kind of add-ons only help a 1/10 player go to 4/10, while someone thats already 9/10 goes to 9.01/10

    Its like bringing deja vu to dead dawg saloon. will a top mmr player need deja vu to know that theres a gen by gallows, another by windmill and another on the main building balcony? No not really. Will it help a fresh install player? Yeah. Is it unbalanced? No.....

    ---

    For the love of god, stop trying to argue in bad faith with the "gotcha moments" , its ad hominem at its finest.

    i am not complaining. i am just using your logic to explain the changes. the amount info that add-on does is unmatched. there is no amount of killer skill that can replace that add-on. you cannot predict when to teleport from a closest portal onto another gen without gen yellow-aura perks at a perfect rate.

    there are only 1 good automatic yellow gen perk for killer and that gen perk is discordance. the drawback is that it only works whens two people are on a generator. the other two perks that are similar but not very good are gearhead which has short timer and relies on survivor skill-checks and surveillance which requires killer to manually kick a gen. surveillance is too time consuming to use and does not give passive dynamic information and gearhead is too weak. virtually nothing can replace the value of that add-on in term of info for demo. The other perk that you can use is bbq/flood of rage but those perks require hooks. your highly sugar coating the 1/10 to 4/10 and 9/10 to 9.01/10. that add-on makes any player that let say uses demo portals as 2/10 power into an instant 10/10.

  • @AhoyWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512769#Comment_3512769

    That's why I called it a rework, but the idea of effects happening while being in a chase and your team benefiting from it still applies, just not in gen speed.

    why not gen speed? your perk might show up in a future dbd chapter under a different perk name. it is kinda like troubleshooter for window vaulting with half numerical values.

  • @DaddyMyers_Mori said:

    Damn, that was painful to watch.

    I can't be bothered to deal with this. So I'll just keep doing my part and have a break.

    i did not see anything wrong. the guy is facing an experienced survivor squad while being middle road player with less experience. this is like survivor loading into a match and the killer killing them in 3 hooks in 2 minutes because they did not know how to play survivor.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512830#Comment_3512830

    You're coming from a blatantly false premise.

    Blight and nurse are not "balanced" for any kind of skill level , if you nerf C33 or Alc ring, blight WOULD be balanced for top level play and the other 99% of blight players wouldn't even notice the changes because they didn't know how to abuse the addons either way. Thats the whole premise of the trickle down balancing system.

    The community all agrees that demogorgon is one of the most balanced killers in the game. however, if you put an experienced demo player vs baby survivors, of course it would seem like demo is busted beyond belief. does this mean demo is overpowered? lmao no.

    and yet that is the entire premise of your argument "if u put skill killa vs nub survivor then killa is not balanse!!1!1"

    For DBD to be properly "balanced" no side should have basic mechanics / perks / powers that an experienced player can abuse/exploit in order to artificially "increase" their "skill level".

    ------

    Again, because this needs to be drilled into your head, stop trying to make arguments based on "if skilled killer faces baby survivor it means the killer is not balanced!!" no, thats not a character balance issue, thats a matchmaking issue. once you reach the MMR bracket where players dont know how to counter an addon, you'll also be at the skill bracket where people dont know how to get value of said add on.

    For DBD to be properly "balanced" no side should have basic mechanics / perks / powers that an experienced player can abuse/exploit in order to artificially "increase" their "skill level".

    ok. apply that logic to demo's add-on. demo's add-on artificially increased his power-level because it allowed experienced killer players to utilize information to get value out of his portals. as a result, the demo player would have an artificially "increase" to their "skill-level". as a result, the add-on was changed in accordance to your logic.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512780#Comment_3512780

    I've seen people playing Xenomorph on the ptb destroy turrets without losing runner mode. It's close, but it looks possible to destroy turrets without losing runner.

    you cannot m1 a well-placed turret without yellow helmet add-on. the killer has add-on dependency to counter something that does not need to be in the kit. if those turret were any stronger, they'd be bully simulator like ptb singularity emp. if you use m2, you get significant cooldown allowing survivor to run forward. you do not need add-on for turret to get rid of turrets but turrets are like free mini-health states.

    @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512780#Comment_3512780

    The weird thing is, that some people perform really good with Singularity. I don't know how they do it because I have the same problem. I do a bunch of stuff and then my power is disabled. But some people do get really good results.

