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Gandor

Gandor

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Gandor
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  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536028#Comment_3536028

    I would say depending on the killer new rpd still is survivor sided since it takes ages to get to places and most loops offer rather little counterplay for m1 killers.

    for some killers I 100% agree. It's hard for huntress, (chasing) bubba, blight, some say even nurse (but I don't agree with her - you can do very good predictions with her) - or pure M1 no antiloop killers have it tougher (say sadako, pig).

    But in my opinion on average, new RPD is killer sided (in a meaning of pick killer randomly and he will more likely then not like the map).

  • I will leave item if I have one (a sign of respect or "apology" for MMR) and leave thru the gate.

    I don't want to tinker with their MMR in a wrong way so that they can face appropriate survivors as soon as possible.

    If we are 4man and take pity on the killer, we can sometimes decide to give him hook states (but ideally not kills, but in full SWF you are just 1 voice out of 4, so you can get overruled easily).

  • Nice theory. If you include pings and the fact that all hits favor killer, you can't react to those in any other way then pushing E for DH or crouching. It will absolutely 100% not help you to actually dodge, because your character does not physically have time to move away. It's 100% on prediction dodging only (where killer can adjust his aim even after he hit M2 so he does not even have to commit where he's shooting).

  • Oh. Something that will lessen favoring to high-ping player? Say that both clients can have a say in if it was hit or not and if they disagree it would become deep wound? A reason to stop using VPN as a killer? That would be something

  • In my opinion, most fair maps are - coal tower (RNG heavy, but both sides can have blast), Thomson house (small number of pallets, but strong loops that can however be played around with massive deadzone in the middle), father's chappel (small map with strong main). There are other maps that can be added to the list, but they always lean a little towards one side or the other.

    The things I don't agree with:

    Dead dawg is killer sided because of awful 3gen (killer just need to be wise enough to not chase at main if he's susceptible to semi-infinite), Sanctum - leans towards killer, McMillan - realm as a whole favors survivor a little even though there are maps that are fair and there's shelter woods that still favors killer a little bit but not very much. Gideon is on average killer sided, but it's absolute irredeemable pain for some killers (say Freddy), old RPD was 100% survivor sided (new one is on average killer sided but some killers struggle there real bad), Eyrie of crows was very survivor sided and still is survivor sided even though much less then before as they reduced the size.

  • @methos said:

    Hello, 2nd Post.

    As i wrote Hidden Prestige sucks as Surv or Killer.

    You are ruining the game. We check all profiles in the lobby and no matter if we see the prestige or not. newbies will be dogded as surv all the time.

    u cant fix this with hidden prestige

    !!! repair your matchmaking !!! then its fine, but like last game a 23 hour KILLER vs me 2400 hrs is no fun.

    and a ######### 100 hr surv ruins all game.

    make better mmr and keep the skill levels closer, that how ur game will succeed, but not if u take us the PRESTIGE that we EARNED us buy playing.

    Thank You and turn it back on i payed for this to not be a BETA TESTER ;)

    This IS a fix to the broken matchmaking. The reason why you found yourself in that lobby in a first place was, that you were backfilled there, because someone appropriate for that lobby already left (maybe even multiple times).

    By limiting the amount of information both surivivors and killer get - you reduce the amount of dodges in lobby which results in lobbies like this to happen less often.

    It's a good change and the "only alternative" is to turn off backfilling logic (meaning you would wait ages if anyone leaves the lobby - and that's something people already expressed they are not willing to do)

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535736#Comment_3535736

    The only thing I can think of is that it would be a nice quality of life feature to show the remaining time for the chain blink window somewhere, either on the power gauge or on a progress bar in the bottom center of the screen. Experienced Nurses know the timing and wouldn't need it but it might help newer Nurse players.

    Other than that, I think Plaid Flannel does a good enough job of helping new Nurse players learn blink distances and I actually would not want that indicator to be basekit since for an experienced Nurse the indicator can actually be distracting/get in the way.

    sounds very reasonable

  • @sizzlingmario4 said:

    I would make it so pallet stuns during blinks are longer (similar to cloaked Wraith but maybe a little shorter considering her movement speed is slower - 3 seconds seems reasonable) and stuns also remove all blink charges which don’t begin to recover until after the stun ends. This makes pallets slightly more impactful against her and also makes Decisive Strike actually usable against her since she will not be able to blink again right away.

