FootMan2893
FootMan2893
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Only if Killers can blacklist SWFs for the sake of personal stress.
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087195#Comment_4087195
Lol, yeah just make breaking a 3 gen next to impossible. Let me guess you were fine with chess merchant too since survivor enjoyment does not matter?
How is trapper going to 3 gen you?
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087189#Comment_4087189
Put in work? Seriously? Holding M2 is putting in work? Okay how about we make a survivor perk where if they press M1 the killer instantly dies. This is actually hilarious.
Yes. He had to have visited that loop at some point and lay the trap down, leaving it there to dedicate it to that loop instead of some other loop or spot on the map. You're emotionally measuring effort/resources spent to how mechanically intensive it was, so of course your view is going to be skewed to hell.
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087187#Comment_4087187
You are saying that you want to add in a mechanic that lets trapper arm traps midchase so disarming does not work and since you want him like singularity and he can still move you won't even make it to the next loop. If you are going to make rework suggestions you can't just ignore half of the game.
Yes. He shuts down a loop that he put in the work to trap prior to you running him there, you take a hit, and then move on to a different loop if you didn't go down. As far as killer powers with down potential is concerned, that still wouldn't bring him above the average in Time To Down.
Or is it you're implying that you think killer powers shouldn't be able to force you into taking a hit and you should just be able to infinitely run him around the map? -
@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087183#Comment_4087183
You… literally can't. That's Trappers main thing is that he 100% shuts down any loop with his power. Being able to reset it at a distance and still be able to move like singularity can per your description means that it's impossible to play around his power at all.
Then disarm the trap. Or, if he placed it mid chase, leave the loop.
If you bring him back to that loop and he rearms the trap remotely then you've ate his CD and leave the loop, possibly taking a hit in the process. For an M1 killer the ability to shut down a loop that he preemptively prepped ahead of time on a 20-30s CD is laughably average. -
@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087178#Comment_4087178
To use your own words, it's just catering to one side by sacrificing survivor.
No. Survivor isn't being sacrificed nor is it worse off. You're just being expected to have to play around a killer's power, instead of the killer and his power having to play around you. Again, thinking that this is unfair is called being entitled. .
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087174#Comment_4087174
Oh okay then this whole topic is totally moot then but I now want to know why you think making the game absolutely miserable for one side is okay.
It's not miserable. It's called not catering to one side by sacrificing killer. If that's your definition of being mean to survivors or ruining the game for them then you're entitled.
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@esarraf said:
Ehh nah, this would just make him awful to go against and removes all counterplay besides 'get lucky lol'. I think he'd be fine with just starting with all his traps and making Iri stone partially basekit at like 100 seconds.
I fundamentally believe that killer design shouldn't be based around if the survivors have fun are not.
And no, you can still counterplay the traps the same way you counterplay hag traps. Pay attention, crouch/slow walk, and coordinate with teammates to disarm them. Except now it's more costly for the survivors to act instead of the killer, as it rightfully should be. -
@DaddyMyers_Mori said:
List of things players don't complain about got shorter again. Is there even something left on the list?
I've seen people DC against meme built trapper on heavily survivor sided maps. There is no line they won't cross.
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@Pulsar said:
oh boy, the whole tunneling gens thing again. That's just extremely dumb, imo, so I'm gonna ignore that.
They aren't considered bad per se, just very unfun and unintuitive to play against. A lot of players crutch on these tactics to win when their macro gameplay is lacking. The skill required to tunnel someone is MUCH less than the skill required to make tunneling a losing strategy, same with camping. A lot of Killer powers also synergize well with those strategies making them even more difficult to counter and even more effective.
You, once again, mention the carrot and the stick approach. We have tried the carrot, it didn't work. People kept tunneling and camping because it was easy and effective, not because they had to tunnel to win. Until those two aren't the easiest way to win, they'll continue to stick around.
Watch any good survivor mains play against a good killer and tell me tunneling isn't a necessity.
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@I_am_Negan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438486#Comment_3438486
No I'm saying play fair.
Just cause you dislike something doesn't mean it isn't fair. It's part of the game.
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@I_am_Negan said:
Stop camping and tunneling for kills and you'll have fun matches.