    On the PTB it didn't look too terrible for Xenomorph. At least to me. But it will probably come down to the killer playing very careful around certain loops that might block vision from the turrets. We'll see how that goes.

    singularity is war of attrition emp for the killer. you squeeze camera infection hits to attempt to make survivor waste emp's. it is really annoying gameplay. it is like passive secondary slowdown objective for killer like reverse wesker infections. survivor can tap crates to speed-up emp process to spam emp's but that means that they are not on generators so you get a small amount of gen defence for large killer effort. tendency killer gameplay is unlikely to be popular because there are killer with higher reward with 0 drawbacks.

    @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512843#Comment_3512843

    This is different, because Sabotage is not a built-in counter to Trapper. The mentioned Killers have built-in counters in their Kit. It would be the same if the Survivors can find Metal Detectors against Trapper.

    @Topic:

    The thing is, counters make it possible that the Killer abilities are actually strong. Singularity and Alien would need to be much weaker if you cannot use EMPs or Turrets.

    disagree. both of the mechanics have little reason to exist. they mostly exist for survivor's fun.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/387659/the-threshold-of-entry-for-survivors-is-too-high

    Nobody in their right minds would balance for the "lower skill bracket", if you have to buff a perk or a mechanic so much that a fresh install is able to get consistent value, then as you can image, the "skillful" playerbase will be uncatchable and the game will be miserable for killer players.

    You always balance games around the very best players, because the very best know how to use and abuse every single advantage and trick in the game, and if the game is balanced for top level play, it will as a direct consequence, be balanced for all the other skill levels.

    You always balance games around the very best players, because the very best know how to use and abuse every single advantage and trick in the game, and if the game is balanced for top level play, it will as a direct consequence, be balanced for all the other skill levels.

    that is not true. a killer that is balanced for top-level play might not be balanced for lower-level of play. for example, a player who is adapt at successfully outplaying blight with alchemist ring might be fine with said add-on but a low to middle-level play who constantly get hit by blight rush will be obliterated by the add-on.

    this also applies reverse. trapper might have great kill-rate for newcomers and middle-level of players but may perform terribly against 4 man SWF that optimizes survivor gameplay to the max.

    Nobody in their right minds would balance for the "lower skill bracket", if you have to buff a perk or a mechanic so much that a fresh install is able to get consistent value, then as you can image, the "skillful" playerbase will be uncatchable and the game will be miserable for killer players.

    so supaalf playing nurse should not be winning all his games as nurse because he is good at said killer? maybe we should nerf nurse until supaalf starts consistently losing at nurse. now apply that logic to survivor. you want nerf something because survivor is using the mechanic properly. you are suppose to get rewarded when you play better than your opponent....

  • @AhoyWolf said:

    We all know why this Perk is bad, so let's get to the point.

    Quick Gambit

    When you are chased by the Killer, Quick Gambit activates.

    • Your Aura is revealed to all other Survivors.
    • After performing a rushed vault you see the Killer's Aura for 1/2/3 seconds.

    From really bad to quite good, gives you information during a chase so you can last longer, other teammates see your Aura which they can use to avoid you, also works with the Perks description.

    not the design of the perk. the design of the perk is to grant 8% bonus repair speed when in the chase. the drawback of 24 meters is bad and needs changing.

    "after performing a rushed vault, you see killer's aura for 1/2/3 seconds." is new perk idea.

  • @Dinoraptus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512064#Comment_3512064

    Not everything in this game has direct counter-play for sure, but the fact that once the pallet is down in shack the tile becomes half as useful as it is because the threat of the pallet is gone, I feel like that makes the tile perfectly fine.

    Survivors rely on distance to continue chases to buy time for their team to do gens, there are some pallets that have to be broken, most pallets don't, survivors need occasional strong tiles to buy more time or they would all go down in 10 seconds.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512359#Comment_3512359

    Just because someone struggles with or doesn't like playing some of the more difficult tiles doesn't mean they are bad, at no point did I say you were bad. But at this point I am wondering what you enjoy about killer if not chasing complex tiles?

