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FellowKillerMain

FellowKillerMain

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  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333464#Comment_3333464

    Your reply makes 0 sense. Doing gens is the objective, not selectively picking one survivor because you don't like the fact that he has TTV in his name or you decided that because it took you more than 2 minutes to get the knock its time to tunnel just him and completely blank everyone else, that's a killer issue and not a survivor issue.

    The only way to fix tunnelling would be to put a cap on it, it would force killers to actually learn how to play the game. It would also hit the root cause of tunnelling, which is the fact that it is way too common for a game that's supposed to have multiple strats when you only see 1 of the so called "strats" in 90% of your games. LIKE WHAT??

    It was a joke to illustrate that the post is just as "out there". They're both pertaining to completing objectives. The circumstance you use doesn't happen every time, and doesn't happen to every survivor, nor every game. That circumstance could be given a killer spin too, "Killing the survivors is the objective, not selectively picking one generator because you don't like the speed or working alone, or you decided that because it took you more than 2 minutes to finish the first gen it's time to tunnel just that one gen and completely forget about the other gens."

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333483#Comment_3333483

    So that's why he needs to be nerfed so casuals can have chance agains't him. At very least his tunneling ability should be nerfed.

    Casuals won't get high enough in MMR to face challenging blights, so why would this be a concern?

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331002#Comment_3331002

    Not every game is agains't 4 good survivors. But if they could put decent/good blights only agains't those top teams then he could be more balanced. Only casual/console blights should be able to play agains't casual/average survivors.

    There are good console blights.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333411#Comment_3333411

    That, and hatch doesn’t count as an escape for survivor. It’s a “null” for them but I believe the 3K or whatever still counts for killers.

    Counting the 3k would skew statistics, too, because the game is balanced for 4v1.

  • @DudelPuma said:

    If someone escapes through the hatch then it counts as an escape and the killer only has 3 kills but the question here is someone dcing I doubt bhvr will count it as a kill which makes the stats useless and not true to reality, I mean your oh so great no skill based MM is also set up like this, Hatch escape = no increase for your MMR only if you do 5 gens and escape through the gate

    bhvr can you please show the statistics how often 5 gens go on and how many then escape there (i.e. only by 5 gens on) and I would also like to see how many times the solo q turns 5 gens on and how many then through the exit gate escape

    The stats are useless no matter how you look at them because we can't see how they collected the data, what populations were used, or anything like that. For all we know kill rates went up solely because they disabled DS after exit gates were powered.

  • Let me put a killer spin on that:

    "Its clear that finishing gens will always be an issue, yes its a "strategy" but it becomes obnoxious when 9/10 games that's all you ever see."

  • @KingFieldShipper said:

    imo if you are losing solely because gen progress is now being shown you might have been going to lose anyways. Stuff like this isn't even the reason why swf is 'strong'.

    Anyways, can we stop the kneejerk reactions? I don't really know why this community can't get through their minds is they are gauging the effectiveness on this information and buffing killers accordingly? Which is, you know, literally what people have been trying to get bhvr to do for years.

    Some killers are probably reeling from the idea of having to wait for potential changes when the last time killers waited for changes, it took something like 2-3 years. Also, just because they're probable does not mean they are guaranteed. Consider grabs, they have never been fixed and those broke over 4 years ago.

  • @Xernoton said:

    Let them implement it. I would like to see what happens. My guess is that the next kill rates will be quite a bit lower than the last, which should lead to further and hopefully more specific killer buffs in return.

    I don't know. I still think kill rate increases were due to the disabling of certain perks during EGC after exit gates are powered. Well, then again this will tell us one way or the other, if kill rates do change.

  • @Firellius said:

    That's not a shadow-buff. Shadow-buffs are mechanical or numerical adjustments that have not been announced or declared. But these perks have not been changed at all.

    Their circumstances have improved, but that's not a shadow buff.

    TIL

  • It was QoL and a buff. I don't need to run perks like kindred or empathy really anymore to keep an idea of certain things going on. Knowing when the killer is in a chase is often times enough to guide a lot of decision making. But, to know WHO they're in a chase with and there's little to no worry.

    As killer, the games go a little faster, but I imagine this will only speed up as people learn to use the info better. I do worry about playing stealth killers again as this is kinda like old Spine Chill for everything going on in the game.

