Gandor
Gandor
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524302#Comment_3524302
You have 16 perk slots total tho.
And if flashlights would have less charges, i would be happy to not see the lobby.
And you have much stronger perks and more speed. 16 perks nonsense is just that. Nonsense argument (same as stronger perk and more speed argument on my side). Overall balance is the key
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524077#Comment_3524077
look like all survivors are upset about your proposed buff. I suggest different buff. Make spirit 115% m/s. Now you will feel less powerless when your ability is on cooldown.
And again. Why would you buff spirit specifically? Makes about as much sense as buffing SWF specifically
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It does not sound fun - the game suddenly deciding you need handicap against your will. If anything, MMR can become stricter, but that's it.
Also - RIP all the killer win streaks if this was really implemented to work well in reverse too (and there is no recent-ish 500/1000 wins in a row for survivor SWF - but there are multiple of these for killers)
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523508#Comment_3523508
Where was this mentioned? I'm actually curious, to see if there was a change. Last I heard 0-1 is a loss (lose) , 2 is a draw (not sure if you get anything here), 3-4 is a win (gain) and hatch is null (nothing). For survivor escape is a win (gain) and death is a loss (lose) hatch is null. If you die for survivor how much you lose depends how many escaped.
I found it. Here it is:
https://www.youtube.com/watch?v=Pz7f_WPutq8&t=1535sIf the time does not work for you, it's all explained at 25:35
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@Archael said:
On the one hand, i agree that lobby should not exist. Just few seconds of counting when match is found and straight into the game.
But on the other hand. If playing as a killer i see bully squad with 4 flashlights im going to use lightborn. Without this knowlege i would be forced to use this perk in every match.
But i hate seeing other players prestige lvl.
Sure. And I would love to see that you play plague to not waste my perk slots with healing perk. But I don't get this information and need to adapt to it regardless.
Overall seeing lobby brings more negative then positive right now, so removing it makes sense. To compensate balance (killer not seeing 4 flashlights and lost opportunity to shop lobbies) - map offerings could revert the meaning (you won't see this map instead you are going to this map) as map offerings favors survivor more then killer (4 vs 1 being a thing).
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@Archol123 said:
I agree however that audio is often a problem in this game, I've had a bug a few times now where survivors just didn't make any sound, not even when they hit, that was a miserable spirit game, still won, because I can still see grass moving and stuff but it was not fun, that's like a more general problem, it just effects spirit a lot.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524073#Comment_3524073
But besides that Spirit is still really good and it does not need too much to perform decent with her, so if you have spend the last 4 years playing spirit you shouldn't have any issue winning the vast majority of matches with her, I always play her from time to time, not a lot but even I win like 85% of the matches. If you are good on basically every killer you will the vast majority of your matches, it is not necessarily that you've mastered the killer but that matchmaking is rather bad, therefore if you're struggling to win matches just because her duration does not give her recharge anymore then I'm sorry, but that's a skill issue.
Yes. Spirit was bugged several times and those bugs affected both sides. Like I absolutely hated that one bug where survivors became invisible even outside of phasing until you started to phase again - that one was also miserable. But these things should go to bug reporting sections - or if you want to make it feedback section - complain about QA of "spirit-development team".
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524198#Comment_3524198
the vast majority of people that play killer really dislike sabotage. very unfun mechanic. it is little bit like eruption with that incapacitated effect. you get denied from doing objective....
dropping said survivor and deleting saboteur player.
sabo player usually stealth entire game and do gens. when a person goes to death hook and is getting chased, that is when sabo play happens. it is like giving your ally free 5th perk in decisive strike. chasing sabo guy who has 0 hooks vs death hook guy is not good play. nothing worse then playing against efficient gen people where your at 1 gen left and sabo guy denying your hook-kill. you use sabo when there is no risks and only benefits. sabo is also annoying in end game because dropping people near exit gates.... is like old decisive strike where picking them up is wiggle out and not picking them up is crawling out of the exit gate...
Ah. So you are mad, that you can't tunnel guy out. Got it. GOOOOD! Let's make MORE mechanics like sabotages then
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Ah right. Because running genrush builds is much better. Or flashlight save which is much easier (and will not result in injury) is better to handle. The distance is freakin 5m. The whole thing can basically be shut down with 1 perk. Or being aware. Or dropping said survivor and deleting saboteur player.
