Elan
Elan
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@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106036#Comment_4106036
Yeah end game saves are fun, especially in solo queue when nobody owes you anything but the whole team comes to attempt a rescue. Unfortunately it may happen less again now.
I don't want to be cringe, but you know that borrowed time and babysitter work in endgame right?
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I still think there should be no unhook protection in EGC.
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@djhzdgkzjdhfg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105796#Comment_4105796
Dude, not everyone has more than 8 hours a day to play computer games
What does playtime of any killer has common with their strenght? You won't master killers like Pinhead, Nurse or Pig in matter of hours either and people play them.
Btw speaking of Judgy's difficulty she negates whole game mechanics. She can't be easy to play. The killer instinct might be base kit, that's right but her overall power is fun and has learning curve.
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With adjustments with Jason's add ons he's fine now.
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@Domicci said:
I keep seeing people call these toxic but all these are, are just ways to play to game effectively they are not toxic at all. this would be like calling getting headshots in an fps game toxic. the only in game action that is toxic is giving up under hook because you screwing over 3 other players.
I agree both sides want to win thus they do the best to do so. Bringing best perks, best add ons and rush their objectives asap. Tunneling killers are not toxic, they just want to get advantage of 3v1, so survivors with flashlight and bodyblocking are not toixic they just try to help their teammates. Toxic I can see when killer slugs you and purposely leave you on the ground untill you bleed out ot when survivor is teabagging.
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@Memesis said:
Skill issue, you went down in the first place to the purest of m1 killers. With pallet density you have no excuse to be losing to trapper, hence why he needs buffs.
There are more pallets but they are overall much weaker than they used to. I agree chases against Trapper should take a while but if he has basement build and downs someone there is not much you can do other than running across map so he can't make it into basement. I'd say with a coordinated team those saves may be still possible if every Trapper wouldn't run iri coil.
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Why are people so obsessed to make her easier? Just invest time to playing her, not every killer has to require 1 match to master. She will reward those who do by dominating matches.
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@Artimenius1307 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104538#Comment_4104538
Eeeeh, that doesn't change much, even if he uses sphere, the time it takes to get an item passing by a chest is a single second, that's no time at all. Besides, one of the items will showcase the sphere either way. You make it sound like it takes a minute to get the items, when in reality it's barely 10 second (unless of course you are going out of your way to get the better items which does waste a lot of time but who does that?)
I personally prefered him to have none items rather than those meme counter measures.
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A lot of, not every, killers want 4k and a lot of time you are almost bled out before he downs the last standing survivor. By that point both killer and last standing survivors waste your time. I see no reason why abandon should be changed.
Survivors can abandon if:
→ They are recover or healed from dying state twice without getting hooked.
→ If other players are bots
→ If every survivor is slugged
→ If they are last alive survivors
Kilers can abandon
→ if all remaning survivors are bots
→ If no generator is finished in 10mins
Abandon only is surrender option where your game is lost. A lot of time killers get fast two downs in early game which mostly result in pressure you simply can't recover from.
Scenario: In my latest playtime most of my games were full hex Jasons tunneling someone out and then sitting in OE running around map with deputy's badge then tunneling other survivor resulting in 2v1 scenario with 1-2 gens left mostly where they just stay in OE forever and it's kinda like a lot of players just needed those 4ks and I don't understand why to prolong the frustration by waiting for killer to find you and mori you. I'm just out.
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@SweetbutaPsycho said:
I really dont see why this is specifically a killer issue? Having survivors vavuum pallets from like 10 meters away or having to wait 5 seconds for every animation or not being able to pick up at all just cause their ping suddenly goes bonkers is also just annoying. Played Huntress yesterday against a survivor that fluctuated between 30 and 700ms, which basically means u have to M1 them cause u wont be able to hit them otherwise.
But high ping survivors can be dodged because you them having high ping in the lobby.
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It's nice more people talk about this topic. No one wants to exclude people with high ping from playing the game, but you should be able to decide whether you want to play against them or not. Long ago killer's ping indicator was always in the lobby but they removed it.
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Wraith, Spirit, Huntress, Springtrap, Trickster, Deathslinger, Unknown completely powercrept by a single killer. Notice that most of them are non-licensed.