    Something else I’ve been thinking about is that maybe she shouldn’t be able to see auras of survivors while blinking or charging a blink as removing LOS counterplay through aura perks removes too much of her counterplay - there are only 2 counters to Nurse in a chase, one is LOS breaking and the other is keeping distance from her. But I’m more on the fence about this one since her perk choices are already fairly limited and taking this away would likely push a lot of Nurse players towards running 3 or 4 slowdowns.

    As for addons, both Iridescents are bad design and should be reworked entirely, her Mangled addon should be changed to only apply after single blinks, and the addon that increases her lunge by 30% should be reduced to 20% - Nurse should have to be fairly accurate on blinks to get hits.

    I like this one.

    If it was possible (and I have exactly 0 idea how), I would also think about some buff to her that would help beginner players only - so that she is easier to pick up (no idea what that would be though)

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535097#Comment_3535097

    I did specify "on the killers that make good use of FtD". I do buy that Ultimate Weapon is better on the other killers, and since there's more of those that probably could reasonably translate to it being better overall, but if you are going to be comparing the two directly then you should use both perk's realistic use case.

    For FtD, that means looking at it on stealth killers or in stealth builds, where I am of the opinion that FtD probably is still stronger. I am going to test it, though- I just don't have those perks yet. Generally, I just think FtD is wildly underestimated, because it's legitimately a pretty solid perk as long as it's used correctly.

    fair points. Without TR, UW is useless of course.

    (I would just argue there are still other perks that make more sense for tracking then FtD - and the only niche for FtD is interupt cleansing build - which thankfully is bad - making the perk overall bad at least in my eyes).

  • @jesterkind said:

    Face the Darkness is passive (thus interrupting actions more), tied to a hex (which can be a positive, since it drags survivors to find and cleanse it), and it shows auras (making it better tracking).

    I've not played with the new perks on other killers yet because I don't have the Xenomorph, but I would be pretty surprised if Ultimate Weapon is actually stronger than FtD, at least on the killers that make use of FtD well.

    Nope, UW is actually even better info perk then nowhere to hide (provided you are not playing one of small TR killers - like Xenomorph in power, or nurse/huntress where you want to actually see the aura to land a hit). UW is easy to activate, has low cooldown, drags with you for freaking 30s and basically is uncounterable (only calm spirit works, but that perk is butchered beyond belief). You should try it or watch how people use it in actual gameplay.

    The cherry on top is the blindness, but that is absolutely redundant effect.

    @Crowman said:

    FtD in theory is better on hit and run killers that utilize undetectable or oblivious. Since Ultimate Weapon requires a TR.

    True, but there are better perks for FtD users as this perk is quite underwhelming. FtD in current form is IMO bad perk (but you have to think about buffing it correctly to not create "uncleansable" situation with keeping doctor in mind).

  • If you removed 50% of hooks on this map, it would still be hard to sabotage. Now I wonder who had the idea of making this and thought it's a good idea?

  • Ideally also names and absolutely do not allow opening steam profile (or any other equivalent for other platforms) before the game starts. After it ends, sure. Show everything. I would be OK with also showing MMR

  • @CatnipLove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534932#Comment_3534932

    If you have the option to hide prestige, anyone who does will be assumed to be a P100 player. Lobbies would still get dodged and the matchmaking would stay the same. It might actually get worse.

    Not if it was opt-in that you need to click every time. It would be cumbersome enough for large population to not have it (and so it would be hard to lobby-shop).

    Then again I would give it 1 day until someone ask to make the choice permanent if implemented

  • @CookieBaws said:

    It's a luck based challenge. At 1st sight it seems easy, but no. You have to throw games just to do this one. 10m is very small and they only way a killer would go for saboed hook, it's when they don't see what is going on. which is very rare.

    Sorry, but I would have no problem doing the challenge if killer was supposed to be 2m away from me (and soloQ vs SWF make exactly and precisely 0 difference to me).

    Best sabo rescue as a general rule of thumb is, when survivor gets downed away from hooks, you sneak in to the hook (ideally from opposite side from killer - if there's no object in way, you can sabo hook from any direction) and you time it so, that killer swings at you (ideally whiffing, but taking hit is also good). If you don't force him to use M1, chances are he will make it to hook anyway.