The way you're playing is to win so you'll be playing against others that are also playing to win. But if that's how you want to play by all means go right ahead.
What you're saying is to play worse intentionally so you lose thus deranking down to worse survivors and ruining their day by pitting them against a killer that isn't on their level.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434738#Comment_3434738
I think you're confusing this game with Evil Dead
Even with survivors who genrush and never get hooked you can still usually kill two of them with rancor + game afoot as it's just instakill, especially if you've slugged the obsession beforehand
That's basically like giving up from the start and settling for easy pity kills. Who wants to play the game like that?
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@pigslittlepet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434746#Comment_3434746
Fine. Let's nerf nurse and high level swfs at the same time! Happy?
Yeah, lets do it.
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@pigslittlepet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434738#Comment_3434738
Well duh. I want the nurse nerfed as badly as I want to nerf well organized mega swfs. That just wasn't the subject of this thread lol
One can not be tuned without the other. I think it's a waste of time saying either one needs to be nerfed unless we're talking more broader balance.
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By saying that slugging is a problem that needs to be addressed you're forgetting that you're effectively saying you need to change the other side of the game in order to suit yourself. It's a PvP game, not everything the other side does for the sake of winning is going to be enjoyable for the opposition. In fact I'd say that it's probably a very common thing in PvP games that the average person isn't having fun unless they're winning.
Some of the issues can be solved by simply not putting yourself in a position for it to happen. Like getting slugged then moving to a place where the killer can't find you. Sure it sucks that your team isn't getting you but you chose to not want to get hooked for yourself, so those are the consequences of your actions. Same thing when a boil over player gets slugged as a counter to their build and then gets angry that the killer isn't playing into their trap. They chose to not want to get hooked so they gotta live with it.
I'd also like to point out that it's pointless to even mention the basekit unbreakable. Everyone already unanimously agreed it was a bad idea and it got permanently scrapped. This is just a similar idea with a few extra steps.
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@pigslittlepet said:
Nurse breaks the core loop of the game and needs a complete rework. Blight just needs some addon adjustments. Come all you nurse mains and roast me now. But she is broken and will be until her main power gets reworked.
The game itself is broken and needs a rework. Nurse is just the killer side's nuclear weapon to beat out try hards. Come all you survivor mains and roast me now. But survivor is completely one sidedly broken to the point it's impossible to win as killer when played efficiently and skillfully.
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@ili said:
this is broken, there is already pyramid head mechanics like that.
This would be good for a number of reasons. For one thing basic M1 killers needs as much time efficiency as they can get. Pyramid head comes with the problem of inconsistent application and a clunky ranged attack that's meh unless you've mastered the art of flicks.
And there's still benefit for the opposite side as well. This could randomize hook locations. Like P head the survivor could end up far away and right next to another survivor leading to an instant rescue. Also making it harder for the killer to defend if they get thrown far away. The other upside is that regardless the killer can't choose where to hook. This means instead of strategically placing a survivor in or around a dead zone they could instead end up right in the middle of a strong area for them or their rescuer to use.
The third benefit is even more important. This eats a perk slot that could've been used for perks that survivors consistently complain about. Be it slow down perks, regression perks, or chase perks, this means 1 less slot for them to be used in exchange for faster hook times.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432421#Comment_3432421
That's a band-aid solution. You can't suggest running perks to resolve every issue in the game.
As much as that statement is true it's also a fact that they've explicitly chosen to balance their game that way. People have a problem? Drop a perk that fixes it in the next chapter.
Doesn't matter if it's situational and thus leaves you potentially weakened when the opposition chooses not to use the strategy you were trying to preemptively counter. It's there so problem solved. Is basically how they look at it.
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@AssortedSorting said:
Or let The Killer Delve into The Hatch for bonus BP ("Match Result: UNKNOWN", walking through black Fog), and The Survivor subsequently being Killed by The Entity.
Treat The Hatch more like a neutral event, a drain. If the Survivor finds it, they enter and the Trial ends. If the Killer finds it, they enter and the Trial ends.
Hilly billy just pops out of a hole in the ground next to the survivor camp fire "Man that place is dark. And full of cobwebs. How do you guys crawl through that every match?"