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The nerf is minor. The perk will still get value while perks like dramaturgy and smash hit would have more room to shine. The perk only affected non-mobility killers who are already weak so most of the high mmr matches it won't affect at all while also provide room for potential new exhaustion perks in the future. I still believe that perks like languid touch and mindbreaker make those perks useless but I understand that no one want to run same perk every match to counter single perk.
Edit: Pinpointed well. Balanced landing and Lithe should both get 1s less boost as sprint burst.
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@Xendritch said:
The only way you're hooking the same person 5 times is if you're hard tunneling.
Do you wanna talk about why you're hard tunneling?
I agree. I heavily support any anti-tunnel tool while still hoping for killer's incentive to not tunnel. If they start with some minor like 5 % extra kick damage per fresh hook it would do something at least. I really liked the PTB where killer had no feedback on whether survivor was unhooked or not which made tunneling only effective if you stood at hook wasting and losing your own pressure. The way to implement best antitunnel is to make survivor off hook invincible for brief moment while unable to weaponize it's effect. If you as killer hook someone now get bonus BP and extra damage you would less likely try to force 3v1 asap, it won't remove tunneling but might at least reduce it.
My issues as killer main:
→ Gen perks vs no gen perks have massive impact on the outcome. There should be some basic slowdown support while gen perks shouldn't be as needed neither as oppressive sometimes
→ Killers can't compete same survivors on same maps because insane strenght diversity (Nurse on Badham who cares, Skull Merchant on Badham gg)
→ Tunneling someone for comeback tool shouldn't be affected, only hard-tunneling (meaning killer purposely goes after same person since first chase)
So if the game becomes more antitunnel friendly while providing killers benefints for not doing so, both sides would be happy. Tbh, antitunnel I'd ignore the unhook protection and make the og antitunnel idea where the survivor was hidden and killer was notified 10s after they were unhooked. For the killers I'd start with following…
Upon fresh hook, killers get…
→ extra 2500 BP
→ extra 5/10/15 % damage per next gen they manually kick
5 % - Nurse, Blight, Dracula, Krasue, Hillbilly, Ghoul, Jason, Oni, Spirit
10 % - Plague, Knight, Deathslinger, Chuky…
15 % - Trapper, Ghostface, Pig, Skull Merchant, Hag
→ aura reveal on every survivor who are further than 32m and have less hook stages than current survivor hooked
If any survivor dies before 4th hook stage, all incentives are disabled for the remainder of the trial
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The Shoulder The Burden is a hot take. While it's similiar to duty of care when it grows being fundamentaly broken in coordinated team running it on every suvivors in most games it won't do much and has higher risk than reward.
The only good way to use the perk is to use it on someone who has been hooked twice while you haven't been hooked yet. Meaning that it has the deliverence syndrome where if you get hooked first the perk is unusable, in this case you shouln't use it at all. If the killer is smart, he will go after the shoulder player to get him death hook instead of the tunneled guy. While I see that perk rarely on both sides I don't think that it's problematic full potential affects more than 0.01 % of the games. The issue I have is that it's very strong effect, distributing hooks for 40s exposed while treacherous crows and weaving spiders cause permanent broken. While For the people cause 60s broken, deliverence cause 120s broken. The expose itself doesn't seem enough risk on it's own, it's the fact that the shoulder player put big target on themselves and tbh most casual players and solo players won't risk their games for random player. The change I would like to see to shoulder the burden are conditions to use it.
→ Perk can be only used once per hooked survivor
The side effect of shoulder the burden is a way to troll to get out of the games faster where you can literally die in 1min to cheese the go next prevention.
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All the future granny mains reunited. I'm just dissapointed from Aurora's voicelines as she's elderly woman who survived apocalypse but act like mean teenage girl. Well, hope for voiceline toggle.
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Hexes need overhaul to be ruin/devour hope level so they actually worth the risk or work like two can play where you can activate them multiple times.
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Ignored.
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@Star99er said:
After the community voted original chapter it got me thinking. What they tried an event mode that let players vote on balance changes for Perks, Items, add-ons, offerings, Killers and then you could play those changes in a limited time game mode like Chaos Shuffle. Obviously these wouldn’t be finalized into the regular game unless the Devs like them and they get a lot of positive feedback.
To be fair… they changed themselves a lot of chapter. From Aurora's questionable surname, akward voicelines to Judgment esthetics.