But "looser" is someone who goes for a huge risk instead of killer that is unwilling to face any kind of difficulty
Also - reverting breakout would actually be buff. Those 5% are IMO absolutely not worth that 1m distance removed. So I would gladly take that revert. That buff was pharmacy/calm spirit "buff" all over again
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523974#Comment_3523974
She is the 3rd strongest killer in the game, she needs nothing to keep up in chase, she moves at 176% ms without addons, even if survivors know where she is she can just force them around the loop one way and then change directions and catch them before they reach the pallet or the vault, when using her power in chase the duration/recovery really didn't add much to how fast she would get the hit at a tile but only how long she had to wait after that.
As for the map pressure, she gets downs really fast, that's more than enough, there is no reason to give her blights map traversal or something else ridiculous like that.
They have nerfed MDR + Amulet because it was completely broken to the point of being probably one of the top 3-5 strongest addons in the game, there is no reason to get anything for nerfing such a absurdly broken addon, despite the nerf she is still the 3rd best killer in the game, so why would we need to give her anything?
TBF her yakuyoke amulet does not make sense now and is weaker then her yellow duration addon. That's the only part I agree with OP should get buff (or rework - just make it something useful).
But does that have a priority? Hell no. Check like all Pyramidhead's addons before you look at violet amulet
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The perk could get massive buff and still be outclassed. That's not because other heals are that good - on the contrary - this perk is just too bad. Search for a chest/travel time and then open chest time + pickup time + heal time (most likely 40s, because sloppy is basekit these days) for at best 3-4 heals (but given the time requirement "just do gens" is better answer even if you already have the perk 99% of time).
At that time self-care would do better job without need to create scratchmarks/noise and being in the open AND having limit.
Inner healing just laughs at it with even 1 extra heal and possibility, that it's doing (side-)objective anyway and we will make it just turns it's head in disgust of that time inefficiency it takes.
Even plot twist and second wind while being limited do better job at healing as they are safer and do not care about sloppy butcher and don't waste so much time.
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This is about as absurd, as demanding base survivor speed for survivor be 115% (4.6m/s), because that's just QOL after they took so much from survivors (real infinite loops, permanent hook sabotages, literal instant heal and insta repair, double window at shack, hatch escape for all 4 survivors and so on) from the inception of the game.
Spirit is still one of the best killers in game. She needs no buffs. If we are talking buffs - let's talk meyers (minus his OP addons), Freddy, Trapper, maybe clown or pig. But absolutely not spirit (or blight or nurse)
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@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522329#Comment_3522329
Cough the game *cough*
That map is killer sided because of size, indoor map syndrome and serious lack of windows.
I have one of the highest win rate on gideon as multiple distinct killers and still pretty high win rate on others (but sure enough, there are also a few killers that struggle there). Like my Bubba, Legion (with build) and Pinhead loves the map super much (nurse and spirit also feel very good, legion absolutely does not mind too, plague feels good, but say my Oni does not like it). On average killers feel much better on it then my survivors.
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The only problem with singularity is, that he's just damn too hard to play. His skill floor is extremely high. But so is skill ceiling.
The killer absolutely does not need strength-based buffs (like quicker infection or less EMP's). He needs to be easier to play - so changes like easier/more consistent pod placement, single twig obscuring 1% of vision not blocking infection and so on.
I already see only 2 types of singularity as is - too weak because they had not mastered it, or too strong because they did. There's no in between. The game is always stomp one way or another
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523508#Comment_3523508
Where was this mentioned? I'm actually curious, to see if there was a change. Last I heard 0-1 is a loss (lose) , 2 is a draw (not sure if you get anything here), 3-4 is a win (gain) and hatch is null (nothing). For survivor escape is a win (gain) and death is a loss (lose) hatch is null. If you die for survivor how much you lose depends how many escaped.
I will find it in that stream when I will have a little more time (and try to provide exact link). But it was exactly quoted like that. The thing you mention is result of "killer playing 4 matches at the same time"
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523470#Comment_3523470
Maybe I should have been a bit clearer for those in the back. For the first part they are pretty much correct but can you show me where they have stated this? "So it's possible to win 2 times and lose 2 times in a match" I have never seen this mentioned at all. This is what I was referring to.
It was mentioned, when it was said "killer plays 4 games at the same time". Meaning if he kills 2 and 2 escape via gate, it's the same (for MMR purposes) as 2 wins and 2 looses. I am paraphrasing, but this exact thing was mentioned (just with different words).