    As for what the devs could give killers? Basekit spies from the shadows and whispers would do me right. Oh, and adding a hook count to the HUD. Oh yeah, and maybe a 5% movement speed boost!!! :P

  • @albertoplus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329763#Comment_3329763

    I dont know if that would be enough. Right now, even if the survivor uses Dead Hard and then throws the pallet, you have a brief moment where you can actually hit him, making him even waste the pallet.

    To be trully balanced on that moment, DH should be just deactivated upon reaching a pallet (and activated again when you leave it). You already have your tool for extending the chase right here, where you can play the minigame and lose or win. If you win the minigame, you extend the chase by using the pallet correctly. If the killer wins. he hits you.

    Even if people dont want to admit, the "meta swap" that BHVR wanted to do with that mid chapter actually worked well for killers but didnt work for survivors. Killers were mostly Ruin + Undying. Ruin got giga nerfed and now it's never seen, and most of the time it was the best perk to combine with Undying because it was having a great effect since the game started. Now that Ruin got nerfed, Undying is not being used as much as before.

    But survivors were mostly Dead Hard + Decisive Strike. DS got also greatly nerfed and now is not being seen that much, but even with the DH change, DH is still being used on 90% of survivors, sometimes even seeing 4 Dead Hards on the game.

    So at the end of the day, the new killer meta can be more or less opressing than the one before with Eruption, but at least the meta changed from "passive regress" to "kick gens", and it's still a change. But survivors keep using Dead Hard on almost every game so the meta swap for them was a failure.

    I like this idea because it brings DH in line with other exhaustion perks that have a limitation on use that's more specific than just your health state. It's like those conditions are a part of the balancing and dead hard doesn't have any, but not being used near pallets would fill that requirement.

  • @Sava18 said:

    When a good blight gets a lot of pressure rolling like that it takes a good chase on the survivors part to get the game back in order. The goes for other killers, but obviously normal killer movements will be done at least twice as fast on blight. Chase - hook - chase - hook - back to previous hook ect. Truly the best way to figure out how to go against blight is to either play him or watch a streamer like LilithOmen (not otz for blight). Blight has the most varied amount of counter play out of any killer in this game, but that doesn't mean any of it is available at a given time. Although double speed blight is rough. Any tile you play when going against a blight you need to look at the outside and be able to understand what collision he has around the tile. Typically it's best to stay on the outside of a tile until you are certain you can get a hit on blight. Even without double speed blight can play shack like he did vs you, if you vault while he's at either door you are forced to take a medium back in and will get hit unless he is slow. Ideally you never let yourself get put into that position. So if you have enough distance to run away from the window as he comes around and you realize he doesn't have collision close enough (or at all) to get you before you make it safety somewhere else you go for it. Another big thing is counting rushes if he starts rushing near you, you can play completely differently if you know how many rushes he has left (2 seconds per token). I know I didn't' help much here, but a lot of my blight knowledge has been learned visually and doesn't come to mind as much as it is reactionary to survivor plays and different tiles.

    A lot of people won't put in the effort to understand blight (which I understand) and can really never know how to play good vs him because of it. So I really would recommend going to watch Lilith. The only downside of watching him is that you might be expecting blights to play good, and take hits for it. That goes for all killers though.

    There are some good tips here. I main killer and play blight sometimes, but I'm on console, so maybe I'll just have to get better with him to better understand. Because you're right, playing killers is the best way to understand them.

    Your point about not putting yourself into that position at the window explains a lot. Now, I'm thinking I was just not paying attention and he ran past me through the pallet door and bounced off a tree there and I jumped back in too soon. Meaning I put myself in the prefect place for him to keep an eye on me, and have me whether I stayed inside or outside.

    Normally I can avoid getting hit for a while. But, this is the first experience I've had where I think I just had no idea what to do. I am going to take your advice and try to get better at blight.

    @Brimp said:

    Yeah what sava said. Also if you know the blight has a tendency to run to a thin obstacle near you on his first rush which he can't attack in then you can attempt a pluto tech. Thats just sitting in front of the tree which more often then not is the obstacle that spawns near shack on window side opposite of the pallet on macmillan (all though I see box tiles spawn sometimes too). This causes the blight to slip off you and cause him to either fatigue or go to another farther tile which causes a 50/50 compared to the guaranteed hit if you didn't pluto.

