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Firellius

Firellius

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  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431859#Comment_3431859

    "So it's on the survivor to know where all the pallets are and know their state"

    I mean, yeah. It's the way they defend themselves from the killer. Do you just mindlessly wander around in a chase? Its up to you to figure out where to run to, the survivors dictate the chase and where it goes, not the killer.

    So let me ask you this: If you have to map it out exactly like a normal chase, what difference is the BT making, exactly? What benefit is it to the survivor?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431793#Comment_3431793

    In 10 seconds you can't get to a pallet when you are moving 5% slower than a killer? Even with that 10 seconds, 110% movement speed gets you 44 meters of distance. Maps are less than 128 meters squared. So unless you are tucked away in a corner of the map in a dead zone, there is plenty you can do.

    So it's on the survivor to know where all the pallets are and know their state and time it out properly and then it'll only work against 110 killers, since 115s can just cut you off.

    Oh, and 110 killers will probably not be deterred by a pallet.

    No, what a great boon, I can't imagine why killers don't just continue to hard tunnel against such a terrible drawback as having to wait ten seconds before the next down.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431702#Comment_3431702

    Define "tunnel" this is where the problem is survivors think tunneling is going after them when they are doing anything but generators.

    But if the killer is hard tunneling you, explain to me how getting 50 meters of between the basekit BT and getting hit isn't punishing the killer from tunneling you? Meanwhile the other survivors work on gens. If you can't loop and are bad at the game so you go down super quick that is on YOU. Basekit BT gives you plenty of time to get to a loop before the killer can down you again.

    What killer cannot count to ten? Basekit BT did absolutely nothing to resolve the problem.

  • The problem with anti-tunnel perks is that they sit in your load-out, doing nothing if you run across a killer that doesn't tunnel, or you're not the tunnel target. And even if they do trigger, they've been nerfed down to make sure the killer can overcome the value they provide, despite these perks being the most counterplayable perks in the game.

    How many killers bring Lightborn against teams that don't bring flashlights in?

  • @mustdogen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431034#Comment_3431034

    Why?

    The only reason tunnel become meta right now is because before someone died on hook,hook didn't metter at all.

    You need to get the kill as soon as possible,to slow down the gen speed.

    Math of gen speed:

    If tunnel

    Before one kill(0~2 hook)

    100%(normal speed)*4(survivors number)=400

    After one kill (3 hook)

    100%*3=300%

    If not tunnel

    (0~8 hook)

    100%(normal speed)*4(survivors number)=400

    With the debuff

    After 3 hook without killing.

    100%*4-33%*3=301% which is nearly to after tunnel 1 player out.

    So killer can get what they need,and nobody die in early game,winwin.

    And more than that, killer would get punish for tunnel because the debuff only effect to doing gen,if the killer chasing the unhooked guy,then the debuff is totally wasted.

    Well, the problem with the equation you've drafted there is that it would require the killer to chase new targets as opposed to following a guy off hook for 10 seconds and then smacking him and instantly return him to hook. The killer has way more control over what will likely be a far shorter chase if they tunnel. And even in your math, tunnelling is still more effective.

    Not to mention that with the general gameplay loop being 'one on hook, one on rescue, one in chase', that'd leave spread hooks with 77% repair speed after third hook (Provided the only survivor that's still at 100% repair speed is one of the occupied survivors) and it would leave the tunneller with 0% repair speed.

    Tunnelling would still be quite a leap ahead of not tunnelling.

  • @mustdogen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431031#Comment_3431031

    Just make the unhooked survivor getting stackable debuff like 33% for doing gen.

    So killer would not have the reason to tunnel anymore.

    That wouldn't dissuade tunnelling at all.

  • Can't address gen speeds without majorly buffing camping/tunnelling, so it's not likely to happen.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/375536/is-the-game-just-programmed-to-be-unfun

    Reminds me of bringing medkits in with an "empty medkits" challenge...

    And then you get Plague.

    Every equipped healing perk (Botany, Desperate Measures, Empathic Connection, etc.) increases the chance of facing Plague by 69%.

  • It's almost like camping is one of the balancing lynch-pins that's keeping a lot of other issues from being resolved.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427241#Comment_3427241

    Do you know the story about the sun and the wind having a bet?