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521594#Comment_3521594
"All I know is that 1kill is one win and 1 escape is one loss. So it's possible to win 2 times and lose 2 times in a match. "
That's not how it works at all.
That's literally how MMR works according to official dev stream. There are some extra details around it (hatch escape "cancels the match", other survivors winning/loosing adjust how much you won/lost), but everything he said is right according to devs (by that famous dev stream with hockey analogy)
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522627#Comment_3522627
So again. Why would anyone take this perk over reassurance (help against campers) or deliverance (I don't trust my soloQ will unhook in-time/ever)
Reassurance does nothing to help yourself, it is only for helping teammates, and Deliverance does nothing if you get hooked first.
And your version of kinship does nothing if a, survivord are scared to unhook b, can't pop gen in time / don't rush gens c, you get hooked after 4th gen d, someone else is being camped instead of you.
That's 4 conditions instead of 1 for deli. So why would anyone even in soloQ pick kinship over deliverance? Because the only possible case I can think of is if you don't have deli yet (kinship is common perk)
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@AlanShin said:
M1 killers have always been at a significant disadvantage. They can only catch survivors by walking, and as long as survivors know how to use pallets or windows, they can easily delay them for a long time. While chasing one survivor, the other three survivors constantly repair generators. If you don't disrupt them, they can repair two generators in about 30 to 40 seconds on average. This means you have to find a survivor and down them within 30 seconds. However, this is almost impossible for high MMR M1 killers. In high MMR games, most survivors can stall M1 killers for a long time. When I play as a survivor, I don't feel the horror aspect of the game. I just see a bunch of M1 killers being outplayed by survivors. In fact, I feel more nervous playing as a killer than as a survivor. I have to worry about generators being repaired and chase survivors, hooking each of them three times.
When I'm chasing survivors as a killer, it doesn't feel like I'm hunting prey. If you don't play Nurse, Spirit, or Blight, it's difficult to win. This has led to most M1 killers resorting to tunneling or camping for quick kills. With four survivors repairing generators, it's highly disadvantageous for the killer. However, these killer strategies are often labeled as "incorrect" by survivors. The game has never specified a fixed way to play, so why are killer strategies considered wrong while survivor strategies are always seen as right? Is it because there are more survivor players than killer players?
I'm sure those who claim that killers are too strong haven't played high MMR M1 killers. Many times, a killer's inability to catch survivors isn't related to player skill, but rather due to their limitations. No matter how skilled you are, you can't easily catch a survivor who knows how to loop and use pallets. Facing a killer who can only close the distance by 0.6 meters per second isn't nerve-wracking for survivors. With each vault over a window or pallet, survivors can create a gap of over 10 meters from the killer, especially with acceleration perks.
On a normal map, there are around 10 to 20 pallets or windows (except the game). Many maps allow survivors to loop killers multiple times, like Withered Isle and Haddonfield. When a killer chases a survivor and goes through every pallet and window, they often see four survivors casually walking out the exit gates. This is the predicament that killers face in the game. If things continue this way, the game will inevitably lose all its killer players.
By the way, when I refer to M1 killers, I mean killers like Legion, Trapper, Wraith, Myers, Nightmare, and other similar types of killers.
This is so wrong on so many levels. For M1 killers that can't win in high MMR, I hope you don't consider Hens (or knightlight) low MMR killers:
https://youtu.be/vaR-9_Vjp3sFor unfair tactics - killers can camp, tunel and slug (complained trio - even though I see no problem w slugging if it's not just to BM to hold survivors longer in game), but survivors can genrush (hyperfocus, stakeout, resilience, streetwise/proof 4man with commodius+spool+BNP is genrush - inability to create pressure or camping single survivor is not genrush).
Another thing is - I have seen so many low-to-mid tier killers proclaiming themselves high MMR showing their "perfect game without any mistake" (riddled with misplays), that I am pretty much convinced everyone with 10+ hours now considers himself high mmr... Which is funny, because this game has soft cap that is rather very.... Low. So it doesn't take insane skill to really be high MMR. This "I am high MMR" perception also prevents people from realizing they got actually outclassed (happens on both sides very often, because MMR is so loose) and instead blame that other side has it too easy.
But what we do know is, that average kill rate is above 50%....
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@Hanuka5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522800#Comment_3522800
The Big room over the room with the bathroom. The bathroom normaly allways have a gen.
The game screws up from time to time.