    Also if you want to force the challenge, my sabo altruistic build is saboteur (see hooks), breakout, background player (si you don't need to trail killer whole game and being useless but making it to action anyway) and healing perk (for saboes being healthy greatly raises chance of success, because you often need to take 1 hit) + alexis toolbox and double sabo speed addons (if killer does not have save the best stacks, you can bodyblock hook, get hit, immediately sabo that hook AND barely get away).

    Oh and also - you have to pray you will not spawn at saloon or Rancid maps - otherwise killer will probably make it to hook anyway.

    Last note - expect to be tunneled when you do this successfully. Killers hate saboteurs. Also this build gives you 0 protection or help in chase so expect to die a lot and quickly

  • @bravo37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534663#Comment_3534663

    I know you guys who are annoyed with the wait times but if I SEE the numbers are well above what I perceive to be an even match, I leave that lobby and look for something without level 100s. Am I specifically looking for an advantage and shopping for a person whos well under me? No, I just want an equal playing field. My highest level character whether it's killer or survivor is 3. That's how much I play. Should I be forced to play with someone who's obviously outclassed me? I don't believe so, I'd rather not. I'd rather wait another 5 mins for something that looks like it won't be a miserable experience. I get the random lobby matches have nothing to do with this change. But now I can't decide whether it's something I wanna deal with.

    Like I said the problem is apparently a lack of evenly matched player base, so they hide it. That doesn't fix the root problem. That just frustrates people like me who have to blindly enter a contest that I most likely will lose. I'd rather play games to enjoy them.

    And I will only complement what @Agentized said, that if my group sees some killer that is clearly not appropeiate for us, we tend to stop just before finishing last gen and search all totems. Bad killer player is (and especially before nerf used to be) THE best indicator if killer has NOED.

    If you want to have fair games, you should use same-strength addons, ok perks that don't give insane advantage. And once you start to camp/tunnel/lobby shop, you will have to camp/tunnel or endure some extra losses (this works until you are too high/soft cap or too low). And survivors have it same with genrushing btw.

  • also destroying turrets with M2 is not hard at all

  • @Orthane said:

    The "Fixed" fast vaults were extremely overpowered. Simple as that.

    And now there are no fast vaults at all. They take as long as mid vaults

  • It actually is workable.

    A hint for developers if they ever decide to implement it - create half-circle within existing circle (they might even make detection range tiny bit larger) - when any obstacle enters full circle, the half-circle will turn so, that it's as far away from the (closest) obstacle as possible. If there's any obstacle in the other circle - then don't allow turret placement. From UX point of view - render half-circle once there's any object in full circle. (Math behind it is to add semi-plane that is perpendicular to straight line coming thru closest obstacle and turret/survivor and starts at survivor - any obstacle that is within this semi-plane can be ignored - a perfect tweak would be if the semi-circle does not start at center of survivor, but at the edge of survivor's hitbox taking away a little bit more space where there can't be any obstacle).

    With this fix there will be always enough space so, that turret can't block any entrance, but at the same time turrets can touch walls and stuff.

  • @bravo37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534663#Comment_3534663

    I know you guys who are annoyed with the wait times but if I SEE the numbers are well above what I perceive to be an even match, I leave that lobby and look for something without level 100s. Am I specifically looking for an advantage and shopping for a person whos well under me? No, I just want an equal playing field. My highest level character whether it's killer or survivor is 3. That's how much I play. Should I be forced to play with someone who's obviously outclassed me? I don't believe so, I'd rather not. I'd rather wait another 5 mins for something that looks like it won't be a miserable experience. I get the random lobby matches have nothing to do with this change. But now I can't decide whether it's something I wanna deal with.

    Like I said the problem is apparently a lack of evenly matched player base, so they hide it. That doesn't fix the root problem. That just frustrates people like me who have to blindly enter a contest that I most likely will lose. I'd rather play games to enjoy them.

    But you know that basically the only thing this behavior provides is survivors not playing a survivor they like. Right? Because does my skill diminish when I do my daily on P3 character instead of going for my P100 Claud (that I don't play very often any more)?

    Also - lobby dodges are most likely THE reason why you were backfilled into that unfair lobby anyway (because someone appropriate that got those people before you just felt like he deserves what he perceives as easier match).