    Give killers a huge buff for not tunneling that is better than tunneling and they won't. It's really that simple.

    You wanna make not tunnelling better than tunnelling?

    Nerf tunnelling. Bring back DS.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/375468/do-someting-about-hard-tunneling-for-once

    You want killers to stop tunneling? Ok I would like that too assuming you mean you want to introduce a mechanic to keep survivors from tunneling generators.

    Oh wait you only want the killer to stop focusing on his objective so you can keep focusing on yours. Well that's just not fair.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427044#Comment_3427044

    Actually he's right you know - lol. People have given the devs some absolutely amazing ideas and the devs be like : nah DBD is hockey.

    Killers need balance mechanisms for SWF. But that will never happen because the people who play this game would riot if you suggest any changes to SWF.

    The plan for years was : buff solo survivor so they have info like a SWF. Well that's mission accomplished. The next step was : buff killers. That step probably won't happen.

    We already know that further buffs to killers/nerfs to survivors are only going to increase tunnelling and camping.

    We need an actual solution, not 'make me op and I'll consider ruining the game a little bit less, trust'.

  • @WaveyTrey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423138#Comment_3423138

    DS would work indefinitely as long as the gates aren’t powered, and you’re at death hook. The gen cooldown is to prevent survivors from abusing that ability to the fullest, which was the problem with DS. It wasn’t anti-tunnel since no one really used it to stop tunneling. They would work on gens, and body block. So how is that nerfing?

    Mori would entirely invalidate the perk now, since it requires you to be on death hook.

    Also, what's this historical revisionism of the perk not being used to counter tunnelling? That was literally the only thing it was good for by the end, before it got gutted so that it couldn't even do that.

  • There's a bit of an issue with a lot of killer players in that they're quite short-sighted. They see some kind of outcome and disregard anything leading up to it. Blood Rush costs two hook states and a heal to use, but that just got overlooked.

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420951#Comment_3420951

    It shouldn't. SWF also shouldn't exist. Plenty of things exist because majority of playerbase consists of survivors and game is catered for their enjoyment. They have higher priority and can manipulate statistics the way they like.

    Accept that as the fact or continue acting like a clueless dummy. It's your choice.

    "Why don't survivors play efficiently?"

    Survivors: *Play efficiently*

    "Wow, that's broken, that shouldn't exist!"

  • @Mooks said:

    Pretty sure the killswitch is only used when it’s actually breaking the game as in crashes or in this case apparently reaching inaccessible areas (which could directly lead to crashes or being stuck indefinitely or similar)

    Merciless Storm wasn’t killswitched because the game would still perfectly progress naturally - just that a gen got regressed (which it can under different circumstances as well)

    killswitching isn’t supposed to be used often for any kind of bugs as it’s features that people pay for that get deactivated.

    Didn't they killswitch Inner Strength when it would permanently enable itself whenever any totem was broken?

  • Weeping Angels.

    They're very iconic, despite their non-horror origin, but their function would likely make them useless in DBD.

    It could maaaaaybe be pulled off with some sort of light-dimming power, allowing the killer to sporadically render all survivors fully blind, but it'd be so hard to balance and it'd probably be ass to play against.

  • @LuthirFontaine said:

    Dear Behavior,

    I know you love your little moles, sluggers and campers so very much and are never ever going to do anything to stop them.

    However its kind of bummer to get like 5k blood points cause you couldn't do anything because said little ray of sunshine is currently hitting your body on hook.

    Can we get some "Hey sorry about that guy, he likes to pull wings off of bugs and this is the healthiest outlift for his behaviors." points it would make the sting less painful for solo.

    Your Friend,

    Luthir Fontaine.

    I think it might be an engine problem, actually. The moment your survivor dies, your point total is set and processed. If you could get scoring events after being dead, that system would need to be redone.

  • There should be more survival scoring events, escaping is waaaay too big of a chunk and there's no other way to fill that category up.

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411498#Comment_3411498

    yes, let me run perks to deal with flawed game mechanics. as i said, with the limits to the amount they can be put down, it would also be safer to buff boon perks or boons overall.

    You would be right back here to complain again, since those buffs would need to be very substantial.

    Boons, currently, are really weak. They don't deserve more nerfs.