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@Wezqu said:
Endgame hook camping is not an issue its the only pressure killer has at that point of the match and its intentional that anti-camp does not work on endgame. You are trying to fix something that is not meant to be fixed as its working as designed.
and what is the logic of the 2nd stage thing anyway. You think survivors would have to have way easier time to save someone from hook on second stage? That does not make any sense.
There shoud be no protection in the endgame at all tbh.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104503#Comment_4104503
mage hand haste is really nice to have I find lol
Any Lich who has at least 1hr in the game will use sphere on you. Don't make yourself believe that any magical item worths.
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Tips are just ignore his chests and never crouch a skulls in a loop if you don't have a few meters distance.
People looting his chests wasting so much time just to find a single usefull anti-mage hand item that is still disabled by a sphere.
Please just ignore his chests they are not worth your time at all.
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Tbh Leatherface is so bad of a killer that removing his camping ability would make him a survivor.
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@GoodBoyKaru said:
I've literally just done a post on how I'd change Boons to make them more relevant again, but there are a couple more changes I'd make (not talking about the perks already receiving changes, as I'd like to see how they settle in the meta first).
Pain Resonance:
- Begin the Trial with 4 Tokens. Whenever a Survivor is hooked on a Scourge Hook, consume 1 Token to cause the Generator with the most progress to Explode, lose 11%/13%/15% progress, and begin regressing.
- Reduced total damage to 15%.
- Removed requirement to unique hook to activate; now the first 4 hooks on a scourge hook trigger this perk
- Once all Survivors have been Unique Hooked, if all Survivors remain alive, replenish this Perk's Token count. This effect can be triggered once per trial.
- New effect.
Lithe:
- Press the Activate Ability 1 Button while running, not exhausted, and by a Window to perform a Rushed Vault, after which you gain 50% Haste for 2 seconds.
- Reduced haste from 3s to 2s
- In-turn, made it trigger-able, instead of being activated the first time a vault is performed
- This grants Exhaustion for 60/50/40 seconds.
Finesse:
- Perform fast-vaults 20% quicker.
- Removed injured requirement.
- 40s/35s/30s cooldown.
Shoulder the Burden:
- Now grants Exposed permanently until having been put into the Dying State by a Killer 3/2/1 time(s).
- Instead of being exposed for 60/50/40s, this is now permanent until damaged by the killer, applying more pressure on the survivor who uses this perk and removing its synergy with vigil outright.
Specialist:
- Whenever you rummage or unlock a Chest or cleanse or bless a Totem, gain 1 Token, up to a maximum of 6.
- Added the condition of cleansing or booning totems.
- While repairing a generator, hitting a great Skill Check spends all Tokens.
- For each Token spent, the Generator gains 2/3/4 Permanent Charges
- Changed the effect from reducing overall charges needed to granting charges which cannot be regressed, but which leaves the generator at requiring 90 charges to complete.
Fast-Track
- Unhooking another Survivor grants 1 Token, up to a maximum of 1/2/3.
- While repairing, hitting a great Skill Check spends all Tokens.
- For each Token spent, the Generator gains 5 Permanent Charges.
- Same deal as Specialist above.
Unrelated to perks, I'd also add back BBQ's old BP bonus but as a permanent incentive to unique hook:
- Whenever you perform a Unique Hook, increase the bloodpoints earned at the end of the Trial by 25%, up to a maximum of 300%.
- Hooking the same Survivor twice in a row, without downing another Survivor in that time, reduces this bonus by 25%.
- This bonus cannot go below 0%.
I'm not quite sure. I think pain res on it's own is very good and simply provable by it being most picked perk on killer side for 3 years each month. Same as windows. I believe that the nature of perk is fine, however it needs to not synergize with perks such as dms and grim. Eruption was nerfed for survivors being unable to work on gens for 20s while dms and pain res is even harder while lasting for a bit too long. You'd say they may just remove scream which they have tried yet the perks that work on skillchecks went crazy - merciless storm for example.
I don't think Lithe needs activation + nerf. It does what it can and out of chase you won't fast vault anyway. If we talk about reducing the effect off all exhaustion perks by 1s that's completely different story.