    If every tile sucked and survivors were forced to just dumpster a pallet and w-key until they reached the next bad pallet tile would that not be effectively doing the same thing? You are saying autopilot playing is bad, but you also don't want the survivors to loop strong tiles, most players aren't going to loop bad tiles, at least not for very long. You are essentially asking for the game to be w-keying in a straight line until the survivor does down.

    survivors need occasional strong tiles to buy more time or they would all go down in 10 seconds.

    survivor should need to win mindgames to make a tile strong. not get a strong tile for free. they're suppose to go down in 10 seconds when they play the tile poorly.

    Not everything in this game has direct counter-play for sure, but the fact that once the pallet is down in shack the tile becomes half as useful as it is because the threat of the pallet is gone

    the window is still useful even after pallet has been thrown. the problem that occurs with window is entity blocker and bloodlust. you are near guaranteed to be hit once enough bloodlust has been build-up. now your starting to unpack the problem. entity blockers does not exist for that window. it exists for garden of joy and mother dwelling infinity-type windows. bloodlust exists to counter running forward but it fails achieve that because of pallets like the shack and other tile-sets being too safe.

    You are essentially asking for the game to be w-keying in a straight line until the survivor does down.

    those types of pallet promote exactly that type of gameplay you described. break every pallet until the map has no pallets into bloodlust w-key downs.

    Survivors rely on distance to continue chases to buy time for their team to do gens

    killers rely on hooks. those pallets slowdown hooks. perhaps killer should get a random luck-based mechanic where every time he hooks someone, there is 25% chance that he gets 2 hook-states for 1 hook. the difference between this mechanic and god-pallet is that one of them is RNG and the other is consistently present on every map. If you ever wondered why gens take so long to complete, your answer is in these pallets and certain windows. the certain windows often have breakable wall to address the problem but some do not.

  • @Nos37 said:

    I want to play Jane without having to equip Distortion. Everytime I play her without it I'm the first one chased, downed shortly after, targeted over others because I already have a hook stage, and then I see Lethal Pursuer on the killer's perks at the end of the match.

    I don't know what it is. Killer sees Jane, killer must chase.

    killer sees that your weak link in the chase so naturally the killer will go after weaker players in chase. the whole reason to run aura perks is to find and eliminate weak links on the team as quickly as possible. the weak links are often players on death hook so aura is used to find the survivor on death hook as well.

    if your not confident at the chase, consider running anti-tracking perks to avoid detection.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512178#Comment_3512178

    Yes Blight does have a cool-down but you can still make distance and get an M1 hit. You can't with Slinger because missing makes you lose distance.

    Nurse does not come anywhere near close to the most severe punishment. Her fatigue is short, she recharges her power during the fatigue, and the other token only takes 3 seconds and then she's back on your ass again. She has very little down time. Plus she still made distance and your are closer to the survivor you are chasing and should be able to get a hit next time. For the strongest killer in the game that can ignore everything in the game, her punishment is not that bad. Legion's fatigue is longer and more punishing than hers.

    And unlike Slinger, Nurse and Blight don't have to worry about landing their power and still not getting a hit.

    A miss play is far more punishing for Slinger than Nurse and Blight. He loses tons of distance from a miss, his power is hard to land, and you aren't guaranteed to get a hit in. Yes the punishment is out of proportion to his power.

    that is intended design of slinger. he is suppose to lose distance for missing. when you say blight can make distance and still get an m1 hit, I think you are referring to his 115% vs 110% m/s. deathslinger has 110% m/s because he is suppose to have a perpetual mindgames with his gun where survivor is suppose to make a prediction guess for when he is going to fire. the summary is that if you sway-left to right excessively, you lose distance as survivor because your not walking in a straight line while moving in a straight means that the deathslinger gets an easier shot.

    The problem is that you do not need to ever strafe because you can hear his ads and keep running forward and when he fires, you side-step left or right on reaction. there is no mindgames or prediction required. you can react to his shot as long you are 12+ meter away from him and you will be past 12 meters because he is 110% m/s. his gun has tiny hitbox and it is not hitscan so the it is gun entirely possible react to the gun. getting hit by his gun is entirely on survivor making mistakes.

    Nurse and Blight don't have to worry about landing their power and still not getting a hit.

    nurse relies entirely on your ability. I have zero clue what level of survivors your playing against where nurse is getting m1 hits as 96% m/s. Blight relies on the ability but less than nurse.