  • @mustdogen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410443#Comment_3410443

    Uhhh have you read the patch notes?

    Healing nerf is cancelled, that is why i said it doesn't even exist.

    Dh is only nerfing 1 time less, and if you unhook someone it's unchanged, the *nerf* don't really change anything about tunnel.

    Self care speed is even longer than the seven patches ago,i could not even remember when .

    Yeah distance is huge,if it's not only 1.2 meters, you know survivor can run 4m/sec right?

    Dh rework is a rework,it makes you can't brain dead gain distance, but reward you more from being hit.

    Did -you- read the patch notes? Medkit self-healing takes 50% longer. That is a healing nerf.

    'DH is one time less' - Okay, but even in your example, that's a 33% nerf, that's pretty big. And it's specifically the first chase where it's gone, which is the most important one as it's where survivors have to get the majority of their progress.

    It's not 1.2 meters, it's more than that, because the changes compound. Also keep in mind that these 'small' changes add up over time every match.

    What nerfs have killers gotten that -aren't- to perks, which can simply be replaced?

  • @imakepeoplehateme said:

    Tunneling has always been the most efficient strategy,i'm surpised it took people almost 7 years to realize that.

    If you want tunneling changed you need the whole game to change on a fundamental level.First of all,dead by daylight tries to portray itself as a horror game,you should never be invincible from the killer in a horror game.Second of all and most importantly if you nerf tunneling good killer facing equally skilled survivors will be out of options to win.When all gens can get repaired in 4 minutes i don't care how quick your chases are,if you are unable to eliminate a survivor early you WILL lose vs amazing teams.(look at tournaments,while most teams will be worse than said players,the ability to chose a survivor sided map,and bring multiple toolboxes and strong perks makes high caliber survivor squad be more oppressive than tournament level players)

    It wasn't the most efficient strategy for 7 years.

    It became the de facto most efficient strategy last July. It was far, far less of a problem before that.

  • @KenwanObinobi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409598#Comment_3409598

    Corrupt intervention has been nerfed to the ground, it is now useless to my mind.

    PR i have tried, clearly not strong enough in the current state.

    Enduring, i never take pallet in the face, i mean it's rare so i don't really need it.

    Brutal, i have tried it, doesn't do anything.

    Survivors see their gen time being reduce by 50 seconds in some circumstances but a killer see a gain of 0,4 seconds for breaking pallets with Brutal.

    So if you break 20 pallets you gain 10 seconds while survivors can improve the speed of a gen by 50 seconds.

    I mean don't these devs see how unbalanced all this is ?

    -----------------------------------------

    4 vs 1

    90 seconds to do a gen solo - 360 seconds to regress it

    30 to 1 min to get the first hit - 8 to 16 seconds to be healed

    Gens to do only - have to patrol gens, break pallets, break walls etc...

    4 survivors with 3 states that can extend chases to 1 minute each - just have less than 3 minutes of time to pressure the survivors or else the game is dead

    ######### is this ?

    Corrupt intervention has been nerfed to the ground, it is now useless to my mind.

    Your second to last post before that:

    3 gens out during the first chase

    CI helps with exactly this, and it was untouched in that regard. It just disables itself when you clearly don't need it, that's the only nerf it got. So if you're struggling with survivors getting too many gens done too quickly, too early, pick CI back up.

  • @Phasmamain said:

    Yeah it sucks. Tunnelling isn’t going to go away unless they actually remove the ability to do it which isn’t going to happen because it could be weaponised by survivors

    Genuinely don’t think they can fix it

    Decisive Strike gave us the blueprint but then got deleted.

  • @Bardon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408400#Comment_3408400

    And how many people are holding games hostage by setting up COH on the far side of the map (especially with slow territorial killers like Hag & Trapper) and just taking one hit and running off to get healed?

    How're they going to heal up if the killer's on them?

  • The 'deactivates upon a survivor's death' thing is fine, it just didn't need the regression rate cut.

  • I think the medkit changes are fine, but I would've made CoH's heal speed boost only apply to altruistic healing and left it at that.

  • @Steel_Eyed said:

    If it’s only 30.5 seconds, and I agree with the math, it probably needs a nerf.

    We are not nerfing Self-care again.