Shoulder of Burden is the Xenomorph situation where it's fundamentaly broken but so underused and hard to pull off in solo that even when the nature of the perk is strong it won't do much in regular matches. It can only be used effetively if you are not hooked before using it while also using it with other antitunnel otherwise you become new hot target. While Shoulder can potentially be cheesed it won't be a case in 99.99999 % of the swf matches.
Fast track and specialist I don't understand your point.
- Begin the Trial with 4 Tokens. Whenever a Survivor is hooked on a Scourge Hook, consume 1 Token to cause the Generator with the most progress to Explode, lose 11%/13%/15% progress, and begin regressing.
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I actually like it. After last killers being very low-skilled we finnaly get killer who requires some mastery.
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Killers complaining about survivors prolonging game by teabaging in exit gate and survivors complaining about killers prolonging game for 4k
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I would like new scourges.
Compromised gens need ovehaul. If it works on stopping regression it'd be way more valuable.
New boons please, not crap like illumination and Steadfast though
Rework and add new invocations. Make it so instead of permanent broken you gain hook stage and bump up the weaving spiders to 15 % and Crows to 5s reveal and remove tr requirement.
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@GentlemanFridge said:
The issue tends to be that, to cause a meta shake-up, the meta needs to, be, well, shaken up.
That means either the meta needs nerfs, which will be met with resistance, or other perks need to be buffed, which will be met with resistance.
Or new perks need to trump the meta, which… you get my point.
But that's the point surely. Killers only get Henry's perks that manage to enter the meta. While survivors also had a a little contenders. Five moves ahead are decent, lend a hand is cool. But otherwise truly nothing crazy. I believe every perk should be a viable pick rather than a nieche or meme. Whispers, let's say… if they make it so it every 30s reveals auras in your TR it would be way better.
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103334#Comment_4103334
Pallet density added pallets that are easy to play around.
Anti-FACEcamp update is what you mean. Killer can still proxy camp.
Also you shouldn't camp, you don't make pressure on the map if you do that. 2 people are on a gen and 3rd is hiding to make last second trade.Anti-tunnel was never on live servers.
POP was changed but is a great perk now.
Painres was giving too much value, eruption was miserable to go against.
Skull merchant and kicking limit was direct nerf because people would abuse her and 3gen tactic.
This made matches miserable for 4 surviviors.
Matches would take up to 60 minutes without real way to fight back.
Surviviors had to literally let killer kill them to go next.Knight had no counterplay, chucky was impossible to loop - hits were guaranteed, blight was too free and strong (good blights still win most of the games).
Everything that happened to killers was justified.
Knight is a hot take because…
He only had one guard to spawn, couldnt cycle through them. They hunted for 12s total, carnifex for 24s. So the only way to play him was to instapop the guard in the loop because no guard was ever able to get a hit.
Nowadays Knight can cycle through all his guards, can cancel unspawned guards, can despawn them by melee, got orb visualy removed from survivor pov, got longer trail, faster movement of drawing, beyond 10m his guards are homing onto survivors 2x as long and chase 2x as long, meaning that Jailor who has longest patrol time and speed homed into someone to dissapear 12s without hitting anyone and now he hunts for whole 48s without any add ons, Assasin for 24s and carnifex for 24s meaning that there are most likely getting hits quite often without exhaustion perks or immidiate w and holding w for 48s is boring. Flags used to spawn after 8s, now they spawn after 50 % hunt has happened. Recently they removed the manipulation tech where you touched the wall and window to confuse guard path, now they run through predrop pallet what was shadowbuff to Knight + his most insane add on, torch making him undetectable most of the game. Please, as someone who played a lot of Knight, don't tell me he was nerfed because he was gigabuffed.
Diminishing returns killed most off meta and fun builds and it will take ages to rebalance all the perks to make them more viable on their own.
Antitunnel/Anticamp/Antislug update during Krasue PTB was one of the most welcomed changes I was hoping for. I got rewarded for fresh hooks by free aura, extra regression and some faster traversal. But I guess that vocative part of community screaming for stale meta is heared more and reason why we probably never ever will get good perks. Can't imagine perks like power struggle, lucky break, dissolution, franklin's or else to even make it to live in it's current form nowadays. Pick Tapp's Detective Hunch fe. rework it so every time gen is done every survivor will see auras of pallets, windows, gens, totems, exit gates and chests for 20s. It will be good perk, but we are doing small numeric joke buffs instead.
