Firellius
Firellius
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- Firellius
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@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525233#Comment_3525233
Sample size is way too small, take Dredge as example his 56% killrate is based on 495 games, same for Plague, Demo,Trickster, Freddy, Artist, Hag, Twins, less than 500 games... and most likely high mmr games, low mmr is a lot more killer sided
"low mmr is a lot more killer sided"
Every time devs released stats, kill rates were higher at higher MMR. Low MMR appears to be more survivor-sided, not killer-sided.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524226#Comment_3524226
Oh damn, you´re right. My bad.
Btw. i LOVE how i have to look up patch notes on the wiki instead of the official site, because all patch notes get deleted after a certain time...
There's so much stuff that's only on the wiki. At least DBD is not quite as bad in that regard as some other games, like Destiny or Warframe.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524219#Comment_3524219
Uhm no. That was 6.1.
- Decisive Strike
- Added: The perk and its effects are disabled if the exit gates are powered.
- The perk is now disabled when the Survivor performs a Conspicuous Action (Defined earlier in the patch notes under the Gameplay section)
- Stun duration is now 3s down from 5s
Nope. 6.1. is when they -named it- a conspic action. Prior to 6.1, DS already had these deactivation conditions, this was just before the term 'Conspicuous Action' was coined because DS was the only perk where it applied.
From the wiki:
Patch 4.6.0
- Nerf: added several Deactivation conditions to prevent the use of Decisive Strike as a temporary immunity shield while progressing objectives, which was not the Perk's intended use.
And yes, those 'several deactivation conditions' includes 'repairing a generator'.
- Decisive Strike
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523882#Comment_3523882
The beauty of BT is, that it stacks with basekit BT. So if you see a lot of killers count it out, then just start equipping it again.
Uhm DS wouldn´t deactivate when a survivor hugged a gen. So survivors would get off the hook, go straight for the gen and repair in the killers face. Knowing full well that he has to eat it. That wasn´t a healthy perk. We had tons of "lets bully the killer" montages with DS. Ironically, most of them died down shortly after DS was nerfed. Almost as if their whole "skill" was being carried by a single perk.
Only thing i would change on DS is give it back its 5 second stun. Apart from that its fine now.
I think you're confused on the patch numbers then.
6.1 was the stun nerf that made it useless. What you're talking about is pre-4.6 DS, which is not at all what I was referring to.
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@totallynotamegmain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523912#Comment_3523912
so your upset they made it so the perk wasn’t 60 seconds of god mode. Or are you upset they made good on a promise they mode 2 years prior to nerf the timing?
And in those two years, it received a different, critical nerf that shunted it from being an OP perk to -the- solution to tunnelling. It was -almost- perfect in its design. That promised stun duration nerf was for old old DS. Back when it still allowed you to actually do stuff for your team without losing it. Back when it was actually 60 seconds of godmode. That is not the same DS that copped the nerf two years later.
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@totallynotamegmain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523882#Comment_3523882
“DS would only hit a killer if they were actually tunneling” tell that to my 1000 or so games where a survivor forced me to down them while their team rushed the open exit gate, forcing me to pick up to try and secure a kill only for ds to hit. Also, you expect me to just not tunnel in EGC? I’m not going to just not hit them because “oh i don't wanna tunnel” im going to secure my kill instead of just letting them go free for no reason
I -literally- specified: "OUTSIDE of EGC usage".
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523629#Comment_3523629
You make it sound like the basekit BT was something bad for survivors.
Also, defending pre 6.1. DS? That perk was so insanely broken.
Not really, but it wasn't a straight upgrade either. It didn't last as long, and it was guaranteed, so killers were more likely to count it out and just smack you the second it ended. Plus, it precluded the use of Off the Record, which was supposed to be DS's replacement.
Also, defending pre 6.1 DS? That perk was so insanely broken.
Outside of the EGC usage, DS would only hit a killer if they were actually tunnelling. In all other scenarios, it was useless. It was hard countered by just not tunnelling, and not pressing spacebar. In all the time that I played against pre-6.1 DS, I only got hit with it once, and it was an extremely obvious bait that I learned from, and I never got hit by it again.