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@nikodemo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431456#Comment_3431456
builds have huge impact and really swing the match. but i'm a decent killer and i can still get destroyed by survs that know their stuff. know how to loop, know the maps, know how prioritize objectives, know timings.
there's a LOT of game knowledge available to use. so when i hear someone say "i can't win now without X perk," that tells me they relied on their perks too much as a shortcut and weren't working on fundamentals.
"If you're nothing without the suit then you shouldn't have it." If either side's balance lives or dies by 1 or 2 perks then I wonder how DBD managed to live this long.....
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The killer wants his 4k and the hatch is a free escape that's left up to RNG. I get that it's annoying but blame hatch mechanics instead of coming up with ideas for more cheap escapes. The give up feature isn't a bad idea though.
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Old DBD was terrible. As killer, survivors had a laundry list of broken mechanics that just made it insanely easy for them to play. Maybe that's why you see some people looking at that era with nostalgia saying old DBD wasn't "try hard" or "sweaty". Cause it may have seemed like that when the killer wasn't even remotely on the same playing field. And because tunneling and camping were basically the only strong things a killer could do back then the survivors considered it an even greater sin than now a days.
So really I don't think there was anything good to remember from back then.
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Otzdarva already gave a pretty good idea for a trapper rework. Let trapper interact with lockers and pull the farthest trap to him. Probably make it so it only works on unset/triggered traps (unless there are none) so you don't accidentally pull a set trap that you want to keep where it is.
Also I think changing the aesthetic is bad. Trapper is one of the less spooky/supernatural killers and works better as just a classic crazy slasher with a machete. Cosmetics are there for if you want something more. However what I could see being a good idea is finally giving killers unique cosmetic options for their power related items. Like cosmetics for Billy's saw, Wraith's bell, trapper's traps, Victor for the Twins, ect.
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Would be interesting if No Mither made your exhaustion recharge slightly slower but made it also recharge even while running. If you're good your chases are better but you only get 1 health state.
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@Dwight_Fairfield said:
He has had a cosmetic since he came out. The hospital gown. He also got several new weapons too.
I know of the cosmetic set released with the gown and weapons but that took years after his release just for that small package. And we've yet to see any more as far as I'm aware.
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Except those actions don't lead to survivors being damaged. Trapper is just placing a trap and plague is applying a debuff. I also remember your post complaining about them fixing it so Knight loses tokens when summoning and claiming it was somehow a fun and unique playstyle.
PWYF is a niche perk and it's meant to be restrictive. Movement speed is a very finnicky thing and changing it could drastically break what little semblance of balance the game holds together.
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@Kirarozu said:
I had a wraith the other day who didn't tunnel or camp and got a 4K. He earned it too. It was a fun game too even though I died. He hooked every survivor once without ever returning to a hook to chase the unhooking survivor. He systematically chased and hooked each one of us without tunneling once. He did it again once we had all been hooked the first time. Wraith is a strong killer so I don't understand why people need to camp or tunnel. IMO, people who camp or tunnel are bad at killer and refuse to take the time to get better by not camping/tunneling. I also see a lot of killers going back to the hook to go after the guy who just unhooked which is just as bad imo. Don't killers get more points for more hooks/chases/hits and all that? Maybe BHVR needs to get rid of the "rank" system altogether and just give BP based on how many games you played that month. They should be able to see the average amount of games it takes the average survivor/killer to get to Iri 1 and just make that number the amount of games to get 1M BP each month.
If that was the case then I'm sorry to say your team was very below par. And the fact that you believe wraith is a strong killer makes me believe you aren't exactly an experienced player either.
The simple fact is that at a moderately decent skill level survivors have to start making bad mistakes to give the killer enough leeway to spread hooks. And at lower high tier skill and above it is physically impossible to spread hooks unless you want to end up with 4-5 hooks (at best) and no kills.
At the highest level of skill in DBD a killer, even strong ones that aren't Nurse, are literally considered to have done a great job if they managed to get 3-4 hooks against a competitive team of survivors with maybe a singular kill if the killer manages to successfully camp out the end game. Or perhaps 2 if they successfully tunneled out a survivor with the few hooks they did get. So I believe your view of what constitutes "good" or "fair" play from killers is heavily biased because you don't know what higher tier gameplay is like.