  • @BlightedDolphin said:

    As someone who plays a lot of Deathslinger, YES! You reload so much that Warden's Keys feels mandatory against a good team.

    Even just making his brown reload add on base kit would be nice.

    And then of course give him an add on pass as his add ons are all awful except the reload ones.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512122#Comment_3512122

    Misusing your power should be punishable, I agree, but Deathslinger's punishment is massively out of proportion to the strength and difficulty of his power. A single miss can cost you the entire game. And even if you land the shot, you still aren't guaranteed a hit. And if you do hit them you still need to reload.

    Nurse and Blight have less punishment than him AND don't have to manually reload after each use.

    blight depends on number of charges but he does have cooldown if he misses all 5 of them. nurse has arguably most severe punishment in the entire game because she is 96% with fixed blink cooldown. I disagree on both accounts.

    Deathslinger's punishment is massively out of proportion to the strength and difficulty of his power.

    his punishment is align with his power. what is not align in his power is his gun strength and large counter-play towards the gun which accounts into artificial difficulty. that is just balance problem with his power(too weak).

  • @averagemikaelamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510748#Comment_3510748

    I think once we get an anti 3 gen system it'd be fine. Unlike CoB/OC it actually needs a down.

    it was not designed to be aura perk. it was designed to be incapacitation perk. it likely did not need to be 25 second of incap. it would be fine if the 10 second aura is converted into 10 second of incap.

  • your missing shots so you should get punished as killer for ineffective power usage. he is high skill killer but the gun has too much counter-play on survivor end along with too high terror radius with 110% m/s making pre-running gens too effective.

  • @hmeekins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511055#Comment_3511055

    How would him being able to destroy his portals buff his three-gen?

    he can play 3 portals on best 3 gen then use rest of portals to pressure the map. once all other gens are completed, the portals that are randomly scattered on the map become dead portals so by allowing him to destroy it, your buffing 3 gen because he relocate them to strength his 3 gen. that is what @Trollinmon is talking about. to be fair, that is the most optimal way to play him anyway. all the killer that have props or trap-like abilities end up having a territorial play-style from very start of the game.

    demo needs full rework but there is no incentive to do that because he makes 0 money so it is waste of resources. he will remain as a relic killer.

  • @Nos37 said:

    What I mean is that there are two extremes:

    • Current version, where Resurgence grants 8 of the 16 charges needed to be fully healed and hemmorhage immediately drains the 8 charges.
    • and immunity, where Resurgence grants 8 of the 16 charges and hemmorhage doesn't drain them at all.

    The changes I proposed are in the middle:

    • Resurgence grants 0 healing charges, but it reduces the number needed to 8, and hemmorhage can still drain any of those 8 charges if the killer manages to interrupt before the heal is completed.

    hemorrhage is specifically designed in the current form to counter those perks. hemorrhage is anti-heal effect. it is meant to counter those partial healing perks. it is arguably the prime functionality of the status effect. the secondary effect of regressing healing is somewhat secondary.

  • @Dinoraptus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512003#Comment_3512003

    You don't have to rely on chase perks to be an effective killer though. You are acting like shack itself is losing you games, it isn't. Shack is 1000% playable, and winnable without any aid on literally every killer in the game. You just have to actually play the tile. Some tiles are more difficult to chase than others, sure.

    Bamboozle IS an extra edge, it helps you force the pallet faster because it essentially has no counter other than dropping the pallet or getting hit and w keying to elsewhere. You don't NEED bamboozle to win shack chases, you don't even need it to win them quickly. I was only mentioning it as a useful perk for someone who is having trouble with shack.

    From the sounds of the people on this thread you guys want every tile to be a Z or TL wall instead of learning how to play around tiles. Killer isn't that difficult, I promise you.

    you don't need chase perks if your opponent is ineffective at looping. the shack itself is part of losing you games. to lose the game, you need number of small losses to lose. shack is guaranteed small loss. build-up large amount of small losses results in a full loss. there is nothing to play at the tile. the survivor is full control vs m1 killer. that is entire problem. there is difference between harder to play and impossible to play.

    bamboozle is not winning the tile. bamboozle is speeding up the small loss of the tile. enduring spirit fury the pallet and getting the hit is winning the tile.