  • Good job devs. Creating perk that should have counters but not having them. Didn't you previously write something about not wanting to power-creep? I just wanted to ask you when is whispers actually better then this perk? (and don't say you don't need to open locker, because time investment on opening locker is not even close to time investment you need to actually pinpoint the location of survivor from just whispers)

  • Count number of pallets in Thomson house (note that there's RNG - it can be more then 7) - similarly coal tower, wrecker's yard and other maps.

    Number of pallets varies greatly depending on map and RNG.

  • @Seraphor said:

    Whu...

    The map is the most balanced map we've had since Dead Dawg.

    Xeno isn't that OP, but it does have a bug where the slowdown isn't applied after a Tail Attack.

    What? Dead dawg balanced? What realm do you live in? With those guaranteed 3gens? With the size of the map? With the quality of the loops (on it's own it's not problematic - but considering previous 2 things)? With the density of hooks?

    The map is about as balanced as garden of joy (both maps having 1 single redeeming quality that's just absolutely not enough - garden being relatively small and saloon having strong main).

  • @Zaydin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534484#Comment_3534484

    SWFs aren't fun to play against. The game isn't balanced around them or the huge advantage they have over voice comms when it should be. SWF mains, however, insist on balancing around solo queue because they don't want to get nerfed.

    100% disagree.

    There's nothing more fun, than destroying would-be bully squads. Like 4man headons or 4man flashlights. It creates 2nd game layer on top of first one - where you play base game (get 4 kills) + additional game (don't get stunned, bait those lockers, don't get flashlight saved).

    Sure if you are bad (compared to that 4man) it can be frustrating. But evidenced by endgame chat/DC's it can be frustrating for them (and at minimum me having a lot of fun) when you actually know how to counter them.

    @Zaydin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534329#Comment_3534329

    That would require huge nerfs to survivors to counter the uncounterable advantage the coordination comms give them. Disabling aura perks, SWFs having increased generator repair times per each member in the premade, etc.

    SWF mains can't have it both mains, having a huge advantage over Killers while also insisting the game should be balanced around solo queue.

    "uncounterable" is very funny. I regularly counter that "uncounterable" then :) And I am not even super good. There are much better killer players then me

  • 1, most survivors are soloQ and max duo.

    2, best advantage BY HUGE MARGIN for SWF is circumventing matchmaking instead of comms (which can be seen when playing with some streamers that don't do voice comms).

    3, The game is not being balanced around soloQ already (which is evident by how bad it is to play soloQ)

    4, S-tier killers (small part of killer roster - same as 4man SWF) has advantage even over SWF.

  • It's a little challenging without addons. But with addons, turrets are as good as forced whiff (or rather forced M2 whiff if you are any good with Xeno) and that's all it ever does

  • @Feneroe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533893#Comment_3533893

    Plague only loses the charge she's holding, not her power. Pallet a Plague while she has her damaging vomit and she still keeps the damaging vomit until the timer naturally runs out.

    oh boy. The number of times when I disabled her corrupt purge... It 100% disables her power. Like it's very risky, because if she baits it, that's 100% hit for her. But believe me - it's one of THE counterplays against her power (it's not with other types of stun, just with pallet).

  • @Deathstroke said:

    I think they're pretry good at least agains't me. I even think the amount of them could be reduced because it's maybe too much counterplay.

    equip one of 3 addons that make them weaker and you will never have problem with them any more (provided you won't decide to go for survivor instead of turret)

  • @KaTo1337 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534369#Comment_3534369

    Once again you talk about me. I talk in general. If people want to 3-4K every single game, tunneling is the only way. We all know that.

    The problem with High-MMR is, that both sides are tunneling. One side gen-rushs, because totems, chests etc. are nothing more than "sidequests", the other side kill-rushs. There is a reason why "comp. DBD" is this every single game. If you want to play competetive, you need to do this (on both sides).

    Thats all I wanted to say with my post. I myself cant say this for me, because I throw games in the lobby when I use fun-builds instead of Meta for example.

    Well, not exactly true. If you are really truly insanely good, you can win vast majority of your (public) matches even without camping or tunneling (or slugging or using your ability). It sure is hefty handicap, but it's still possible.