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@lifeisstrange said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425361#Comment_3425361
Same for killers who complain on anything survivors do and play igorance, can be as petty as omg the survivor 360 and dodge my attack. Instead of just being patient admiting they didnt play patient and got outwitted and wont admits it was their fault, they ignore it saying survivor has it easy.
Where are you seeing people complain about spins? Cause I'm not seeing any thing anywhere about that.
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@lifeisstrange said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425283#Comment_3425283
I can ask the same of killer too when they complain about swf. Shouldnt you get some type of challenge rather than always getting easy wins vs solo que. Stomping solo que is spoon feeding.
Except that solo queue isn't an automatic win for killers. Survivors who believe otherwise are literally just ignoring their own mistakes and shortcomings and instead choosing to blame a perceived balance issue with DBD. Meanwhile just 1 look at what survivors in a tournament setting can do and anyone with functioning eyes can see the massive gap between survivor and killer.
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@lifeisstrange said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424063#Comment_3424063
Bad postioning? That aint even valid statment. Survivors have to be mindful of trying to avoid 2 or 3 genning which is an rng issue of the game. so you have no choice at times but to be in certain spots with 1 or no good window pallet or loop.
Ever considered that you SHOULD be pressured as a survivor? Like what is the point of the game if everything is spoon sped to you without risk?
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@HexBooba said:
but i do understand what your saying and you are right, people should get better at looping. For me im very good at looping but the issue is that i have high ping in the game, almost 100 ping which most of of the time i make it to a pallet and drop it it wouldnt matter because the ping makes it so that I get hit anyways and the only way i can combat that is with deadhard which is why i used to run it so much. Now it just sucks to use.
I've played on 80-100 ping consistently for over a decade on everything from MOBA's to FPS shooters and I can say it's fine for DBD. Meanwhile you claim to be good at looping yet actually good survivors can destroy killers without even needing an exhaustion perk equipped. I think you've been going against inexperienced killers, Deadhard was carrying you, or it's a combination of both.
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@Thale20 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419690#Comment_3419690
I never complain about camping and tunneling but slugging with sadako is just boring for me. What should I do as a solo player when 2 survivors are slugged and i try to pick them up. Sadako teleports back and downs her again bc she runs into her arms. After that she chases me while the last survivor selfcares in a corner. Almost every Sadako match I played were a sluggfest with 0-1 hook. Nobody got any points and everyone deranked.
How is that any different than camping or tunneling? If she were hooking survivors they'd have been dead by the third down. With this strategy you're alive for longer and can outplay death entirely by cleansing condemn. You yourself admitted that your teammates are just running into her and giving her free downs, so it's not that the killer is problematic but rather your teammates are bad at looping. In which case you shouldn't be blaming the playstyle.
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@mustdogen said:
When you stand still, you can get undetectable effect and can see the arua of survivor within 32 meter.
Actually this would be dope.
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Yes face camping still exists. Yes tunneling off hook still exists. But it's not going to go anywhere cause that's just the objective of the game. Killer wants to kill survivors and survivors want to survive. The devs can't really stop the killer from doing his objective even if he's going about it in a scummy way.
Tunneling is also a separate issue because the game requires you to do it for efficient killer gameplay. So how are you going to stop toxic low effort tunneling without hurting strategic tunneling for higher end play?
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Your first mistake was treating this as a horror game. It isn't. Maybe it was intended to be at first but that's no longer the case and the majority of people who play the game stop treating it as such very quickly even if they came into it thinking that it was.
But even if I take the roleplaying aspect seriously this line "But, until I met survivor auras. The killer can see the survivor auras, which completely breaks the logic of a horror game or killer movie. This leaves survivors feeling hopeless, as there seems to be no time when their privacy can be assured." doesn't make any sense.
Every single classic horror flick has always seen the killers magically able to track and find people with no problem at all. Michael Myers, Freddy, Ghost Face, Jason, ect. All of them always found their targets as if they knew where they were at all times. So if you really want this game to be accurate as a horror movie emulator then the killers would have no terror radius and instead be able to see survivors no matter where they are.