  • @Bloodwebs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406797#Comment_3406797

    I understand, however, it is ALOT slower. Why is it slower this update than what it is before?

    It's possible that, instead of a direct nerf to medkits' self-heal rates, all non-altruistic healing speeds were reduced, which would erroneously cripple Self-care as well.

    @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406813#Comment_3406813

    It should be the same as it was last update.

    If it’s not, record a video of it and make a bug report. With Botany, it should take around 30.5 seconds if it’s working correctly.

    If my theory is correct, then Self-care + Botany should take 45.7 seconds.

  • If people want hexes and boons to be the same so bad, how about letting Shattered Hope ignite already shattered hexes onto dull totems? (probably at the cost of a token or two from the hex, otherwise Devour Hope would break things)

  • Keep in mind that Self-care sets the baseline speed to 35%. BK adds 50% of the baseline speed. It's multiplicative, not additive.

    So instead of Self-care + BK being 35% + 50% = 85%, it's 35% x 150% = 52.5%.

  • @LeFennecFox said:

    https://forums.bhvr.com/dead-by-daylight/discussion/372983/when-will-there-be-a-update-that-prevents-camping

    Removing camping doesn't really work with how the gameplay is designed and most anti camping changes could be abused

    I hate this mentality because literally only one thing was ever tried, six years ago. That didn't work, so now everyone's just collectively shrugging their shoulders going 'Well, good try, gg no re'.

    Have the hook timer slow down dramatically if the killer is by the hook and ALL other survivors are on gens. Bam. Done.

    Killer isn't by the hook? Hook timer works as normal.

    A survivor is baiting the killer by the hook? Hook timer works as normal.

    Killer is chasing someone? Hook timer works as normal.

    Literally only camping gets gutted.

  • @jesterkind said:

    Nope.

    It's only even potentially in the running for discussion because of CoH. If that perk didn't exist, it'd be more clear why that's not a good idea- boons are designed around being in the middle of the action, for the most part, so the killer always has the option to snuff it - and the survivor always has the risk of it being snuffed. Shadow Step and Dark Theory are straight up useless outside of chase (more or less, the aura hide is somewhat useful outside of chase), and Exponential wants to at least be near the action so you don't waste a ton of time crawling to its range, so if those totems broke on snuff it would severely harm them in terms of strength and in terms of the back-and-forth slowdown of it being reset multiple times.

    CoH broke that concept by being both worlds stronger than the other three, and shining most when it's set up away from the action, making going out of your way to snuff it not worth the time investment the way it would be were the totem right where you were already chasing someone.

    Frankly, I don't know that Shattered Hope should exist period, even as a perk. It's a pretty hefty sledgehammer to take to the boon mechanic, and it's useless if there aren't any boons in play.

    CoH isn't that great when it's 'away from the action', because the further you have to travel to get into its range, the less time you save on it.

    CoH was powerful because its own 50% heal speed boost applied to the self-heal, saving a comparatively larger amount of time, but that's gone now.

  • @LeFreezy said:

    Greetings.

    CoH has always been mostly used by solo q players but with the recent update CoH became much more viable for the SWF's and (almost) useless for solo q players. Below I'll describe the possible changes that, to my mind, will be able to balance the current state of things concerning the CoH's usage.

    All Survivors benefit from the following effects when inside the Boon Totem's radius:

    • If a Survivor is injured, their Aura= will be revealed to all other survivors. When inside the Boon Totem's radius, an injured survivor will also be able to see auras of their teammates within 24/48/72 metres of their location.

    The lack of communication critically affects the life span and effeciency of solo q players. For example, you may wait for a heal for several minutes but no one will come. A little bit of knowledge about where are your teammates currentlymay solve this problem and allow injured survivors to not pointlessly wait for a heal.

    • Increases Altruistic Healing speeds by 25/50/75 % when not using a Med-Kit

    A healing speed when inside the boon totem's radius, imo, must be reverted to the pre-6.7.0 condition or even more. 8 sec. heals are ridiculous and they'll be definitely abused by a well-coordinated groups of survivors.

    Please let me know what do you think of these ideas.

    8 sec. heals are ridiculous and they'll be definitely abused by a well-coordinated groups of survivors.

    *22+ second heals.

    You will never get 100% efficiency out of CoH, not unless the killer royally screws up.