    But the point is little bit elsewhere. Killers need to be strong enough, to get their fair share of kills so it's fun for them, while survivors should get their fair share of escapes (and in my opinion it's 50% kill rate - right in the middle for both sides). But this has several caveats:

    a, this percentage should work for strong players (high MMR) and weak players (low MMR)

    b, players should feel they have some agency (and for this reason 3-gen locking skull merchant (especially in lower elo) and face camping is problem)

    c, most optimal tactics should be engaging fun for both sides (for this reason tunneling is problem - tunneled person until higher MMR with SWF does not get to really play the game, similarly genrush is problem for chasing killer where he does not really get opportunity to chase because gens get completed too quickly).

    What's more, the problems are linked together a bit - if you remove genrush, you make camping that much easier (as the only counterplay to camping is sitting on the gen and completing them as soon as possible + trade hooks).

    It's truly hard to fix all 3 points. But it does not even look like devs are really trying (very much, they do occasionally tweak something while making other problem bigger - like they removed hook grabs, but DS is still 3s and OTR does not help against hardcore tunneler) to do anything about those

  • @Merciless_Killer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534042#Comment_3534042

    Not really. Survivors have to be tactical about where they place turrets so the xeno is as distracted as possible against it. The goal isn't necessarily to knock it out of its power although that is a nice bonus. The goal is to slow it down enough to make a bit of distance which they do.

    That would work if setting up turrets didn't take ages. But it does. And the whip can hit where very few killers can also hit (considering when his ability is hittable and considering how quickly you can apply the ability) - which again would be fine if you had real counterplay. Instead you have real time sink that could only theoretically get him out of power

  • @Merciless_Killer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533866#Comment_3533866

    Yeah an experienced Xeno who is observant can react in time to take out a turret before they get knocked out of their power but that is a good thing imo. We don't need a repeat of singularity where a killer has built in counterplay that they are pretty much powerless against. And there is skill involved in it so that makes it more fun for the xeno player to be taking out turrets.

    Well yes. That's fun for killer. But also the killer is designed to have super oppresive power for the price of it having a turn off button - except that button does not ever work against better killer.

    It's like survivors having DH, but without exhaustion or any limit - just internal cooldown of say 10s and it's fair, because you need skill to apply it and hit that 0.5s window. See the problem?

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533906#Comment_3533906

    I mean again, you don't have to redo the gens as Survivor unless the Killer is bunkering, so it wouldn't make PR too powerful except against the foolish, but they were going to die anyway. This is a buff to Killer in the sense that foolish Survivors will attempt the slowed gens against non-bunker Killers. The speed is so slow that Killer isn't penalized for re-genning except when bunkering.

    As far as the basekit kick buff I would be fine with that if it were a pop-styled post hook buff, to encourage actually furthering the game, and not simply slugging or buffing bunkering further.

    Ok. I re-read your first post. You didn't want to buff pain res. You just stated, that 25% would mean 90s. Ok. Then it's clear. In that case I understand and agree with you, but small buff to compensate for killers would be in order. Kick buff after hook sounds actually very healthy. In this case I would maybe even accept 7.5%-10% instead of 2.5% (for that first kick only)

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533875#Comment_3533875

    I mean Killers can run 4 lethality and run down people before they can pop all the gens fast enough even on M1 Killers like Legion. The classic Enduring Spirit Fury wombo combo comes to mind.

    Nothing about this suggestion requires slowdown perks, I was just showing how slowdown is augmented if the Killer stops camping their bunker and allows Survivors to pump the bunker gens. Even the basekit 2.5% 2.25s kick would be effectively buffed to 9s of Survivor slowdown, and 4.5s if it is the 50% gen. Basekit regression is also proportionately powerful, and would make the 25% gen regress at the same speed a single Survivor can pump it. The game progresses gens worked by Survivors at 1 charge a second, and regresses at .25 charges a second, and this would reduce the Survivor sided anti-bunker gen to .25 charges a second (or .5 charges a second if the 50% gen).

    I would argue in many matches this would be a buff to Killer, because people might attempt to power through a 25% re-gen when there is a normal gen undefended and the Killer isn't even bunkering up. Overall the idea behind the change was to punish bunker gameplay by having an escape other than bleedout/giveup on hook. At the same time, it is meant to be punishing enough to not be reasonably used by people trying to win against a normal Killer (unless they wanted to 'go easy' on them). A Survivor shouldn't attempt to complete the re-gen and should complete the normal gen instead.