Eruption/Call Of Brine and Overcharge meta was one of most boring meta ever for both sides I tried it out few times and never felt more bored playing killer. Running around three gens, completely ignoring survivors just to kick a gen and run to another gen, making each game min. 40mins untill survivors gave up from boredom while I was also bored af was awfull. No doubt it was one of most killer sided time of the game, but at what cost? Untill one side gets bored enough to give up. While I believe that 8 kick limit might be active in late game, let's say when 2 gens are left, it's still a reasonable change. Because it wasn't only skull merchant. There are currently so many good three gen killers (best will come - yay Judgment), but killers like Singularity, Skull Merchant, Knight, Houndmaster or Ghoul would be able to hold gens untill survivors die from 60mins game cap.
There are so much craps on survivor side, but those are not it.
I don't even think hyperfocus is that great and people still cry for nerf. If they call perks or perk combos like made for this + we gonna life forever, Champion of light, and many others I'll get it. And none side is playing toxic because they are forced to but because they can.
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Killer doesn't have any crow perk that reveals aura unless you run laguid touch + overwhelming presence. Spies from shadows only show locations of crows that were disturbed and most likely will be reworked in November patch. Survivors have two crow perks. Calm spirit prevents alerting crows but in exchange for speed debuff on cleansing, searchin and somethin else, I'm not sure. This one will also be most likely changed in upcoming midchapter. Second perk is invocation: treacherous crows but is so bad that it shouldn't exist at all. With calm spirit it gets some nieche value. I believe crows offer options for perks and offerings that might actually be quite interesting.
Fe.
- Disturbing crow grants elusive for 0.5s
- When survivor disturbs crow killer gets 5 % haste for 3s
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It's same as pyramid head you make choice whether you want to hook and utilize perks or just send away possibly for instant save. I feel that she's not meant to play by sending everyone to exile but use it when it's advantegous. Plus from what I've seen only two pillars can be used to save. Zelaous might last longer though, 90s.
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Slugging creates more snowball than hooking, it is what it is.
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i still feel like people forgot diminished exist. How is Boon:Steafast any good? Bless time for 10 % and any other perk will be diminished. I saw somone saying steadfast with overzealous will be busted no. It will be diminished and result with 15 % max speed. I'm not fan of repair perks but those new perks whould be good enough to compete the meta so they can focus on older perks rather than increasing amount of joke perks. If the only effect of the perk was to hide aura of gens in range it would be 100 % better while still meh.
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I'm overall dissapointed from the chapter. Visually it looks awesome but, perks got voted and they are lackluster… They want to home in on diverse meta but keep releasing awfull perks.
Judgment:
Obsession perk - probably the best one while still not so good. Perk shows obsession if further than 40m, otherwise someone furtherst become obsession. Perk can show obsession every 30s without any range requirement and still be mid.
Gen perk - for each charge it has it regresses 2 % faster, meaning gen with 70 charges will regress 240 % with a cooldown. But unless you hold some gens it won't matter as survivors will stop it asap so why run it over ruin, eruption, overcharge or whatever? If they just make that each 10 % completed on gen will result in 2 % more damage = 50 % done gens would immidiately lose 20 charges the perk might see some use, but over other gens perks that are meta non contender at all.
Hex: haste - got buffed from 25 % to 15 % while this is fine it's hex anyway and with vigil and sb nerf it will give way less value as lithe forces killers to go around window alrady losing distance. This doesn't count to haste after being hit btw for some reason.
Aurora:
Chase perk - if you start chase you see other players for 3s and they see you and killer for 5s (what is this perk?) Quick gambit which is already underused perk reveals players all the time, give them gen boost. This perk needs gigabuffs to be at least nieche. When you start chase you see other survivors aura for 12s and they see yours and killers aura for 10s
Gen perk - done perk gives token each token = 5 % haste for 2s and 20 % healing progress… just worse adrenaline that gives you something in the mid game but it's not worth over tens of much better healing and distance perks. They can probably leave it as is but this perk won't be popular either it will be in "come and get me" class where the perk has it's value but won't result in anything else than nieche scenarios where you finish healing when killer tunneles you from gen, then someone pops last gen you get healed again and people will complain like it was with old adrenaline. The most bizare scenarios will be extremely frustrating for the killer while the perk would still be okish at best.