    This can also work on the short wall tiles around the window on the outside where there's that wall right there. You can stand at the corner near the window and he would slide past you because he cant bump survivors and goes past the tile.

    For a drawing heres what it kind of would look like.

    https://us.v-cdn.net/6030815/uploads/SCEFCI3AC4CZ/image.png

    This is an awesome idea, thank you! Also a good tip for what to look out for when playing blight! lol

    @Murgleïs said:

    Skill issue

    Considering the title of the post, I'm not sure what to say to this, heh.

    @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331029#Comment_3331029

    MMR doesn't work very well but if there is an excess of killers around your mmr you will get matched with them. So if you enjoy a good blight, try to raise it. I would think late afternoon to early evening is prime time for getting matched with what you are looking for, though I could be wrong. Although an actually good blight is probably really rare. There's a good chance that a high mmr is a mediocre blight running c33 or tunneling straight off hook with alch ring.

    Just as I play at 12AM-4AM in hopes of going against the rare truly skilled survivors, only to get matched with marginally more skilled survivors running really strong builds, you may experience the same thing with killers. I don't tunnel because I want to see a survivors full potential in chase starting healed. But at least 95% of the player base don't think like that.

    Unfortunately, the 12 months between Aug 21'-22', the game saw 9 months of population loss, 7 of which were consecutive. I was in that batch and only came back recently in October. No one I knew has come back, and looking at the steam charts, it doesn't look like many have in general. Everyone I used to talk to is playing overwatch, elden ring pvp, fortnite or some culty game like dayz.

  • @rinnai said:

    https://forum.deadbydaylight.com/en/discussion/353348/is-this-fun

    worst patch I've ever seen with this game - escape is like maybe 20% of games if your lucky - devs are too old & out of touch

    It's the devs fault you're not escaping?

  • @HoodedWildKard said:

    I'd be interested to see if OP plays survivor and has to deal with eruption from the other side. Because they certainly sound like a killer main. One who likes to run eruption and win lots of games.

    Eruption is difficult enough for SWFs to counter and is downright crippling for solo q teams. Who have no way to tell if the chased surv is about to go down or not. It'd maybe be more tolerable if it didn't stack with CoB. That combo is straight filthy and basically lets a killer for a gen from 90% regression down to less that 50 by simply kicking a gen and downing a surv.

    I've experienced both and Dead Hard generates a very similar feeling to what eruption creates. Except eruption doesn't force me to chase and mind game someone for that additional 30 seconds.

  • So much low-key toxicity being passed off as cool headed observations in this thread.

    Anyways, like everyone else has said, showing who is SWF would give irrationally thinking people something to point at as being a problem - which isn't limited to one side. I only play survivor solo, and I can't tell you how many times I've put myself on the line to save someone else only to have them and their buddies escape while I die. I assume they're SWF, but it's easy to think that, because humans in groups tend to become "toxic" towards outsiders and adversaries. Granted, that still doesn't prove they're an SWF, or even that they were being toxic. But seeing at the end of a match that they're an SWF sure would give me the ability to argue otherwise, ad nauseum.

    On the other hand, it would be interesting to let SWF players garner some direct attention given the abuses carried out by many SWF groups. More attention could result in adjustments, and balance. But, that won't happen when many people play SWF exclusively, not to mention, more than half of DBD streamers' content is based on toxic SWF behavior.

  • @Jensen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324292#Comment_3324292

    Ofcourse it is. But lets say they make the middle gen and now you have two 3gens left. One a bit better one a bit worser, what do you do now?

    Defend your 3gen and sacrefice the other 3 gens? Or risk your 3gen? But yes thats possible, you can play as killer with Eruption+call of brine and focus totaly on your 3gen. The survivos will have to come. But yes this works, it works way to good. But the question is do we want this 10Minutes 3gen standoffs?

    If you know you can't end it fast enough. Abandon it and pressure gens so they don't pop

    But how fast do you know it? And than if you find a new survivor, there are still 2 survivors on gen that you never saw AND the 3te survivor you dindt catched is on a gen now.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324250#Comment_3324250

    We are all talking over a down, not over a kill.