For the record, I'm not opposed to the EGC trim at all, but the -40% stun duration was an entirely undeserved nerf that crippled the perk's functionality.
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6.1.
The nerf to DS was one of the worst things that ever happened. Up to that point, survivor meta had been drowning in band-aid perks that countered camping, tunnelling and slugging. With BT going basekit killers learned to counter it by just counting it out. With DS getting removed, tunnellers got the green light. With DS getting removed, Unbreakable also lost its place in the DS-UB combo.
So on top of killers getting a major boost to all the most game-busting strategies, now survivors were getting three empty perk slots to fill up with all the genrushing stuff the killers never knew they hated. The whole game became a massive sweatfest.
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@biggybiggybiggens said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521732#Comment_3521732
I try the Totem counter argument all the time. People seem to just ignore it at this point.. :/ I honestly think it'd make a big difference if people NEEDED to cleanse Totems for some reason or another. Not how it is currently.. "Oh, we only need to cleanse if we see a Hex..". No! Totems should ALWAYS be a concern for Survivors. They need to be given some scarier presence. Old NOED was for sure scary due to it not revealing itself and the Undying/Ruin combo wasn't as bad as people made it out to be.
Old NOED was one of the strongest arguments against doing totems, not in favour of it. It would need a complete redesign to work the way you want it to, and it would have to be paired with survivor buffs, too.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519374#Comment_3519374
This forum, every day. Anyone who complains about having a hard time as killer is always belittled for not being good at the game. But apparently being good at the game translates to resorting to the scummy tactics everyone reviles.
So people get berated for winning (because you're toxic), and they get berated for losing (because you're bad). That's the DbD community in a nutshell.
You're not talking about killers that complain about having a hard time.
You're talking about killers that take the hardline stance that it is physically impossible to win any game ever.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520215#Comment_3520215
You mean like old CoH, which was in the game for 18 months.
Or maybe a 5% Dark Theory.
Before the last nerf, CoH wasn't as good as people made it out to be. It's actually a pretty solid example of what I mean.
A heal that would normally take 32 seconds of survivor time would instead take, at absolute minimum, 35 seconds. But because killers saw only the shortened heal and not the survivor spending half a minute not doing anything useful, it had to be gutted.
Botany does the same thing, without counterplay, without set-up time, and without wasting time running to and from the boon.
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@Seraphor said:
If Boon's could be permanently removed without Shattered Hope (so if Shattered Hope was basekit) this would actually be a pretty cool perk.
In fact if Shattered Hope was basekit all boons could afford to be actually useful so yeah...
No they couldn't. They'd need to have really hefty value to offset the booning time plus the permanent disabling, and the second any survivor gets value from it, the forums would be flooded with demands that the payoff be brought in line with all other perks.
Everyone would hate perma-break boons.
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@JonOzzie16 said:
I'll be shocked if we ever see this implemented in the game. It'll never make it past the PTB because SWFs will find a way to abuse it.
Actual abusing, or 'hard throw the game to make this interaction fire' abusing?
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Wish we could get the ruler that SMITE has as an option. Just a bar stretching on the ground in front of the survivor to measure distances. Maybe only in practice mode or something, just something to give us a clue about measurements.
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2K - 2E is a draw, but it's a bit more complex from there. Say it's on a scale of 1 to 5, with 1 being total defeat and 5 being total victory.
For the killer:
3K or more - 5
2K with 8-10 hooks - 4
2K with 6-8 hooks - 3
1K or 0K with 6 or more hooks - 2
0K with 4 hooks or fewer - 1
For survivors:
4E - 5
3E and you survived - 5
3E but you were killed - 4
2E but you survived - 4
2E but you were killed - 3
A teammate escapes via doors - 2
Sole survivor via doors - 2
A teammate escapes via hatch - 1
0E - 1
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@whickedchainsaw said:
Why do perks such as Resilience and Made For This exist and basically rewards you when you're injured? You should not be rewarded for making a mistake in the game. It's surreal that these perks exist in the first place! M1 killers continues to struggle against these perks. The pick rate for Nurse, Blight and Wesker are getting higher and higher but BHVR doesn't address these issues thus we're stuck in this boring Hold Shift+W meta.