  • @HugTheHag said:

    I get that CoH must be worth having 2 people run to a corner of the map, and that travel time should be compensated, but +100% on healing speed is way too much when altruistic heals are back to 16s.

    Maybe make it back to +50% but, to make the way back to their objectives a little quicker, completing or receiving an altruistic heal in CoH could give 10 seconds of slight Haste (thinking like, 3-5%) ?

    It would be unlikely to affect chases since people would not be able to heal quickly midchase, and still not allow to outspeed the killer should they come as the heal is completed.

    It would just be a slight speed buff on the way back to gen, unhook, or whatever else survivors do when they're not in chase.

    That'd just off the top of my head, not deeply thought out.

    At +50% heal speed, CoH is just a considerably worse version of Botany Knowledge, so no, that wouldn't work. A minor haste will not save enough time to make it worthwhile, either.

    If +50% heal speed wasn't broken on PTB, then +100% heal speed now isn't broken either, since they both save the same amount of time.

  • @imakepeoplehateme said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402590#Comment_3402590

    Why,cause the gens got an extra 10 seconds to complete,while all the gen regression perks were butchered one after the another?You gave us a bigger bucket,but if you can't empty the water you will still drown.They also introdcued a bunch of perks to speed up the gens.

    Because Ds was nerfed? OTR i would argue is stronger vs most killers,pair it with basekit bt on top.

    All the stronger killers (untill next patch ig) got nerfed in one way or another.Dh right now allows you to get a free speed boost vs them since their abilities are predictable.Nurse got heavily nerfed no debating there.

    All the maps released are reworks are terrible as well.

    Holding a 3gen i would argue isn't as strong as chase orietend regression(but it might be a playstyle difference).

    But hey m1 killers are 5% stronger,they might get one extra hook vs a competent team!

    Why,cause the gens got an extra 10 seconds to complete,while all the gen regression perks were butchered one after the another?You gave us a bigger bucket,but if you can't empty the water you will still drown.They also introdcued a bunch of perks to speed up the gens.

    It has been [0] days since a killer player has ignored the reduced on-hit sprint, reduced on-hit cooldown, increased action speed and increased bloodlust accumulation of 6.1.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402000#Comment_3402000

    Due to the politics surrounding the game and its creator, I disagree.

    BHVR has shown support for the LGBTQ community, adding FNAF would be a complete 180 and a clear sign of total moral bankruptcy.

    Oohh, right, in that way. I would agree, but isn't Scott Cauthon completely divorced from the franchise now?

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402120#Comment_3402120

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402126#Comment_3402126

    The perk is bugged so that hitting the skill checks causes the generator to regress by a substantial amount, usually between 85% and 100% of the way, but only sometimes. The exact causes of the bug are unknown, so avoiding it is also unknown, but letting go of the generator, taking the 10% missed skill check penalty, and having the gen be blocked is often the better option instead of needing to re-repair every generator.

    The reason solo queue is involved is because you cannot tell them "oh yeah they have merciless btw don't forget it's bugged and to let go". Cross-platform games means you can't remind people in pre-game chat, either.

    I think what's happening is that the entirety of Merciless Storm is counted as one skillcheck, so if you get interrupted or fail one, it counts all the prior ones as failures too.

    So if you clear five skillchecks, but miss the sixth, all six of those skillchecks will be considered failures and cause 60% regression.

  • Autodidact's value is cut by the use of other heal speed boosters, so no, it does not synergise well at all with CoH.

    You can use it with Empathic Connection though, to make it easier for others to find you.

  • @Pulsar said:

    Oh boy.

    FNAF shouldn't ever come to DBD. If it does, it will be the final straw for a good portion of the community and their faith in BHVR as an entity.

    Conversely, I think FNAF would be a perfectly fine addition to the game.


    I also think that camping and tunnelling are the lynchpins behind a lot of complaints with the game, including issues that the killer side faces.

  • @DrFrozen said:

    I can't believe that upcoming patch is going to nerf killers so hard. I mean many survivors can say that "HEY, THEY NERFED MED KITS AND COH AND EVEN DH!" but look... DH can be used also by person who saved certain survivor... It just doesn't work for only 1st chase. CoH is actually buffed... placing 2 boons grants you large area with insane healing speed boost.