    I see alot of people here saying "yes but 3gen". You are all right. If you plan on 3gen with Eruption and other slowdown perk, the first chase doesnt matter that mutch, even the first 3-4 generators doesnt matter mutch since you make nearly all hooks with that last 3gen situation. But is that a gameplay that you prefere? Is that the solution if you dont win the first chase?

    I know, that's why I added the "\s"... twas but a joke.

  • @The_Krapper said:

    I feel like it's fine, not everyone is a god at the game and after all the people running eruption and ultra slowdown builds on solos what did you expect to happen? Now that this change is made they can do more killer buffs to the ones who truly need it because solo isn't gonna hold anything back anymore which is a big reason alot of the problems both sides have had with the game were there, some people refuse to accept that they're bad at the game is another problem for both sides and they want their hand held, in my opinion this game has gotten bland though no matter which role I'm playing and I get bored pretty quick when nobody is on to chat with because it's the same thing essentially over and over , I see a ton of veterans leaving the game this year with alot of good games dropping.

    I really hope you're right.

  • These icons can replace some perks by having a rough idea of where people are, when you last saw them, and what they're now doing.

    Two people on a gen, you get chased away, person stays on gen. If chase stops on me, within 10-20 seconds of chase starting, the person on the gen knows they should get ready for chase because the killer is coming back. Otherwise they can sit on gen without consequence, and someone somewhere else should probably be on the lookout for the killer. It's like you gave every survivor a form of whispers for every time kind of action.

    Things like info on chases and exit gate progress are way too much.

    Hindsight is 20/20, but knowing more about it now, I think some changes should have been made to help killers adapt to more games feeling like SWF.

  • @Bot_Salvo88 said:

    The only lose lose situation with dead hard is when used at a pallet. If used at a window I have no problem waiting.

    At a pallet you just can't do nothing about it and you will eat the pallet most of the times.

    Agreed. Would it be too much to prevent interactions for 2 seconds after using dead hard?

  • Do you think this will still be a problem in the future, even as other people start to catch up to the early p100'ers?


  • @FMG15 said:

    I've decided in October to play my current main (Nurse) exclusively barebone to improve my game sense and overall skill on Nurse and I've gootten some interesting results. However I will play her with perks again in the near future. There are multiple reasons for that:

    1. I've been "losing" a lot of games recently. And in most matches it's not because I performed poorly. On some of these matches I performed amazing. Sometimes up to 5 hooks before the first gen popped. Yet I still got at least 3-outet. If survivors are simply gen jockeys they will get the gens done at an insane speed unless you run atleast 1 slowdown perk as well.
    2. Playing the Nurse without a loadout in almost every game can feel very frustrating and punishing. Doing it occasionally maybe as a warmup game is probably better.
    3. I think I've reached what I've wanted to acieve by playing her barebone. My game sense improved dramatically and my muscle memory has gotten pretty consistent.

    But even though I will play her with perks again I will probably not just go full ham and play the strongest stuff possible. But atleast one slowdown feels kinda necessary. I also want an information perk like BBQ so I don't have to waste time to find the next survivor. My build will probably be: BBQ, Pain Res/Pop, Agitation (to counter body blocking) and a 4th perk. What else is there to say? Well, if you think you need to improve with a killer like Nurse try playing her barebone for a little while. Not as long as I did but maybe a week?

    It might not be for everyone, but I thought it would have been helpful had I been forced to play barebone when I started playing killer, at least for the first few levels. I really screwed myself early on by maining doc. Granted, that wasn't entirely due to perks, but his tracking ability left me having no idea how to track without whispers/spies/BBQ when I played almost any other killer. Reducing the information one has access to is the quickest way to acquire information, because there's no compensation, anywhere. Nurse is the hardest to do this with, though, as there are so many cooldowns and such harsh consequences for making mistakes. Nurse can make DBD feel like an entirely different game at first.

  • Those locker mishaps bring on something like a rapid grieving process... laugh, roll eyes, realize predicament, anticipate clemency, accept reality. All in a matter of seconds.

    Often times I annoy myself by either continuing to run after the killer has lost sight of me, and they track me by my scratch marks; or going easy on survivors in the first half after having a strong start, only to get wrecked by them in the second half.