Why do perks such as Resilience and Made For This exist and basically rewards you when you're injured? You should not be rewarded for making a mistake in the game.
You want the game to be balanced around injuries being a survivor mistake, we'll need to bring back infinites.
And no one wants that.
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@chloéfromage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514395#Comment_3514395
Nobody cares hun. You had your time. This perk is obviously too good you can deny all you want.
You'll be crying so much harder if WoO gets replaced in all those builds with perks that provide de facto benefits.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513412#Comment_3513412
You could do totems to prevent NOED!
Ahh who am i kidding... with the implemented aura reading there is no point in doing totems as NOED can be found so easily if its actually around.
Doing totems always made NOED stronger, too.
I used to run a dumpster diving build with Plunderer's, Appraisal and Ace-in-the-hole. It was funny, but it did legitimately have a 0% winrate just because chests are a colossal waste of time, even when boosted by those perks.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512153#Comment_3512153
Their whole explanation behind why bubba didn't leave after all is nothing but speculation on their part purely based on an assumption that the perk changes in the files was actually going to be implemented, there was never any actual concrete evidence that it was gonna happen other than just that, an assumption treated as a fact.
Also the TCM devs has said that if Bubba leaves dbd then it won't be because of their game which directly contradict dbdleak's explaination, as well as Mathieu Cote himself has straight up said in his interview with Slasher Radio that they never wanted to remove content in the first place.
But no, watch as people from dbdleaks refusing to take the L and continue to act like they were still right in the end despite the leak not being so out of pure copium.
Also the TCM devs has said that if Bubba leaves dbd then it won't be because of their game which directly contradict dbdleak's explaination
Well, from what I recall, that was their 'most likely reason why', not what they stated was the actual, matter-of-fact reason. But also, TCM devs are not the proprietors of the TCM license, are they?
as well as Mathieu Cote himself has straight up said in his interview with Slasher Radio that they never wanted to remove content in the first place.
Okay, but BHVR has lied before, so I don't think Mathieu's word is infallible.
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@IlliterateGenocide said:
https://forums.bhvr.com/dead-by-daylight/discussion/387596/bubba-isnt-leaving-dbd-right
BHVR made a post on twitter saying he was not going anywhere soon. i think the leaks were fake to catch the leaker
From what I've heard, it's a little different. When it was time to re-negotiate the license, BHVR initially didn't want to renew it, which is why the placeholders showed up on PTB. However, when DBDLeaks claimed Bubba was going to be discontinued, BHVR changed their plan and re-licensed him, as they could now use this to discredit leaks.
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@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501389#Comment_3501389
I agree. And even so, if you're a strong enough looper using the perk is overkill.
Also, I don't know about everybody else, but I'll gladly take 4 WoO users. That's 4 survivors who aren't using Unbreakable, Resilience, DH, DS, Plot Twist, Prove Thyself, etc.
This is also something I feel a lot of killer complainers overlook when they argue for certain survivor perks to be nerfed. It's like they expect the slot that WoO took to stay empty once it gets nerfed, instead of being replaced with more generally useful perks.
'There will always be a Draco.'
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Killers being upset, again, that survivors can bring perks, I guess.
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'Killers will complain about everything' is not a meme anymore if someone is legitimately asking for a No Mither nerf.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493137#Comment_3493137
In all seriousness, do you have any good recipes?
Been looking to try new foods.
Cook small strips of bacon in its own fat. Add chopped up spring onion. Once the bacon's gotten a bit crispy, add spinach.
Mix some eggs and unwhipped cream in a bowl into an even yellow mix and add some black pepper. Pour the mix in with the rest once the spinach has shrunk, then cook it until it's dry.
It's like an omelette/scrambled eggs, very delicious. Can toss in some cheese slices to melt into the mix and add a bit of extra bite.