    CoH was trashy on PTB because of more time required to heal. With only 16 seconds 50% of extra speed is seems decent and that isn't too opressive for killer.

    And so... they nerfed probably every single regression perk in the game. CoB or OC weren't too strong, they were chosen frequently because killers have no other perks but dead lock or Pain Resonace which was nerfed as well...

    Probably every singe not too bad SWF will benefit from this patch and killers like the Trapper or Trickster are going to be even worse...

    CoH was trashy on PTB because of more time required to heal. With only 16 seconds 50% of extra speed is seems decent and that isn't too opressive for killer.

    CoH on PTB is going to be identical to CoH coming out of PTB.

    With base healing being 24 seconds, a +50% CoH would shave off 8 seconds.

    With base healing being 16 seconds, a +100% CoH would shave off 8 seconds.


    So if PTB CoH was 'trashy', then it will still be trashy coming out of it. Overall, while this isn't the change I would've gone for, I do think this will work for the perk and put it in a fairer position.

  • DS is fully within the killer's control, so I don't see why it has to be fair to the killer if said killer has to fully commit to playing into it.

    A competent killer will not be hit by DS.

  • @Pulsar said:

    If the kill rate is 70%, the game wouldn't be Survivor-sided in that scenario.

    You underestimate the power of the forum killer-main!

  • @AmpersandUnderscore said:

    Actual qol would probably be things like:

    * Hiding prestige levels in the lobby, only showing then at the end game screen.

    * Allowing you to choose which prestige level to display (if you like a certain border)

    * Toggle option to disable aim assist for killer

    * Choose a certain lobby background, so you always see one from a previous chapter (or a random one) unless there's a new chapter or event to show off a new one

    * Perk. Search. Bar.

    * Built in perk randomizer, or a '4th' loadout slot that you can't modify that auto fills with random perks once you get in game

    * FoV slider to replace shadowborn. I understand why this isn't strictly 'QoL' but I see this as more of an 'accessibility' feature tbh. Motion sickness is a thing.

    Perk. Search. Bar.

    PLEASE.

  • @NerfDHalready said:

    i'm only concerned about the boons because coh is still gonna be an issue. you are still going to have to snuff the damn totem 15 times because only 1 person can put it up a million times if they want to

    Unless they get multiple heals out of it, every time they boon, it slows them down.

  • @Canas said:

    I played two matches today and both were marked by abhorrent bullying by the survivors, I simply couldn't bother playing any further after this.

    https://us.v-cdn.net/6030815/uploads/9OABVK7J2XUR/1.jpg

    The matchmaking and map design were so blatantly survivor sided that it took me four gens to secure my first hook. With no other option but to camp I kept hooktrading just to end up with a 1K anyway. It was an extremely onesided experience and to make matters worse they verbally abused me for being unable to compete against these sort of odds.

    https://us.v-cdn.net/6030815/uploads/VGGBTU62YGML/2.jpg

    Another unwinnable match, once again the survivors were playing like a sweat-hitsquad while I was struggling to down anyone. Circle of Healing completely nullified any damage I put out. In the end Nancy even had the audacity to ask me if I feel ashamed for losing to the survivors. It's absolutely abhorrent how survivors like these full-knowingly abuse their role to bully killer players with.

    The game is extremely survivor sided in its current state and bullysquads know it damn well. They show no remorse when it comes to exploiting their busted role.

    They revel in harassing and insulting the killer while a simple m1 killer player like me can do NOTHING to stop their relentless assault on my sanity. Dead by Daylight is a bully simulator and nothing else.

    The game is extremely survivor sided in its current state and bullysquads know it damn well. They show no remorse when it comes to exploiting their busted role.

    You admit that you started camping in the first game, and it's clear from the point total that you tunnelled the adept Jane out immediately.

    The reason you're 'struggling to down anyone' is because you're inflating your MMR by resorting to cheap, hard-to-counter tactics that net you kills you don't have the skill to secure straight. You're playing above your skill rank.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397821#Comment_3397821

    A situational perk, where survivors can easily end up with 0 activations the entire game (especially in solo q), is way less useful than a perk that gives people 2 free activations. Survivors will remember the games where they got 0 activations, and they won't like it.