But this game isn't balanced around that. Myers has it through addons but it's also balanced out by slow movement speed.
Also, the movies ARE hopeless. Do you even remember on average how many side characters die through out most horror flicks before the protagonist eggs out a miraculous escape/counter attack? Or how most horror games have it so the character can't even fight back against whatever is after them?
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@[Deleted User] said:
You didn’t get taken hostage. You more than likely ran into what is known as “comp corner” and the killer wasn’t having any of it.
Well that'd still be getting taken hostage. I hate certain annoying strats as well but that's the least offensive one out of them all. Unless it's a coordinated sabo squad in which case just like boil over I'll just let them bleed out. If they don't want to get hooked so badly then I'll give them exactly what they want.
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So you admit to Iron Maiden being a useless perk then also state that it should be nerfed because "the killer didn't earn it". Make up your mind. It either does something or it doesn't.
Did you get outplayed trying to headon a killer? Cause generally it's a safe bet to assume when someone gets this heated about a really niche and off meta perk it's because it got them real good in one of their matches.
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@Rokku_Rorru said:
Killers bring strong addons too it's not an issue exclusive to survivor.
Except Survivor's aren't nearly as restricted. Survivor is the same exact gameplay spread across a bunch of reskins. So perks and items stay consistent. Killer is an entirely different ball game. Not everyone plays the strongest meta killers. So a try hard legion for instance is no where near the same as a try hard Nurse. And so if that try hard legion goes up against a stacked team of try hard survivors the end results are going to be extremely different.
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@Mistkage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419032#Comment_3419032
I aint reading all dat
Yet you'll post a wall of text with the worst takes I've read within recent memory. X. D. my dude.
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@Clockwork_Enigma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420443#Comment_3420443
1) I should clarify that the 15% increase is only for the fast vault you initiate off cooldown. This does not apply when you have cooldown.
2) They aren't meaningless. The removal of the Dream World counter is necessary to stop it from countering a Killer power, while the removal of the 50% increase in speed if you AREN'T finishing the last generator is a huge nerf.
3) None of the three Killer perks I buffed (whichever ones you're mentioning) would be pointless. They would serve their functions very well and create interesting builds.
4) STBFL is more than likely the best Killer perk in the game at the moment, if just because of it being the only unchanged meta perk out there.
5) No one likes Lightborn in its current state. Not Survivors, not Killers.
Ya don't get it. The whole point of exhaustion perks is so they can't use them multiple times in a single chase. A perk that eliminates vaulting momentum mechanics and actually speeds up the vault, on a 30 second cooldown not limited by exhaustion mechanics no less, could and would break so many tiles in this game.
They are meaningless. The niche interaction with freddy doesn't matter cause no one plays the killer anyway. Man needs a rework. The no sprint burst is a nerf sure but that's not why people run the perk, therefore it's meaningless.
The killer perk buffs are pointless because you're adding rather mundane and not very impactful changes to perks that made 0 impact on the game to begin with. And even with said changes would remain useless perks.
As for your 4th and 5th statement this is screaming survivor main. There's literally no reason at all to nerf STBFL. It's a ok perk that only really works on specific killers, all of which are mid tier and don't impact the game massively. And even on killers it works well with like Deathslinger the better mains aren't using it anymore.
With lightborn this right here is the nail in the coffin with your entire post. This claim of "No one likes it" is complete and utter gaslighting and false information. I have literally never heard a single killer ever say they dislike it or have a problem with it. And I mean actual killers, not fake killer mains. The ONLY people who've ever complained about it were survivor mains who were mad they could bully killers with flashlights. So this leads me to believe that you might be a survivor main who has no reason to be making these objective "Matter of fact" statements about perks and what should happen to them.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419504#Comment_3419504
I was just explaining the bonuses. The way you presented it made it sound as though you were expecting sloppy butcher to have a 50% or higher debuff to healing to match botany, despite the secondary effects. That's all I was trying to comment on.
Likely the reason you aren't seeing complaints about Botany is because, as I said before, the perk is infrequently used because it requires at least one, if not more than one, additional perk slot or item addon to function. If you are running Botany, you are likely running self care as well, which is 2 perks to self heal, and even Botany with its extra downside isn't enough to fully offset the horrendously slow healing speed from SC.