    I did notice a flaw however in this being brought up. Great Skill Checks would need to also be proportionately reduced in strength, or removed altogether on these gens. Currently no matter what gen speed buffs and debuffs you have, Greats still do 1% or .9s (or more with Hyperfocus). Luckily because of Hyperfocus, we know they do have the code to adjust Great values as well.

    The current anti-3gen 'fix' is Deja Vu, so a perk is yet again called upon to fix a core design flaw, but it also has problems. Nothing stops you from using the 6% against every gen in the match, so it can be a buff against people not even bunkering. The boring Deja Vu 'fix' I recommended was a buff to gen times based on how long the current 3 gen has been the same 3 gen. For example 3% per minute. So if a 3-gen was camped from the onset for 25 minutes, you could have a 75% gen speed buff. That also wasn't without its problems though.

    Sure. I agree. I just don't like "bandaid" as a permanent solution.

    It would without a doubt be survivor buff (that makes the game healthier, but it's still survivor buff) - so killer buff is absolutely in order. But base-mechanics buff vs perk buff does not sound good. Especially if it makes said perk (in this case pain res) too strong - making it virtually basekit on every killer. The better thing would always be basekit buff to killers (and if this was actually implemented, I think good idea of compensation buff would be to double killer's basekit kick regression to 5% instead).

  • The perk is trully bad on some killers - anything that hits mainly with M2 or can get bloodlust should never use the perk. That said - it's probably not absolutely useless on some killers - like say Pinhead

  • @poujh said:

    Title. Earlier this year the nurse's attacks after a blink were changed from basic attack to special attack which removes her synergy with exposed perks. Now that these are special attacks, shouldn't they not be able to grab ? I say that because special attacks typically don't let the killer grab a survivor, except maybe wesker, although his special attacks are quite unique and don't always grab but just hit the survivor when the survivor is doing certain actions.

    She does not have "special attack". She has a new type of attack specifically designed for her called "blink attack".

    I see no problem with her being able to grab survivors after blinking. IMO It's infinitely more loss, that devs deciding to remove lightburning her (both to prevent blink and to actually stun her, but mostly to prevent blink).

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533835#Comment_3533835

    the add-on is terrible regardless of what you use it with. huntress is all about m2. even with iri head, it is not a good add-on because i rather have 1 hatchet with instant down then be m1.

    It's bad (no argument there), but it's not terrible.

    When you use iri head, you basically won't be using any other addon very reasonably (maybe rose root, babushka, wooden fox or deerskin gloves), but soldier's are actually also good choice for it, because you don't have to immediately just abandon the chase when you miss - especially if you find injured survivor - because survivors tend to not heal against iri head so you can get value/down thanks to the addon.

  • I didn't try too many killers on that map, so maybe it's just Xenomorph being what he is, but the map feels quite balanced for both sides.

    Like on one hand the map indeed have very few trully safe structures or strong pallets, but on the other hand the map is huge and actually contains a lot of them where most are weak, but usable. Also it contains huge number of LoS blockers which means S-tier killers do not have it as free as on say Autoheaven realm.

    For me the map feels actually very good. It promotes a lot of interaction (not just predrop and hold-W on survivor side and "this tile is so trash that I have free hit" on the other side). Considering huge size - it can be quite challenging for killers. IMO one of the best maps recently (most definitely better then borgo, garden of joy, new cowshed or new abattoir).

    Also - the number of little easter eggs in the map make it also very enjoyable :)

  • @mizark3 said:

    The suggestion I've made before is after 3 gens pop / 2 gens remain, the first gen in the match to pop can be 're-completed', but only at 25% speed. That means it would take 360 Survivor gen seconds to re-complete, and percent regression is still just as effective. This happens again with the 4 gens pop / 1 gen remains, and now the 2nd gen to pop can be 're-completed' at 25%, and the 1st gen to pop is buffed to 50% speed (if it wasn't double popped). This way when you get a bad H map with a 4 1 2 gen split, you can still complete 5 gens, albeit with 3 at 90s, and 2 at 360s. If the Killer decided to actually defend all gens on the map, they could get a Pain Res to revert 90s of gen progress on those 25% speed 're-complete' gens. Simple paint visual below. Also note that for the bad drawing, re-completable means it was completed prior if that wasn't obvious.

    https://us.v-cdn.net/6030815/uploads/86W4MHZBZ9C5/genrecompletemockup.jpg

    Edit: This would be good for everyone other than baby lobbies. Low Skill Survivors will need a large notification (beyond just a red bar) that these re-complete gens are not good to do, maybe a visual debuff that says in large text 'old gen, -75%/50% gen speed'.