    And I wouldn't need clear intel with the original PTB version, because the DH pick rate would have dropped so much that I wouldn't care. Also, survivors with sprint burst or lithe will usually show their exhaustion perk before the killer gets their 2nd attack to connect, so killers usually get intel anyway on who might have DH anyway.

    Because DH now has "tunnel protection", BHVR should treat it like an anti-tunnel perk..... DH should deactivate if the survivor does a conspicuous action. That would make the perk as nerfed as the original PTB version, where it's a situational perk, just like the original PTB version was.

    So you'd rather have a harder time in harder matches and an easier time in easy matches than having some amelioration between the two?

    @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393667#Comment_3393667

    It was +50% + aura reading, which could be a very good thing for soloQ. I think that was enough. I think that the new CoH will be stronger than the current version with even two or three man team.

    Now, every SWF will have a safe fast reset spot, erasing the killer pressure in seconds.

    It was most certainly not enough, since Botany Knowledge offered the same value, just without any range restrictions, set-up time or counterplay. It'd be incredibly inefficient, putting it more in line with Autodidact, No Mither and Potential Energy.

  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396969#Comment_3396969

    Not really keen on accepting that from someone who thinks there's only 3 good killer perks and they're all getting nerfed this patch. Did you ever consider that maybe your perspective is a bit warped because you're used to overtuned perks?

    Eh, pal, you said multiple times CoH is fine, not that strong or whatever it was. This kinda applies to you too, considering CoH is easily one of the most broken perk survivors had since MoM

    Didn't read the rest of the thread and post btw just replying to that

    Was my argumentation about that wrong though?

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397794#Comment_3397794

    The minimum potential of 0 activations (which is very easy to get stuck with) is much more important than the maximum potential of 6 activations (which is very hard to do).

    Original PTB DH is like many killer hexes. Yeah they have strong maximum potential, but they also have the minimum potential to be a waste of a perk slot in some games. If all we cared about was maximum potential, then Devour Hope and Pentimento would be S tier perks.

    Or you can look at the overall performance and realise that this isn't really that much of a buff, especially since, as I mentioned before, you now have clear intel on who has it and who doesn't, on top of the extra nerf it got at PTB's launch.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394342#Comment_3394342

    No. It's a huge un-nerf. With the original PTB, it's extremely easy to get 0 or 1 activations, especially in solo Q. New DH is 2 guaranteed activations, which is a huge boost.

    The maximum limit was unrealistic. People usually aren't getting 6 DH activations on live DBD. The average would be 3, which is 1 per hook state. So the original PTB is realistically usually 0 or 1, with a much lower chance of 2 or 3.... and new DH is guaranteed 2.

    And if the original PTB version went live, survivors would quickly find out they can easily get stuck with 0 activations, and would drop the perk.

    From the killer side of things, it's a nerf.

    Whereas before, it would be impossible to track who has DH up unless you were camping, now you know who has DH available and who does not. Additionally, one DH could get up to 6 activations, now it's 2, max.

    This change literally just trims the excesses down for killers while boosting the floor for survivors.

  • @Sava18 said:

    Honestly when people say chill on either side they really mean don't run the best stuff possible/ on killer side tunnel. Most killers are not winning 7/10 games, you underestimate how bad this play base is on both sides all the way to comp level. When a killer player puts extensive time into this game and actually tries to learn hard macro and some micro of each killer they play it can seem easy, in reality the survivors they are going against just don't have the skill/teamwork/ are solo to contest them. But survivors make innumerable mistakes each game that add up to a stupid amount of killer rolling pressure. If you think otz with his superb macro(not micro) should have less than an 80% kill rate or lilith playing the hardest killer in this game by far that few survivors have gone out of their way to learn anything about in this player base I don't know what to tell you. High mmr killers are not getting matched against equal survivors for the most part and the same goes for survivors.

    Your skill simply means more in a 1v4 as the 1 than the 4 where 1 person can lose you the game. So many survivor players inting and so many killer players are just flat out bad.

     If you think otz with his superb macro(not micro) should have less than an 80% kill rate

    Why does this only go one way though? Some skilled killer racks up an enormous kill count and that's fine, but a perfectly coordinated survivor team manages to demolish a less competent killer and suddenly all the alarm bells get rung about how unfair the game is.

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