  • Endurance can be really annoying. It's not super clear to me what you might be struggling with other than frustration, so I'm gonna give tell you something I do to improve regardless of my problem :3 When stuck, I start changing up random things in the way I play to get a different perspective on what I'm doing. Like, if I reach bloodlust 1 I will end the chase after either injuring them or breaking a pallet, then go find someone else. I try to identify and prioritize the people most dedicated to gens, and try to keep everyone on their toes.

    Regardless of how it happens, I figure if I can delay the game long enough, they can't clutch with endurance so much. Granted, some people are just good with it. Sometimes getting real close can bait them into using DH - quick attacks are harder to anticipate than lunges. But... when they're near a pallet I don't know of a counter - I just hope for a dropped pallet.

  • The first chase is over when the survivor is down, not when they're dead! Stop tunneling! \s

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361834/please-revert-this-weeks-sbmm-changes

    What changes, exactly, were made?

    Or is this just guessing?

    I haven't seen much of a difference, aside from a decent number of folks coming back for the event and probably being slightly lower MMR than they should. But that happens every event (just wait until the anniversary >_<)

    This makes the most sense to me. I was wondering why I was going against people that were prestige 20-30 but would run into things during chases.

  • I've never dodged a lobby. I am edgelord.

    But in all serious, I will sometimes grab a towel for hand sweat if I've faced them before and know they're trouble. But generally, nope, I don't.

  • I always like reading new ideas and you have some great ones.

    Something I noticed though is that some of your proposed changes are just as vulnerable to exploitation as existing mechanics: the basekit PH cages would allow teleporting killers to forcibly send a hooked survivor around the map by teleporting near it and standing by it for 10 seconds.

    Making ruin basekit is too much. It seems to me that killers become overpowered when they can make progress in multiple areas simultaneously, because their strength grows as the trial progresses: less pallets to play; gen distribution becomes concentrated, effectively reducing map size; potentially fewer survivors, etc..

    The fixed time between skillchecks would reduce variety, me thinks.

    But a lot of your ideas are workable, and sound fun.

  • You're preaching about having good, fun matches, and in the same breath advocating for behavior that ruins the game for everyone involved. Leaving a game early is worse than tunneling and face camping combined... because everyone is penalized by it. Not to be a jerk but, get over yourself.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310536#Comment_3310536

    I don't see why not, though I don't think I've seen it confirmed.

    There's usually significant downtime between one rift ending and the next starting, so why not extend into that?

    The issue only appears when an extension to one rift delays the next.

    Yeah, I haven't seen it confirmed, either. I guess I am assuming people just know more than I do, or I'm wishful. But, I like your idea of extending it into those "dead" weeks.

  • @Th3Nightmare said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309372#Comment_3309372

    Because Otz says so, does it already have to be? No.

    I'm a 2016 player, and I tell you that this map is survivor sided.

    In my opinion... it's those pallets... the pallets are survivor sided! I hate the pallets! If they could just remove like 10 of them, I'd be fantastic.

  • @brokedownpalace said:

    Yeah I'm very happy the rift was extended. With the deep rift added I hope they start making the rifts a week or two longer by default.

    If I understood correctly, when they added the deep rifts they extended the rift to 85 days now as the standard.

  • @Seraphor said:

    PlayStation player here who finished the Rift late November.

    I have no problem with them extending the Rift but it doesn't seem necessary to me. If I could complete it that fast with technical issues (and I don't play all that much either, for example I never reach Iri rank on either role, maybe a couple hours about 5 days a week) I don't think anyone else has much of an excuse.

    Just focus on challenges, complete every challenge on every tome page, and you'll have it done in a few days. The event tomes are great for this because the challenges are so easy, the two Halloween tome pages got me most of the way, and you can finish the bone chill pages now to get a similar bonus.

    I figured your experience was the case for a lot of people. I didn't see many complaining about crashing at the rate I was, so it could have been exacerbated by something on my end.

    Many times I would crash, it would be just as the game was ending, then I had to hard power cycle, then the PS4 had to rebuild the database. All in all, 10-20 minutes looking for and playing a trial, 10 minutes to restart and get back into the game. I could usually get to work for 1-2 games then it would crash almost every game, saving no progress made during a match. I ended up ruining a hard drive from all the hard resets - I knew better than to keep playing, but oh well.