    The idea is sound. The only thing that sounds bad is specific killer perk buff to compensate. You shouldn't compensate base mechanic by perk because a, it means all killers need to use that perk now (which reduces variability) b, you didn't compensate part of killers.

    In this case base-mechanic that would be an actual good compensation could be something like longer generator repair time (I don't specifically like this one as holding M1 on gens is already boring, but it's the easiest example of base-game mechanics to compensate for all killers).

    Omitting this little oversight, I like the idea.

  • @Merciless_Killer said:

    You don't need to double turrets as that doesn't even break xeno out of their power faster anymore. You just shouldn't place turrets out in the open where the xenomorph can see them otherwise they will get taken out for sure. They sill might get taken out before they can knock them out of their power either way but you have no chance of doing it if the xeno can see the turret just in the open.

    They don't get him faster, but heat dissipation takes time. If you double-up on turrets, 2nd one will get xeno out of power in time.

    Good placement of turrets works only on less experienced Xeno players (or Xeno players that don't use 1 of anti-turret addons), because you can very easily destroy them on reaction even if they surprise you from angle you didn't expect. Sure - if the Xeno is less experienced, he will get surprised, look for turret and then try to walk to the turret to M1 it so it will get him from power. But more experienced one will just M2 while turning to destroy it without ever being in danger of getting out of power.

  • @Frumpbeard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533262#Comment_3533262

    Using number of DCs as a basis for a system of data collection is like using strange women lying in ponds distributing swords as a basis for a system of government.

    It's all about statistics. This didn't happen to me before in - I don't even remember if it ever happened (then again, I shun skull merchant and knight and camping/tunneling "playstyles" and other unfun interactions). I absolutely get why they would DC against Xeno when getting hit behind tall objects. It is frustrating. That's the whole point of me giving feedback about how ######### it is going AGAINST this killer (but sure enough, it's fun to play as Xeno)

  • @Real_RUBB3R said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533456#Comment_3533456

    How would it be uncounterable? Calm Spirit makes it so you don't scream. I mean yeah sure you cleanse totems faster and if the killer is just puppyguarding their totem, or playing Demo with coach whistle, then yeah it's gonna be impossible. Honestly I think the totem cleanse speed nerf is kind of stupid, the whole reason that was changed is I assume because of FtD so you can't just cleanse the totem for free but come the ######### on, it's a hex totem, and all it does is make people scream when outside of your terror radius. It's not so strong of a perk that it should be completely uncounterable.

    I feel like screaming shouldn't interrupt totem cleanse actions, because it's extremely stupid how you can make totems literally uncleanseable just by running a silly hex perk that makes cleansing speeds slower

    Ah right. I forgot you won't get interupted any more. Still it would be super nasty build, because you would have so much more time to interrupt survivors manually with high mobility killers. But you are right, that it would not be "uncounterable" - just strong and damn so frustrating (especially because of viability made by your own perk)

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533337#Comment_3533337

    there is add-on like that. it is called shiny pin. it gives 5% movement speed when holding a hatchet.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533458#Comment_3533458

    you have a cooldown to cancel hatchets. raw 5% is add-on... it is soldier putee. the weird iri add-on nobody uses.

    IK her addons. And actually that iri is used by some huntresses. But it's true you will "never" see it used without iri head :)

  • 1, xeno didn't drag his hitboxes at all (you can still strafe when hitting)

    2, those hits were on prediction and it can be seen by meg not dodging anything 2nd time in that clip.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533051#Comment_3533051

    i don't believe this lose/lose stuff. I am do not want to say that there is no situation where lose/lose will not occur but there is skill-cap in playing survivor to avoid lose/lose situations. Alien's attack is prediction based power. it is not your typical hand-holding special attack that most killer are.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533130#Comment_3533130

    killer time is more valuable then survivor's time. some people exaggerate that and say it is like 4x more valuable which is not true. but i think it is like 1.5x-2x. you can always have at least 1 person on a gen when 4 people are alive. sometimes 2. the time sink is fairly minimal. the goal of the game is to survive as long as possible while trying to repair all 5 generators. turret are always going to be detriment to the killer when used correctly. it is simply how the game is designed. I often feel like survivor are just getting worse and worse over-time while killer players stay the same or adapt to any negative change. I wonder if it is because a lot of killer require very little learning on the survivor's part in intricacy to escape that whenever there is new mechanic, it becomes total shock. you just need little bit finesses and a bit game logic to waste killer's time with them.