Boon: waste your time - set a boon to repair 10 % faster and make gen regress 50 % slower… mamma mia, this result in 9s less gen time if you work uninterrupted + 12s blessing a totem. Just run deja vu and you will do better without wasting time while also preventing three gens. This boon is a joke even when combined with illumination. The perk supposed to remove permanent progress, that's what community voted for and we got boon: waste your time to get slightly better repair speed Such a shame, we haven't got good boon since Jonah and only two boons were added and they both suck.
Mori - dissapointed, not what we voted for.
Cosmetic - dissapointed not what we voted for.
On top of that killer looks so hard to play that she will most likely result in under 1 % pick rate very soon. Poor god girl.
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Make her:
→ 4.6
→ Triggered traps give 10 % hindred
→ She has 30s cooldown to teleport to any chosen trap
With these she migh be more viable, current Hag is all about getting someone into basement and set as many traps around as possible.
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@SpyUA said:
Lights out was supposed to be a pure skilled game mode with no perks, items or add-ons but bhvr decided it's worth to add WoO to survivors and remove skill from survivors, it's easy to loop with WoO.
If you compare it to Dredge's nightfall it truly isn't about skill to get into a loop. The RNG is different, you can't see any loop neither hear the killer. Lights out been always pretty killer sided mode and I think that adding woo won't be that bad because you will be in advatage of killers with dashes, antiloops etc. while survivors won't have anything, no haste perks, no second chance perks, ne gen perks. Lights out even with WOO will still be probably the most killer sided mode and it's fine.
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103564#Comment_4103564
Its because they are more selfish. They arnt wasting time trying to unhook infront of the killer they are doing gens and progressing the game.
I alwas go for endgame saves or try to help the team despite I believe I might have much higher escape rate. Europa is quite altruistic, that's why even kill rate is expected to be higher because if team let's one person die for 3 out without hesitation you also expect higher escape rate.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103587#Comment_4103587
Jason's kill rate has dropped since the stats were created, its in a much more regular spot right now. Krasue's didn't - hers was stronger. Not saying that maybe too much was nerfed on her, but her kill rate was pretty high.
I see that as obvious as Krasue has very low skill-expression to do well overall. Not really atm as she got nerfed hard but she used to be very simple to play while extremely powerfull. And killers that are naturally strong and also have low skill-floor aren't good additions tbh.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103571#Comment_4103571
The important point I do want to emphasize regarding The Slasher is that these stats only take into account his first 2 weeks in the game. During this time, players were still very much figuring out his counterplay, which likely had an impact on his kill rate. Rest assured, we're continuing to monitor his kill rate over time to see how this evolves.
That is not correct I'm sorry. Same as counterplay it's also a step to learn the killer and Jason has so many tools to learn that he completely powercrept half the killers which is obvious when killer has insane and infinite map traversal, free detection on anyone who tries to play the actual game and on top of that you get hit most of time because you can't see him so you don't know where he teleports too, if you are in the pallet you can't stun him because he blocks it and if you predrop pallets it doesn't matter because despite everyone complaining about pallet density he has extra 50 % prebroken pallets to have even more insane teleports. If that all isn't enough he has insanely tiny hit projectile allowing him to damage people through the smallest cracks and over taller loops and if it's still not enough he also autohit anyone closeby while coming into omnipresent evil. And as cherry on top he gets insane debuffs and advantages simply by entering his power that he can spam every 12s. Since the Jason came out everyone is playing deputy's badge and sauna rock those even after nerfs are still massive effects for free, simply just because you play Jason. Now play Spirit, Springtrap, Wraith, Deathslinger, Trickster, Onryo or many others when you can Pick Jason who has multikit that is better in every aspect than full kit of other killers.
Edit: Also make a count that Jason brought a lot of players, so you would actually expect him to have much lower kill rate bor being quite complex while also attractive to begginers.
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80 % I predrop is because killers have 80+ ping but I get your point.