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@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490940#Comment_3490940
Not completing every other gen but those three till last probably would have helped.
You know what? I thought about it a bit more and I would like to amend my earlier statement about how it wouldn't have made a difference. It would have made a difference.
But not to Team Eternal's benefit.
If the killer is going to be patrolling the 3-gen the entire match in the express hopes of keeping those three from being completed within 60 minutes, then they're not going to be chasing, downing and hooking. Knowing this, Team Eternal got the first four gens out of the way completely uncontested.
If they'd broken the 3-gen first, still taking upwards of 40 minutes to do so, they'd either be doing the remaining four gens while Skull Merchant is actually being a threat to them, or they'd get stuck with a new 3-gen for her to hold.
So basically, tackling the 3-gen first would've been the worse option either way.
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@CatnipLove said:
Just make it so you don't lose energy if you get hit. You already get a poor conversion on the energy you store, there's no need for it to have another weakness.
That is legitimately its biggest problem. It already has a drawback in lost effort, forcibly slowing down gen progression. The added risk of it all being lost upon getting hit once just turns the perk into a major hazard and more of a killer perk than a survivor perk.
It either needs a better transferral ratio and keep the risk, or keep the innate drawback and lose the risk. It can't have both a drawback and a risk, that makes it too weak.
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The basement. The thing that made it a necessity is long gone, and now it's just sticking around as a massive boon to tunnelling and camping. It deserves deletion.
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@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490940#Comment_3490940
Not completing every other gen but those three till last probably would have helped.
Yeah, it wouldn't have.
Welcome to DBD, you must be new here. The 3-gen issue people are talking about is where a killer identifies a 3-gen from the start and then proceeds to play only to keep the survivors from holding those three gens.
If Eternal had focused on those three gens first, the match would only have been slightly different in sequence, not overall play.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490753#Comment_3490753
It should have been a basekit solution. Imagine if BHVR did a honor their promise to tackle 3-gen by doing it via a perk, survivors would riot.
They've been doing nothing but band-aid perk solutions for years, my guy. Camping, tunnelling and slugging all have perk-based solutions. And all of those are basekit things for killers.
It would've been critically unfair for some trash tier survivor perks to be hardcountered by a new basekit buff to killers. And killers would've been throwing one hell of a tantrum if the entire boon gallery got colossal buffs in compensation.
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@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490814#Comment_3490814
No I never implied anything of the sort. Where’d you come up with that?
They failed to pick their gens smartly and wound up playing into SM’s strengths.
That’s going to continue to be a thing till they tweak how she works.
I don’t have to play you to know this.
Plus all that will measure is how good you are compared to me.
Unless we play multiple games across multiple killers to get a skill baseline and then play a heap of SK against each other then it really shows nothing.
Given how you threw down the gauntlet in such a manner makes me think I probably wouldn’t enjoy playing with you long enough to get the data we needed to make the point that everyone already knows.
So I’ll pass and you are welcome to interpret that as you please.
They failed to pick their gens smartly and wound up playing into SM’s strengths.
What could they have changed in their gen picks to avoid getting 3-genned by Skull Merchant?
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Boons, in terms of balancing optics, always suffered really badly under how myopic the community can be. People would point to a survivor or two healing up under a CoH totem and call it OP because it was such an effective time saver, but then be absolutely mum about the amount of time wasted on setting it up. That part is out of sight, out of mind.
So its output got nerfed to be more in line with other perks, while its input stayed as overbearing as it was.
Net result is that boons are just not worth the investment.
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I loved Control, and I'd love to see it in DBD. Only thing I'd want improved on a concept like this is the inclusion of the Hotline, and a more direct involvement of the Board. Lorewise, it'd be a phenomenally interesting addition specifically because of the similarities between the Board and the Entity.
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@nars said:
Once the last gen pops you lose. Killer is completely helpless in endgame without a NWO or NOED. I get that endgame being survivor sided is a reward for finishing the gens but thats another thing, they only even finished the gens because I actively chose to play fairly and not tunnel. I'm being punished for playing nice.