If you're using botany to heal others, you are vastly better off with We'll Make It, which has 100% healing speed bonus and no debuff, but is on a very long timer. Or even Desperate Measures, which is just a variable passive bonus.
Sloppy butcher needs no additional perks to function, and is incredibly popular. I'd be surprised if SB wasn't in the top 3 killer perks right now. You get value from the perk just by having it and playing exactly as you would without it. And even if Botany would overcome the sloppy butcher bonus, you'd still need every survivor to be running it to just to "counter" the mangled portion of the perk.
It's the same reason no one is complaining about Inner Healing. IH completely bypasses both parts of Sloppy Butcher's effect, but almost no one runs it, so no one cares. An incredible number of killers are running SB right now.
This comment is all kinds of whacky. For one you don't need additional perks to run Botany. That's just your assumption. Secondly when comparing altruistic healing options We'll Make it is indeed stronger but only lasts 90 seconds and require that you unhook for it. Desperate measures is only 14% healing speed per injured survivor, up to 56%. If everyone on your team is injured something is wrong somewhere. Meanwhile Botany is just a flat 50% increased healing speed across the board. Sure you consume medkits faster but the whole point of this latest patch is that medkits shouldn't be as prevalent as they are. They need to be weaker. Self healing needs to be rare and hard to do consistently without some sort of major drawback. Altruistic healing is fine because it means multiple survivors are wasting time to do it.
Also there's this line: "And even if Botany would overcome the sloppy butcher bonus, you'd still need every survivor to be running it to just to "counter" the mangled portion of the perk."
There is no "if", it DOES overcome sloppy. Mangled only applies a 25% healing speed reduction.
As for everyone needing to run it that's not true. One person runs it and thus everyone but that person can benefit from it. If that sounds unfair then let me remind you that this is how the game is meant to be. Being injured is meant to be a penalty, not an minor inconvenience. You are supposed to waste time healing or risk getting downed easier when the killer comes for you again. Again, a penalty for getting injured.
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There's basically no way to implement an automated system to account for things that you don't like happening to you. Should instead consider just not caring about pipping. Especially since they've made it so that grades are no longer important aside from a very small BP bonus when reset occurs.
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A good idea I heard someone talking about before is that sacrificial wards need to be brown rarity and common for killers. Cause the ability to pick maps heavily favors the survivors way more than killer. Survivors have tons of maps which are either strongly in their favor or outright unfair for the killer. But on killer's side they only maybe have a few maps that are ok but nothing nearly on the same level as what the opposition has. So the survivors are far more likely to abuse map offerings than killers. Therefore the killers should have the option to just completely stonewall map offerings if they choose.
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No they really don't need changes. Flashlights have counterplay and you have to learn that. You say you're a new player so it sounds like you'd rather complain on the forums than to learn how to play around things. For chain blinds it's as easy as looking up or down, and for not getting blinded on pick up either face a wall when available or hunt for people when you know they'll be waiting nearby to get the blind off. It's called situational awareness. And if you're still bothered by it then just run lightborn. People who do get mad about it are few and far between, and even if you come across them why do you care what they have to say? They aren't exactly the brightest bulbs in the shed if that's what they're getting mad over a meme perk so their opinion shouldn't matter at all to you.
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So let me see if I can get this straight.
1 Nerf and/or gut the other exhaustion perks but make Lithe arguably the most broken perk to exist in DBD history.
2 Make a couple meaningless changes to adrenaline and then another perk that no one uses.
3 Buff up 2 completely useless killer perks in pointless ways that still doesn't make them usable and add a semi decent change to a niche one.
4 Nerf one of the better killer perks available.
5 Nerf a meme killer perk that serves no other purpose than to slightly annoy bullies.
Dude, you're right. I'm not ready for these changes that I need. And I wish I could return to 5 minutes ago when I still didn't know about these changes that I need.
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@Thale20 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415451#Comment_3415451
Jep super fun. Just as amazing as 3 gen SM and Knight
Actually yes it is fun. Cause you still get chased, you can still loop. And you can still outplay the condemn if you're actually skilled. There's also no tunneling and no camping of the survivors on hook. Literally the 2 biggest complaints survivors have had since the dawn of time and this playstyle removes those problems yet you still call it boring.