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I think that their original idea was good, the one where:
After being unhook you:
→ gain elusive
→ see killer's aura
→ lose collision (I'd say we can even add the invincibility instead of endurance - this would prevent two-tapping by bubba, huntress or moris of hook such as from Jason, Vecna…)
→ killer is not notify by loud noise indicator about unhooking
In exchange killers:
→ gain 15 % damage on most progressed gen per fresh hook (if any survivor dies in 4 hooks this is deactivated per rest of the game) note: this system would not interrupt survivor of gen so not supporting dms
→ see auras of any survivor with less hook stages than currently hooked survivor who are at least 20m away (this is deactivated if any survivor dies in 4 hooks)
In addition to that I'd like to see changes to currently unhooking tied perks:
→ Babysitter currently gives 5 % extra haste due to diminished and 30s of elusive (apart from aura) make it 10 % additive haste
→ Off the record gives 40s of all the benefits that unhook protections offer (simple reason solo q where teammates can't or don't want to heal you)
→ Come and get me - longer duration, works on survivors with one and more hook stages so it's used as antitunnel tool rather than give elusive to people in chase
→ Resurgence rework: After being unhooked you gain 100 % self heal speed for 60s
→ Borrower time rework: pretty much what they offered - unhooked survivor gets option to self recover at 100 % speed for 60s after being unhooked - should be deactivated upon being fully healed, in endgame and on conspicious actions
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@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103051#Comment_4103051
I have a soft spot for this perk as well. The only problem with it is that I think the range is perhaps a little bit too far, so it can go off even when the Killer isn't really anywhere near you. So maybe I might make the range slightly shorter (say 24 meters) or add some kind of range indicator to it (maybe it could make a different sound if the Killer is near or far).
But if they were going to change the effect of the perk entirely I'd rather they'd leave it alone.
Me too. Premonition is one of that perk that either can see a small buff or just left as is.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103047#Comment_4103047
Idk which version had every 8 second hit but one version had like 10-12 seconds cooldown on dash with better speed then current version, the strongest was deffinitely og released version with manual scamper, no turn limit with dash scamper and he could hit 180 hits but had like 16-18 seconds cooldown but then he had easy hitd usualy.
Fact is current chicky is not even the half of the best one especialy when his addons got nerfed the best ones.
If you had jump rope on it was about 8s as base cooldown was 10-12s. Og Chuckies were same as iri button legions, they just scampered every pallet and broke it in process while following you.
His rat poison got nerfed the most for good reason, it's why I don't like Nowhere To Hide either. You hide near almost completed gen at the best hiding spot and it doesn't matter.
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I actually love premonition being the only perk that works against every stealth mechanic. It's bad perk but against Jason it's insane. And the theme of the perk isn't that outdated so I hope that they don't ruin it.
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Balance wise if killers can beat top swfs then solo q would become ceomplete nightmare and pretty much pointless to even play. It happens to me too where I go against stacked swf with wglf/made for this or them sitting on gens and also being insane in chase. But now tell me how Pig who will most likely spend half the game getting single hit should be a killer in the same game where ghoul gets free hit from 20m just by pressing m2.
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102957#Comment_4102957
this has not been confirmed and is very likely a fake image. they would’ve told us they had more changes planned for sprint burst but all they told us was the duration nerf.
don’t believe everything you see online.
I believe they said that it's first step and if it will remain problematic it will see changes in future. Fe. Thrill is getting nerfed but they announced it will be part of the 45 perks changes in mid-chapter
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Like I don't understand how laguid touch is not played much. It's insane against exhasution perks.
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I agree. Chucky isn't very good. He got nerfed hard and then powercrept. He has no map mobility, not so crazy antiloop either, he's slow… I defienetly don't want him to go back to state where he had free hit every 8s because that was insanely frustrating but he might see some love. He's decent in hand of very skilled Chucky player but with insane effort while other killers can do the same without even trying much.
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102821#Comment_4102821
I've heard that they acted upon uninstall survey, which mostly were survivior complains - killers slugging, tunneling and camping.
I can't point out exact source tho, so take it with a grain of salt.
You see, that's why I know you watch content creators - they were mad and used words like "demonizing slugging with skull merchant". They were using those same exact words and arguments.
Yes, slugging is very bad. That's why knock out got reworked and coulrophobia is getting nerfs now.
This kind of gameplay is boring, unsatisfying and miserable. Especially on solo queue.