  • @Steakdabait said:

    i agree other than that i am now being forced to use the wiggle skill check system. i hate change reee

    *WIGGLE WiGgLe wiggle*

    Yeah, it's not my favorite, either lol. My controllers should last longer now, though!

  • yayyeeeeeeeeeeeeee

    I don't use social media, so if it was posted there I missed it :3

  • That was free advertising for the game... I don't know how this will impact the population growth, but I guess there is still twitch.

  • From what I understand this game was strewn together from pre-defined assets and code libraries. Meaning that everything they used to create the game was built by someone else, so to optimize it, they need to reconstruct it, or hire people who know how to refactor all their existing code - they might even need to rebuild things from the ground up. They likely have the money to do that, but it may not be cost effective to hire the manpower to make that work, so instead they try to optimize where they can which leaves them where they are now.

    I'm trying to be optimistic. The pessimist in me thinks that they have only so many man hours set aside to work on this, and it's low priority because of console population sizes and how much those players contribute to their overall revenue. That's business, though.


  • @KateMain86 said:

    I have had way too many matches where the killer just simply knows where I am despite me running perks like sole survivor, quick and quiet, iron will (which should have never been nerfed to 75%), etc. I have matches where I have sole survivor at 3 stacks, hiding in a locker on the other side of the map from the 3rd hooked survivor and the killer goes straight to my location. I suspect some kind of cheating in many of these situations. Either that or hiding in this game even with hiding perks feels largely pointless. The killer's ability to simply know where you are, whether by perks or just by the killers knowing the maps too well by now, is too much. I don't usually run stealth or hiding perks. I prefer using perks that allow for more killer interaction. The problem is these days killer mains just seem to know where you are all the time and can too easily find you in situations where hiding is critical. This isn't the same game I played when I started over 2 years ago. So much has changed. Too much has changed.

    Stealth gameplay can be fun, but it often requires you to linger in places for too long, which can be used against you even if you aren't visible. Perks aren't always necessary to find people as others have mentioned, but one perk that can turn stealth against a survivor is Whispers. It can be used to triangulate a single survivors location - no aura reading necessary, just a process of elimination that's possible because someone is staying in an area for too long.

    Most people don't use whispers, but it's helpful as killer when you're in the MMR range of people who like to hide.

    Honestly, if you're going to hide, you're going to lose, because your progress will be much slower than the killer's. Your best bet is to get good at using the killer's limited FoV against them, like during animations and such. It's like active stealth, where you only use stealth tactics when the killer is nearby, and knowing when/where/how to hide when the killer can't move their camera. I don't know if he's around anymore, but the streamer ZubatLeL (sp?) had some funny and clever videos doing this kind of thing.

  • Multiple killers are weak, but Freddy is seemingly the weakest.

    Doctor needs some kind of bonus for increasing survivor madness levels, like a speed boost or something. There's only so many times he can raise it before it stops and madness is incredibly easy to remove these days. I think his power's basekit should be yellow addon range, and yellow addon detonation delay.

    They could reduce the amount of time it takes pig to crouch, and the sound she makes when using her special attack.

    Freddy is just really good at hearing survivors win.

  • Eruption and COH... I'd just like to see what the game is like without them for a while.

  • On killers with high mobility it's been slightly problematic, mostly on outdoor maps. But I've never had any other killer feel like they're denying escapes because they used eruption in combination with something else - maybe plague with prayer tablet and overcharge.

    When I go against it, I just tap the repair button like people used to do with original ruin. It doesn't guarantee avoiding it, but at least provides an opportunity for it to miss you. Also, prove thyself combined with cooperative repairs usually prevents it from becoming annoying.

    I still find CoH more annoying when playing killer than I find eruption when playing survivor.

  • @Huge_Bush said:

    I honestly keep forgetting there is a new chapter coming out. While I think knights are cool, this one doesn’t really stand out much except for their mori (which is really nice).

    Im also not a fan of maps with little to no foliage.

    Name, avatar and comment checkout.

  • @indieeden7 said:

    Is it actually that bothersome for you? If a survivor is standing inside you all that means is that they are making no distance, it's not a benefit for the survivor, it's a benefit for the killer if anything

    If a survivor runs into the killer model during an interaction or after a hit, the killer has to decide whether to move away from that position and turn around to see if a survivor was standing inside of them or continue the chase knowing that they could be running from who they're chasing. The latter is often the better choice, but it all creates a distraction even when it's not being used. If it's ignored completely, survivors escape a chase for doing nothing.