If you are playing fair on all but 2 killers in the whole roster, survivors equal to you in skill are making it to endgame with at least 3 alive. Meaning thats 2 survivors to take protection hits and bodyblock you, 2 survivors to go 99 both gates, etc etc. im not gonna get into details.
Essentially what im getting at is that endgame is just a loss for the killer. Which is stupid because playing fair will always get you to endgame against good survivors. Its completely unfair for endgame to be this unfair to killer, to the point that things like protection hits have 0 risk involved once it begins. In fact, NOTHING has any risk in endgame!
- Unhooked survivors have basekit BT, meaning if the gates within 44m they escape. Moreover, if theres a pallet within 44m then they will very easily be able to get distance from that to the gate. Combine this with the inevitable protection hits and that survivor is guaranteed to escape.
- Any strategy you use in endgame is void. Camping? 2 survivors rushing the hook guarantees they get free, unless their incredibly dumb. Which loops around to the first bullet. Tunneling? You arent gonna be able to start and finish a chase without them making enough distance to the gates to escape on almost every single killer. Then coordinated teams will be taking hits constantly since those have 0 risk anymore.
- Protection hits become a ggez. Normally the counter to protection hits is just to hit them. The downside being they are now more vulnerable and give great slowdown for later. its a risky tradeoff you take to help your buddy out. But not in endgame! Simple spend the measly 20s to 99 the gate then rush over to take as many hits as possible. They are not going down before they reach the gate. One hit guarantees 25s of distance before they can m1. Granted thats a 4.6 m1 based calculation, but it holds true. Not every single killer can use their power on every single loop. Even wesker can easily be dodged by just running behind stuff at long range. and since 25/4 is 100... if their healthy at the start of the chase then if the gates within 100m they escape. Throw in protection hits and adrenalines and MFT+hopes and its just unwinnable
- MFT HOPE. THIS COMBO IS JUST NOT FAIR. Nobody with these two perks is dying in endgame. Sure with other survivors there was a chance at the very least, you could severely outplay and get an early down etc. MFT hope just guarantees that if you are alive when the gens pop, you are escaping. Adrenaline shares this issue a tiny bit... but adrenaline pops once and thats it. a big chase extender, even better if you are injured etc. But thats it, the effects over. MFT hope guarantees you just win the entire game in endgame. As if MFT didnt do enough of that.
Theres a reason killers love NWO and NOED so much. They are the only things making it possible to comeback in endgame. Any hook you get in endgame thats not a kill is worthless. If theres 2 others they all escape. If theres one, you get your 3k by camping etc. But even thats only IF you can catch them. Horrendous map RNG, mft hope, protection hits, 99ed gates, basekit bt and many more make doing just that extremely difficult.
Why do survivors get hatch and 4% for clutch mechanics when their being stomped but killers have nothing? Thats not rhetorical its actually kind of confusing. Pretty much everything about killer falls apart in endgame. Pressure? useless. Hooks? near pointless unless you already have a 2k. Chasing? near impossible thanks to a certain combo. etc etc the list goes on. the game breaks down in endgame.
Why do survivors get hatch and 4% for clutch mechanics when their being stomped but killers have nothing?
Because the killer is responsible for their own gameplay and the survivors aren't responsible for the gameplay of their three teammates.
The survivors do deserve to have some chance at winning. If they do all five gens and play their cards right in the end-game, they do deserve to win. There is a point where you will have to accept that you were bested. You can't keep pushing it further, because you're still going to lose the matches you're losing now if the endgame was 'made more fair', and then what are you going to do? Demand that you can kill survivors after they leave the trial?
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Isn't this effectively the same thing as what Trickster uses?
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I will just plug this suggestion I made here: https://forums.bhvr.com/dead-by-daylight/discussion/383633/the-side-objective-and-the-perk-tax-a-suggestion
It suggests doing glyphs as a side objective, with the glyphs covering most of the functions that are currently being handled by 'band-aid' perks.