Slugging needs to be addressed. What they are doing is a good thing.Big killer mains said that pallets save was the problem that killers tended to slug (especially on gideon) and now that's not a problem anymore - killer's hitbox can succesfully block surviviors "drop pallet" prompt.
Only occasional slugging for pressure is fine. People were slugging intentionally to bleed people out and this gameplay needed to go.
People DC because it's unfun for them, they have every right to do so.
You can't force people to do what they don't want to do, that's just how world works.
We should be reviewing this issue from the different point - we need to look into why people are DCing.
If people will not have a reason to DC, they won't, it's that simple.
Not enjoying ghoul or jason is valid, DC against plague, doctor or clown is valid.I know that a lot of killer players are very mean, but you can't blame whole killer community. I feel like I'm only killer playing chill and off meta relying on good predictions rather than mean gameplay when I play survivor. But understand the frustration, you play chill and survivors are not pleased by that they are only vocative if you play toxic or lose the game. Like you 2 hooked everyone so you get max points and they mock you for being trash killer. I said them because I played survivor with them that why are they toxic when the killer ran meme build and played extremely uncompetitevly and what do you think? Did they care? No. That's why killers don't care either. They run meta and play mean because they can. If the game direction was less competitive, people would behave otherwise. Like why diminishing returns is delayed for so long? It only forced people of meme builds to run meta that is not diminished at all. Like you run pain res, corrupt, dms and surge and nothing is diminished but my favourite build? Help Wanted, Tinkerer, Machine Learning and Rapid? Completely destroyed. Other of my favourite builds - batteries, rapid, pwyf, game afoot… again completely destroyed. I switched to clock, languid touch, overwhelming presence and unforseen. But why can't I play my favourite perks and builds anymore… just to sweat with meta…
Edit:
And now wait untill next patch. Vigil and Sprint are getting nerfed because killers are lazy to pop on antiexhaustion. Cross-examination got nerfed despite it being completely countered by meme perks such as hysteria or beast of prey so if cross ever become meta it would not work against those perks while already not working against many killers due to their kit. What will happen when chase perks are nerfed? More gen perks will be played and from my killer pov survivors rarely play gen perks. Yeah like deja vu as solo perk or occassionaly hyperfocus stake out but the genrush meta isn't happening. Mostly you see exhaustion perks and antitunnel perks. Resilience is one of my most seen perks as killer. And I'm kinda afraid of future being all based around gens like it happened with killers. I want to pop on invocation without my teammates leaving the lobby when I say I have them. I want to pop on every perk and feel that most game it does something valuable. Let's say if Spies in shadow reveal survivor aura who scared the crow? It would be completely fine perk. If invocations have no downside they would still be okish perks. There are so many options, so many reworks. Insidious fe. - if survivor loses health state you gain 30s undetectable. Would be fine. I truly hope they touch the perks after years of stale.
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Survivors: (Pretty much all the unique mechanic)
Invocation: Spiders - completely remove the broken and bump charges to 15. Travel time to basement, danger of basement and invoke time are already enough downsides. By the time you set that up you can do a single gen + weaving spiders get high value only when rushing to basement early game, uninterupted and without killers have blocking perks. You finish invocation as killer picks up with thrilling tremors and boom, nothing happened for you wasting time.
Invocation: Crows - remove tr requirement, give all survivors calm spirit and bump aura reveal to 4s. Again remove broken.
Boon: Illumination - will now reveal all auras like extraordinary perceptions do (hatch, pallets, windows, chests, gens, teammates, killer, items)
Cross-examination - When you follow light mark, the killer is revealed to you as addition to elusive (now it's more secured perk so it can get buff)
Teamworks - be permanently shown in HUD same as open handed to all survivors
Killers:
Compromised gens - rework it so it activates when someone stops regression and throw cooldown on it, buff help wanted to 40 %
Scourge hook: Hangman's Trick - increase aura reveal to 24m, prevent scourge hooks from being destroyed
Scourge hook: Monstrous Shrine - increase dying speed to 30 %, make it work without you being 24m away and deactivate it if anticamp bar is filled by 30 % and more
Scourge hook: Pain resonance - decrease damage to 10 %, make it work on every hook, remove the boring scream so the forever pain res dms meta ends
Shaking thunder - now decrease stagger, similiar to balanced landing. Upon landing you gain 2 tokens (max 2) that you can spend to increase your lunge