    An example for bamboozle is garden of joy main house. you cannot win the window as m1 killer. you need to follow the survivor by vaulting window and wait for entity blocker to block the window. To speed-up the process, you need use bamboozle to block the window to prevent effectiveness of the window. bamboozle is not optional extra edge. it is mandatory perk to deal with that tile.

    the equivalency for this on survivor is resilience unlocking the ability to fast vault a window. Imagine trying to play T-L wall on survivor without the ability to fast vault a window. that is what bamboozle is for garden of joy house window. your not getting an optional extra edge. your forcing mandatory perk for m1 killer to mitigate a problematic loss for the killer. This same problem exists for pallets with pallet breaking and running forward for survivor. you just need to use different perks and analogies to explain a similar problem.

  • @Dinoraptus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511950#Comment_3511950

    The tile is playable by default, having to use a perk slot to force the pallet faster isn't bad design.

    The ability to remove good tile pallets quicker SHOULD be a perk, that is an insanely strong ability. Survivor resources are limited, part of the survivor gameplay loop is preservation of these resources, that is why loops are reuseable, if you want to ignore that, then you should have to run a perk to do it, or you should have to play out the tile.

    breaking pallet =/ is not counter-play. the tile is not playable. the pallet is free second chance with 0 risks or any repercussions. the window is playable but relies on survivor to make a mistake. that is essential problem with most of dbd pallet design in the game for m1 killer's. the other aspect is that killers should not rely on chase perks to be effective killers. they should be optional bonuses that give you an edge in the chase just like survivor perks.

    --------

    you can write a 4-5 page essay on every loop on every map for how many problematic pallets there are for m1 killers. that looks like a good job otz to showcase every loop in dbd for strength level of each pallet and window. he'd be making 10 hour long video with that. shack, jungle gym and that long-wall pallet are prime examples of pallets that need balancing so both sides have gameplay. this is disregarding specific maps like Gideon or filler pallets in every map that might also need adjusting.

  • 800 games is too small of a sample size. you have to wait for BVHR annual data to give you census of how 0-1-2-3-4 win-rates of killers and their pick-rate.

    if you take new player experience of this sample size, he wins around 34% of the time and survivor wins 76% of the time. this is just means that he's hard killer for new brand new players to get into. he might be ok for middle and higher level.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509467#Comment_3509467

    I feel like you don't remember the original version if your saying this. The original version ONLY had the aura reading during travel and only for injured survivors. There was no 3 seconds of aura reading after.

    yes that was another buff to the add-on. the global aura reading is good because you can teleport to a wrong portal, see someone on another gen then teleport to that portal. portals are so much more rewarding to use. sucks that changes makes demo portals less fun to use.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509300#Comment_3509300

    The Plague addon requires survivors to be sick. The Demo addon instead was just a map wide aura read on demand. This nerf is leaving the addon in a good state, but now it has SOME requirement. You still get a map wide aura reading during the travel phase.

    its in worse state then before it was buffed. the add-on used to work only when injured but they decided to buff it because demo player were not using his portals at all. in fact many player still do not use his portals because the reward is so bad for using them that this is only add-on that makes it rewarding to use portals. by weakening it, you remove reward for using his kit.

  • @Th3Nightmare said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507786#Comment_3507786

    I think that the current Freddy Krueger loses the TOTAL essence of what Freddy is, personally, if I were a developer, I would investigate another way to do it as FAIR as possible but still what it was BEFORE, because the old one was Freddy Krueger.

    they did say that freddy will get some changes. i think they should take some of old freddy parts and some of new freddy parts and put them together.

    @Ayodam said:

    I like it thematically but, correct me if I’m wrong, the gist of this is Kruger is basically invisible and able to hit survivors while invisible. There’s a reason Wraith can’t do that. It would need some sort of counter other than a random other person doing a side quest to help you, or the killer injuring/hooking you.

    laughs at old spirit

  • clown in general is not fun to play even with your own meta build. i never understood why otz said gideon is strong and fun map for killer. against good teams, it is polar opposite. it is unfun and hyper powerful looping map for survivor. you take any bad choices on that map vs good teams and you lose. I have experienced that moment in the video on that map many times.

  • i think there is major skill issue if your unable to down survivors with play with your food 3 stacks and bloodlust 3. MFT is 3%. not 30%.

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