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Generally speaking, this only becomes an issue at two or more kills, and at that point, you're already winning. That said, hook spawns in general need to be carefully curated.
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@Aoltre said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485758#Comment_3485758
You spending 24 seconds on the ground following a chase that took the killer away from your teammates sounds pretty good to me. It was also used during resets to prevent the killer from being able to get a ton of value out of interrupting it which really hurt stealth killers. It was a widely acknowledged meta start so I don't get why you're calling a throw-strat. Unbreakable and DS are fantastic on their own so it wasn't even wasting a single perk slot so there really isn't a downside aside from not having DS if the killer eats it (you might get tunneled out later, but your team had a ton of extra time to do gens)
You do realise that, at this point, you're talking about a killer -chasing- a survivor that was unhooked in the last 60 seconds, without contributing to their team.
In other words, tunnelling.
Someone using DS to counter tunnelling is not 'using it aggressively'.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/383966/why-is-bhvr-so-afraid-to-nerf-tunnelling
because there is no counter-play to DS. there is no alternative way for killer to win.
If you slug a decisive strike user for 60 seconds ->60 second that 3 people can rush generators+potencial pick-up.
if you don't slug decisive strike user and pick up -> free second chance to extend chases. you get punished either way. lose/lose perk. creating anti-tunnel perk is punishing killer for playing the game.
If you slug a decisive strike user for 60 seconds ->60 second that 3 people can rush generators+potencial pick-up.
Why are you standing there staring at a survivor that will not do gens, will not heal anyone, will not pick anyone up, will not make rescues, will not do totems and will not do any hook denial, instead of going for the 3 people that are doing generators?
Slugging a DS user is the entire counterplay. The entire perk is disabled if you just do not hit spacebar. If you hit /ignore on the guy who was unhooked in the last 60 seconds.
This is not DS punishing you, this is you making a colossal misplay because you're that laser-focused on hard-tunnelling that you forget the entire rest of the game.
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@Aoltre said:
DS had an obnoxiously high pick rate and killers reasonably had to fear it because it was so strong that it was often used aggressively by forcing grabs or pairing it with Unbreakable to waste a crazy amount of the killer's time if they chose to avoid it by slugging. This aggressive use eclipsed its anti-tunnel usage so I don't think reverting it to the 5-second stun is a good idea at all.
I think a good buff to make the perk more consistent would be to disable power use for a brief period of 5 or so seconds following the stun, make the survivor immune to hindered for 3 seconds, and give a 3-second period where hits are ignored (like MoM) to protect against Zombies. You already have immunity to bear traps and that feels good so why shouldn't you have immunity to other powers? It's a really weird inconsistency that's kinda ######### stupid.
DS had an obnoxiously high pick rate and killers reasonably had to fear it because it was so strong that it was often used aggressively by forcing grabs or pairing it with Unbreakable to waste a crazy amount of the killer's time if they chose to avoid it by slugging. This aggressive use eclipsed its anti-tunnel usage so I don't think reverting it to the 5-second stun is a good idea at all.
Taking two perk slots and a hook state to be able to take one hit for someone, once, and then spend the next 24 seconds incapacitated, on top of the time you spent after getting off the hook doing nothing of value for the team is not 'eclipsing its anti-tunnel usage'.
This was always a throw-strat that only got complained about by incredibly myopic killers.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485660#Comment_3485660
And we are back to band-aid Perk design, great.
I know band-aid perks aren't a good solution.
But they're -a- solution, as opposed to what we have now.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484974#Comment_3484974
Tunneling isn't a misplay. That's the problem. At worst it's an unfun strategy at the Survivors expense, at best it's happenstance.
It is if someone has an actually meaningful DS.
It really needs to go back to five seconds.
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Devour Hope is also 'feared', and it's not broken. 'Feared' perks are perks that can punish misplays.
DS was an excellent tool for discouraging tunnelling until it got cut in half for no discernible reason.