    But that's it.

    Going to control station, opening it, picking up turret, slowly moving with it to find a reasonable spot, placing it down, going back to control station, opening it again, picking up turret again and moving beyond first turret (but close to it so that the double-up happens) is most definitely more then 2x time investment of destroying both turrets, going to control station, going under, move for 3s and going back up (this does not even include actually using tunnels for your benefit or not getting burned from your power, because you used addon and went intelligently about it, or because you just knew and circumvented this trap).

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533227#Comment_3533227

    The dude posts a clip compilation of other survivors being able to read and dodge the tail attack, and instead of admitting you were wrong and that you CAN and HAVE time to dodge the tail attack you go on a tangent claiming he had skill issue as xeno...

    Yall trying to grasp at anything in order to justify nuking xeno so survivors can turn their brains off as usual, very disapointing.

    I absolutely would. Same way as if someone showed me how bad Leatherface's saw was while him never using any tokens to recharge the ability. Sure it's bad if you use fraction of it's potential. Same as in the clip.

    The ability shouldn't be balanced around people not knowing, that tokens recharge your ability/tail's hitbox can be adjusted mid-strike.

  • Huntress. New speedies killer and best adept for pwyf. You have 5s of more then 140% speed not even using any ability! That's more then sprint burst btw.

    (But those 5% could work as an addon)

  • @Quizzy said:

    What bothers me is that the devs are supporting killers to just slug then find the last survivor when there is no way to get the gens done(4 gens for ex). There are many situations where stealth means nothing anymore when u are battling it out for exit gates and ur the last survivor because of this perk.

    If they wont do anything about it, people might as well start bringing calm spirit and make it meta. Confident killers will ask to nerf calm spirit if it even becomes meta. Which would honestly be hilarious

    In calm spirit meta, dhope+noed+face the darkness+thrill of the hunt is uncounterable combo. Thanks to inexplicable buff calm spirit got that totally burried it.

  • @Frumpbeard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532908#Comment_3532908

    Why is everyone going, "wow there's no reason to play Deathslinger, Xeno can do the same thing except without any reload", when Deathslinger has a range of 18m and Xeno has a range of 4.8m, and Deathslinger has a much higher viewpoint and causes deep wound? The two aren't even remotely comparable.

    Because 115% speed is much better then 110 and 18m distance. DS does not have hitscan and his shots can be actually dodged (since instascope is not a thing any more). Slinger can't down you over (strong) dropped pallet and also slinger can't drag his spear over half a screan to get easy hits over most loops/correct his shots.

    DS is just pure and simple totally outclassed.

  • This thing has about 25% chance to spawn so even though it's busted, it's not that common.

    That said I am all for killswitching the map until this issue and gallows 3gen are fixed (both being very nasty and unfair setup)

  • @Frumpbeard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531993#Comment_3531993

    It's pitiful compared to the strength S-tier Killers have, which you seem to be trying to make Xenomorph out to be.

    Why are you using the animation and sound cues of Pyramid Head, a Killer who has double the range and hits multiple Survivors in an AoE through walls, as a comparison instead of Nemesis, a Killer who has the same range as Xeno and similar attack time? It's like going, "oh Dredge is stronger than Hag because he can teleport farther away" ignoring all the other factors involved.

    https://us.v-cdn.net/6030815/uploads/9WN0I7Z9ZV9G/image.png

    Here is the spectrogram of a clip of a video, with 0 being the moment the tail whip button was pressed, and the end being the moment before it hits. You see that bump in the middle? That actually isn't me screaming the battle roar I make before every kill, that's the audio cue the tail makes before preparing to swing.

    https://streamable.com/jqrjun

    When you hear the sound, it's too late. You can't do anything. Also xeno can still drag his hitbox even after he hits so even if you were superman with 0 reaction time, you would still get hit.

    Your only real option is to hope killer is bad and can't drag hitbox yet - that way you can hide behind loops and pallets and windows. When you get good (good is not god) Xeno, you are just screwed

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