If you've been slugged the entire match that means you were dead to begin with. If you're going down a lot then any other killer would've killed you, and if you've been slugged long enough to bleed out that's nothing to do with the killer and everything to do with bad teams.
Perhaps if you were running unbreakable you could recover fast and someone could have you up in no time at all. Or even run boon exponential, maybe even both.
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Here's a check list of what I've read:
Complains about no longer being able to heal easily.
Complains about DS no longer being able to be used as a 60 second "don't touch me" card.
Complains about dead hard nerfs while claiming it required skill and thought to actually use.
Complains about not being able to body block killers from hooks.
Complains about boil over not being effective.
Complains about franklin's and lightborn cause it shuts down their items.
Complains that the game is killer sided, even going as far to say that SWF is weak.
Complains about Pinhead and Legion.
Not gonna lie brother this posts reeks of entitlement. Kind of comes off as if you were or are a meta chaser, perhaps even a bully player on top of that, and you're angry your toys aren't what they used to be.
Mayhaps you should get try reaching rank 1 on killer as a start and then seeing if you can raise your MMR enough to experience higher tier matches. I'm sure this'll help enlighten you as to why things are the way that they are.
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@ComradeLou said:
There’s no good way to go about this: the rework for dead hard and CoH was a good idea so killers didn’t feel the need to tunnel or camp to secure kills. It’s a killer sided game, so it makes sense that the killer should have an advantage. However, these changes could and do only work for killers who play ‘fairly’ I.e don’t camp and don’t tunnel off hook.
If the point of these changes were to encourage the killers to take other chases instead of the person who just got off hook, then it’s heavily not working. My entire friend group plays DBD, if we swf we are tunneled and camped, solo queue we are tunneled and camped. I’ve never been camped more in this game then currently, including when I first started. Streamers without TTV in their names are getting tunneled and camped.
Even when I play killer, it’s never been an issue to work around CoH and DH. Not tunneling isn’t hard (unless they are all dressed the same, then oops.) I’ve had randos thank me for not camping or tunneling.
Strategic tunneling and securing a kill? Sure. I get that. But every single game for weeks?
Tunneling and camping is a behavior 95% of the time, not a strategy. Either put in harsher punishments for killers for doing so (faster repairs during elongated time in hooks proximity, penalties to BP for repeat hooks on one survivor, pause on timer) or repair CoH and DH into pre update.
The gutting of those perks were very much needed as was medkit changes. Not every kill is top tier and can get downs in 20-30 seconds. The time it takes for a mid tier, or god forbid low tier, killer to injure, chase, down, and hook a survivor led to an over reliance on gen slow down just to have fair matches against survivors that weren't babies. Not even skilled either. You can literally extend the game plenty if you know how to not greed pallets and to hold M1 on gens when someone else is getting chased.
Survivors being injured more puts actual pressure on them. Don't want to heal? Stay injured and potentially go down quickly when you get found next. Want to heal? Find someone to heal you and give the killer a breather from all 3 people holding M1 on a gen while he's trying to down someone else. Dead hard only complicated the matter by giving the survivors effectively another health state while injured. It had the illusion of being mind gameable but heavily favored the survivor at all times besides when you're breathing down their neck baiting it out. However a survivor shouldn't even be allowed to get out of that sort of situation in the first place and the fact there's even a perk that could potentially allow it is a joke. Pretty much meant you could never lunge for a window or pallet ever again. And it had the secondary effect of always forcing killers to play around it even if it didn't exist until they could confirm without a doubt that the survivor is running a different exhaustion perk.
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Actually why does it not have to stack? There're very few killers that utilize it as it's only really usable on killers who have speed ups built into their kit like myers or wraith. And even with massive speed ups it still doesn't account for much, especially when you consider that 2 perk slots are being wasted just to break pallets faster with a third slot being taken up by bamboozle for windows. That's 3 perk slots not doing anything for gen slow down, survivor slow down, or information. It doesn't effect stronger killers either like blight cause their pallet breaking is done through abilities that aren't affected by break speed.