And what im asking is to fix that. Im not sure where the argument is. I mean its stupid when it happens and i guess everybody agrees to it
Sure. It indeed happens. But it's much less then 1 in 100 games (so I most definitely argue "atm there are on many maps like dead spots. So if you have Boil over, and you die there, there is nothing that the killer can do".
On the other hand I can pinpoint you semi-stable spots (and Gideon is prime example with the room above LT) where supposed minimal hook distance does not work. Saloon street in front of main is another such instance (those are even stable hook spots).
Like there are people in this game that enjoy sabotage saves (even more then flash saves) and I can tell you hooks are right now much more favorable to killers then to survivors (and I am strictly talking about unfair instances only => survivor wiggling free without teammates help is unfair, same as => killer picking specific hook that is not within 8m of his down and getting it sabotaged as he walks within 1m to that hook, hitting rescuer and still being able to use next hook without any perk's help is just as unfair) - even if the game glitches from time to time.
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@Saiph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522922#Comment_3522922
Your mistakes went far beyond just not using the chainsaw.
You did not attempt anything in this game. Basically you're mindlessly following the survivor and pressing Space instantly every time they drop a pallet, and hoping the game will reward you for your effort. But that's not how Bubba works.
The worst part is, you could pick a killer like Knight and you could get away with this playstyle. But for some reason you chose to play a hard killer, that you don't know how to play nor learn, with bad perks and no add-on, without camping, without tunneling, on one of the worst maps, and you decide to chase the best survivor for half of the match. You realize how badly unbalanced the game would have to win if you could win that match? I mean at least equip the Chillis.
Agreed, but wreched shop is not a bad map for killers. There are not that many resources there. It's worse for bubba because of size, but it's no garden of joy or disturbed ward...
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@Hanuka5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522643#Comment_3522643
I dont have a problem with sabotage. Than another player needs to save.
There are alot of spots, nearly all edges that dont have a hook direct inside em. In "the game" the big room over the generator for example, in the next room can spawn a hook than you can hook somebody, if it doesnt spawn you cant. Boneyard depending where the hook spawns at the top floor. and so on...
All the other spots don't have problem if you are going for the hook ASAP
No thats wrong. Its also not the scenario im talking about. Im not talking about "you try to reach the scrouge hook but you cant" im talking about the next hook ASAP, without block, without sabotage.
already destroyed critical hook or two by killing a survivor.
After you destroyed a critical hook, even without BO there can be save places, but im not talking about that. Im talking about the scenario when all hooks are there.
I don't know which large room over generator you mean. But I can tell you Gideon is one of the worst maps for sabotages because of hook density. It's not even weird at this point to see 2 hooks in one small room (e.g. like right above the only LT in whole map). Maybe your experience comes from times before patch 6.5 (where they added bunch of hooks to Midwitch, but also quite a few to Gideon).
I can't even remember having problems with hooks on this map as killer too, as even 1 sabotage and 2 bodyblocks are usually not enough to prevent hooking on this map.
Like the very worst case is ugly gen spawn that forces you to break some breakable walls, or alternatively you can sometimes get better hook if you are aware of stairs. But not getting a hook on Gideon since 6.5? Sorry, but not even close.
As for your other cases... I don't know what to tell you. Like I do believe @Seraphor that something like that happaned to him once. It's possible. The game screws up from time to time. But it's super-rare. And definitely not possible on maps like Gideon (or Lery's or Saloon)
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@TheSaltySaloon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522424#Comment_3522424
Dawg I have 700+ hrs on this game with 8 killer completely maxed out//prestige. I have the “experience”
700 hours means not a total beginner in this game - no matter how strange that sounds. Even 10k hours players are still learning a few tidbits in this game. 700 hours really isn't a lot
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@Seraphor said:
I've always liked this idea, but these suggestions are nowhere near 'small' enough to work.
Right away, you have a Meg Ada meta.
Values need to be in the 1-3% range for this to work. Not 5-10%.
While I generally agree, there's a huge difference between 3% movement speed bonus and 10% crouching speed bonus. But yes, I would cut the bonuses by approximately 50% on average given OP's suggestion
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@TheSaltySaloon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522418#Comment_3522418
basic M1 killers are like 70% of the entire killer roster, so by that measurement, yes pallets are the problem.
I would seriously argue 70% of killers are M1 killers. But even if we admit that - most of the killers have some way to combat it, because they have some ability that helps them with it (dredge's remnant, bubba's chainsaw against pallets, trapper's/hag's traps, Wraith's uncloak speed bonus, doctor's shocks, etc).