  • @Rulebreaker said:

    Out of curiosity what if the killer brought both this eruption and merciless storm?

    If Eruption fired at 80% and they complete them, then Merciless storm would fire at 90%, giving them a total of 20 seconds of continuous skillchecks. If Eruption fires after Merciless Storm does, the generator will likely be finished before Eruption has a chance to fire. If they fail Merciless Storm skillchecks, the generator would be blocked before Eruption could activate a new set of continuous skillchecks.

    My goal was to provide soloQ with an option to counter eruption by completing 10 seconds of continuous skillchecks, while also having a consequence for taking that risk if they make a mistake - 10% damage and 15 seconds of incapacitate.

    From your original post, I don't understand what 10 seconds being enough for healing has to do with 10 seconds worth of continuous skill checks for survivors on gens as another survivor is downed.

    As for incapacitate being a problem, this change allows survivors on the gen to bypass any incapacitation by completing the skillchecks. But, if they fail a skillcheck they receive incapacitate, but for only 15 seconds.

    On the other hand, I don't understand why incapacitate is considered so harsh when it lasts for such a short amount of time.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248070#Comment_3248070

    I think the fact that we even have to do something stupid like that, just to counter spinning a joystick, is a very bad look for the game. Why can't I just hit the survivor when they're in melee attack range? Why must I be so precise? And you act as if the survivors just spin forever. No, they spin once maybe twice then use the distance they gained to get somewhere safe for free. If you get within range, they're able to do it again. It's a big problem for console peeps.

    This! Running around a console killer isn't skill, it's taking advantage of joysticks being hard to use and the limited FOV. I don't struggle with it an incredible amount, but there are times where I miss and I roll my eyes. It's not hard to take a few steps back, or strafe sideways, which usually works, too. But, the limited FOV doesn't make sense to me.

  • You didn't read the comment my comment is in reference to. I'm referring to the way DS used to be, and why it had to be chagned. My comment you're replying to, I say that DS ends with interactions, too.

  • You will come to find that regardless of how much attention they show to killers, survivors will always become stronger more quickly than will killers. I don't think it's that they pay special attention to survivors, necessarily, but that we get new killers with a new power every quarter. Survivors get new characters, but they're basically just skins. So, to show them the same love, they get different kinds of changes that can look like disparities.

    Although, I'm not saying disparities in balancing don't exist... because they can, and do. Like, I saw 6.1 as bringing killers closer to being as powerful as survivors, but did not make them more powerful. But, I think giving killers basekit buffs too often can make the game unfair because some killers benefit more than others from those changes. Balancing basekit buffs to survivor are more straight forward, I think.

    To support my point about 6.1 being about corrections rather than simply buffs, consider changes in population from November of 2021 to May of 2022, when they lost almost half of their players. Many killer mains quit because after boons were introduced and some map reworks were completed, the game was just miserable. Many killers were just tunneling and facecamping, which was making survivors quit. The imbalances had been going on and compounding since ghostface's release. Most survivor nerfs, like to syringe and toolboxes were to make room for new perks that provided similar if not more powerful effects.

  • I can't say I know because I haven't tested. But I've grabbed people who make the mistake of vaulting right after being unhooked and the basekit borrowed time should be active.

  • @Pulsar said:

    No.

    Maybe it could just block the gen for 10 seconds and have a 15% regression penalty.

    10 seconds isn't enough time to heal fully and 15% regression is significant.

    My reasoning for the continuous skillchecks is that it would give people an option to choose between staying on the gen for 10 more seconds (with the potential for a consequence), or just taking the 15 seconds of incapacitate. This keeps the perk mostly the same and different enough from merciless storm to be still uniqu, and allow for synergy with other perks like DMS.

    Are you suggesting that the incapacitate effect is the problem with it?

  • Agreed! I've been accused of hacking because I was using whispers and spies from the shadows. "Seriously bro, no matter where I hid you always found me. aimbot?"

  • Pretty much why I play on console. So little linux support for the games I play. I have a windows partition for betas and other games, but otherwise I just don't care to deal with it.

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