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IMO, changing DS from 5 to 3 seconds was the single worst balancing decision in DBD's lifespan. With the end-game deactivation on DS, it had been pruned to be -the- solution to tunnelling, and this nerf just opened the floodgates right back up.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481055#Comment_3481055
Dead Hard: Activates after a hook.
Blood Rush: Activates on death hook.
Breakdown: Activates on being unhooked.
Decisive Strike: Activates on being unhooked.
Deliverance: Requires an unhook action, therefore requires a survivor to be hooked.
Fast Track: Gains a token every time another survivor is hooked.
Left Behind: Activates when all other survivors have been sacrificed.
Sole Survivor: Gains tokens when survivors are sacrificed and fully activates when all are sacrificed.
Low Profile: Activates when all other survivors have been sacrificed.
Reactive Healing: Requires other survivors to be injured to heal yourself.
Renewal: Requires other survivors to be injured, and you to heal them, to heal yourself.
Solidarity: Requires other survivors to be injured, and you to heal them, to heal yourself.
Unbreakable/Soul Guard/No Mither/Exponential: Require you to be downed, in order to get yourself back up and gain a health state.
These are all 'comeback' mechanisms. Fast Track even does the exact thing you suggested, additional repairs for survivors being hooked. The thing is killer is one player against four. Killer perks are always going to be significantly more impactful than survivor perks, they have to be for this reason.
None of those are core mechanical principles, they're perks. In the same vein, you could argue that the killer has plenty of comeback mechanisms in the shape of perks like Rancor, NOED, Blood Warden, No Way Out and more.
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@NoOneKnowsNova said:
Ruin is such a bad perk now that its been nerfed...maybe would have been good if it wasn't a hex but only 100% doesn't warrant running it. Wish it got less of a nerf.
It got the same mind-boggling double-tap that DS got.
DS loses end-game activation? Great.
Ruin disables itself when a survivor dies? Great.
DS goes from 5 to 3 seconds? Why?
Ruin goes from 200% to 100%? WHY!?
These perks were close to being perfect and then they just got butchered.
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@Frogsplosion said:
Devour hope and slugging more than likely, when you completely remove the killer's ability to recover and get back into the game in any way shape or form in the end game this is what you're going to end up with.
And let's be honest if you ever end up with base kit unbreakable, you should absolutely expect to see every form of insta kill and Mori in the game become the only meta that exists.
The more risky you make hooking survivors the less killers are going to want to do it.
when you completely remove the killer's ability to recover and get back into the game in any way shape or form in the end game this is what you're going to end up with.
Why would killers deserve to get this 'comeback' mechanism in the first place?
If the killer has six hooks by the time the first gen pops, the survivors don't suddenly get showered in BNPs, either.
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@DredgeyEdgey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480715#Comment_3480715
Thank you so much it's not that I can't learn French I've been stuck for about a year on French I learned Spanish not French
And I could tell from the notification that you managed to fix it! No more French!
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@DredgeyEdgey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480491#Comment_3480491
No but I'm stuck in French settings plz help I can't read French to change it back
Wait yes to you question I mis read it but i don't know how to change it back it's only on this website
Well, I think I can tell you that your struggle with changing the language back to English is not because of your (lack of a) grasp of the French language, because mine's still on English and I can't find it either.
Oh wait, just as I'm writing this, the languages are alllllll the way at the bottom of the page, under the listing of the DBD channels.
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@DredgeyEdgey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480166#Comment_3480166
Eh doc was a stretch fair enough
As an aside: Are your forums set to French by any chance? Whenever I get a notification that you, and specifically only you, mentioned me, the notification is in French for some reason.
For anyone else I get the normal 'Mentioned you', but with you it's 'Vous a mentionné'.
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@gilgamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478780#Comment_3478780
Ah yes killrates the most accurate of measuring tools.
As wonk as they can be, I'd say they're slightly better than 'random people on a forum'.
@DredgeyEdgey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478780#Comment_3478780
Okay so we'll make a list then for common agreement
Trapper Myers pig, Freddy, nemisis(addons) doc anyone else?
I already don't agree with Doctor. And I think Nemesis would be better served with bugfixing than buffs.