If you know how to play them, you can have a lot of success. Hack there was a statement by True Talent, that without camping/tunneling M1 killers stand no chance and at best can win 75% of games (and even that number was optimistic) - so Hens being on the other side created a challenge where best streamers were using trapper without single trap, no addon, no camping, no tunneling and no (excessive) slugging - and on public matches with their MMR they were still able to win more then 90% of matches in current DBD. This just shows that considering pub matches - it's all about skill and you can win vast majority of your games (provided you play killer or SWF - this does not apply to soloQ).
See:
https://www.youtube.com/watch?v=vaR-9_Vjp3s -
@Hanuka5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522640#Comment_3522640
That is not correct. Surviors are hearing a distance TR 100% of the time + the lullaby.
So "So this means Freddy would require special-type of TR that nobody else has for no good reason." would not be needed. Instead atm its turned the other way, even though the survivors are hearing the TR they are not getting affected by the perks.
As @Batusalen already explained, it is a thing. What I wanted to add to that is - that TR is directional. Meaning you can discern from which general direction is the killer coming. This is not the case for Lullaby - where you hear just intensity (so you can say killer is far or killer is near, but you can't say killer is left of me or killer is on my right).
As I said - I am all for buffing Freddy. He clearly needs it. It's just that the way you propose the buff to be implemented does not sit right with me.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522511#Comment_3522511
Dude... it was YOU who started saying obvious things to me to start with. To continue, you really need an explanation?
- Your argument: Balance / current state of the game has nothing to do with less people playing a side.
- My counter-argument: Yes it does and it happened before, when they nerfed Freddy for example.
And I'm a killer main, for me works wonders that the BP bonus is always in killer's side when I play (not that I play that much myself thanks to the current state of the game), but that day I played with a friend and we stopped playing because queues for survivors was taking so long that we played 3 games in 2 and a half hours like I said. And say whatever you want, but even if it wasn't a "peak hour" in an "optimal day", so few killers playing it's not normal.
Seriously, don't reply to a post, even less if you are going to make obvious points, if you don't want people to anwser you accordingly 🤣
Right now. As expected and as is the case every single day during this time. EU servers. Also I never had just 3 games in 2,5h (even in prime survivor time). It's more like 3games in 1h (provided you don't get chess merchant or something similar to that).
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522511#Comment_3522511
He was complaining about long queue time on survivors. That is most likely cause of not enough killers.
It's interesting you see usually bonus for survivors. On Europe servers since 8 pm +/- it goes for killers.
But it just depends on server, time, MMR.
This is actually my experience. For longest time of the day the incentives are clearly on survivor side. But at peak hours where most people play DBD - the incentives are actually on killer's side
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@Seraphor said:
Hell I had a game on Grim Pantry the other day, and a survivor ran to a corner that wasn't in range of any hooks, without Boil Over.
I carried her straight to the closest hook and she still got free.
This was without any kills or sabo's. All hooks were available. It was just a genuine hook deadzone from the start of the game.
I know grim pantry (and pale rose) can sometimes have hard corners, but I have yet to see RNG with 0 hooks available (there's usually just 1 that can be quite far, but still within carry distance).
What I would actually guess happened, that you downed survivor in a corner and the hook was right next to you behind some obstacle - but if the hook is close, you don't see it's aura so it is actually easy to miss it in that specific case. Alternatively it was played by duo and the other one pre-sabotaged the only hook you could have carried said survivor to (maybe with gloves to not give you notification).
It was either this, or the map indeed glitched and you indeed had a super bad luck. The game indeed glitches sometimes. Like one time farm had 2 hooks literally 5m from each other for no good reason (there was a bug created for it and it was patched and part of the patch notes)
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I am sorry to say it like this, but this match was prime example of skill issue.
You play almost as if you subjected yourself to no M2 challenge. Do you even know that you are faster when using chainsaw (especially with beastmarks or scratcher knives)? Linked to this - JOLT should never be part of bubba's build, because you should "never" get M1 down. Use bamboozle instead.
And mindgame tiles a little - like when survivor vaults a window next to you and goes at one direction - look as if you went in that direction but vault that window instead - by doing this in 90% of cases survivor will run next to you and you will get at least M1 in 50% of cases for a VERY simple mindgame.
This does not even consider "advanced" things like hiding your red light or really advanced things like chainsaw moonwalking. There are tons of things you could have done better on top of things other people already mentioned. The way you played survivors (especially Nick) didn't even had to use pallets on a map that does not have that many of them anyway - in your case less respecting would be VERY beneficial, because occasional stun at the correct means that part of the map can be a lot weaker (filler pallets between distant tiles) once you destroy the pallet - so even if you lost that specific chase, the next time you chase someone in that spot you just will get down (provided you create deadzones while thinking about it - creating deadzone in a corner where there's finished/almost finished gen makes 0 sense. Not hurling survivors toward deadzones by destroying pallets from the side you choose make this point 95% pointless too)...
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As a player that is playing sabotages for a few thousand of hours now - I know only about 2 "problematic" spots and both have a counterplay. 1, ironworks of misery and top of the main - you can drop survivor into stagger effect for very quick re-down 2, badham preschool bottom of main if there's no basement there - you need to break breakable wall.
All the other spots don't have problem if you are going for the hook ASAP. Keep in mind, that BO does nothing if you drop immediately after pick-up. And if you still have problems (and you shouldn't be if not counting those 2 spots I mentioned earlier), you can always break some breakable wall to circumvent the problem altogether.
The only time you have to bleed survivors out is if you have bad RNG and already destroyed critical hook or two by killing a survivor.
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Freddy definitely needs buffs.
But I personally don't like this idea. Survivors don't hear TR, because they are oblivious. Lullaby has no direction instead TR. So this means Freddy would require special-type of TR that nobody else has for no good reason.
Just give him both fake pallets AND snares (togglable with Ctrl same as clown with his bottles) and make the addons that changed his snares to pallets just have more pallets or snares. That's probably the easiest change.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522150#Comment_3522150
It still creates same scenario - killer is camping (now before last gen) and gets full value out of it (next stage) because survivors a, can't finish gen b, will probably not make it in time to unhook. Keep in mind survivors need to move to hook, coordinate themselves, probably also heal beforehand.
A survivor getting camped after the 5th gen is not as bad as a survivor getting camped before the 1st gen. There's a reason BHVR's planned anti-camp mechanic will also disable in endgame.
And the perk that has just 1 job - giving survivors time does not even do that. Well... There's no point to ever use your version over reassurance then.
First, Reassurance is for keeping teammates alive, Kinship is for keeping yourself alive. My idea is to make Kinship better at doing that by tying it to what teammates would be naturally doing in a camping scenario.
Second, is there a reason to use current Kinship over Reassurance now?
Second, is there a reason to use current Kinship over Reassurance now?
No there isn't. And it won't be even after your update. The chances for your solo escape would still be better with reassurance compared to your version of kinship.
And to your first point - if the perk does just one thing - keep me alive in case of camp - and it fails to do that even during late mid-game (if I get hooked once there's 1 gen left), then why bother? It's not like the perk allows me to self-unhook or something. It's just supposed to buy me time - and it still requires my teammates to decide to eventually go for that unhook.
So again. Why would anyone take this perk over reassurance (help against campers) or deliverance (I don't trust my soloQ will unhook in-time/ever)
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522150#Comment_3522150
negative effects are multiplicative in dbd. positive effects are additive in dbd. scourge hook: monstrous shrine boosts your hook regression by 20%. so 60/1.2 is 50 seconds. that perk that he is suggesting reduces hook regression by half. I said that anything above 30 on either hook-state is an improvement. the perk is strong in early game but becomes worse in later game. I would think of the perk like counter perk to anti-corrupt/deadlock killers where you cannot force early second stages with gen-blocking perks. the perk does counter camping. the perk would be really strong vs like camping hag basement.
Well, I disagree. It would be random toin coss if killer camps and random toin coss if he camps you and then random toin coss when will the gen pop in relation to your hook and random toin coss if it's before 4th gen. Too much randomness to be effective - it's as if you added another condition to otherwise strong perk - like STBFL does not gain stack unless you are say undetectable. It would immediatelly make the perk bad for most/all killers
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@Witchubtet said:
https://youtube.com/shorts/8SCNR6dpsFA?feature=share
just watch what happens, this was something I was worried about during the PTG. Are the devs going to do something about how close those turrets are not just to each other but to a gen?
I actually am in that clip (the only Claudette) and let me clarify a few things...
1, to reach this state, we absolutely abandoned the idea of doing gens. Turrets are very slow and creating this setup took 1-2 gens time alone
2, this was in PTB and during 1st time we did that. Killer got shocked by this ambush and literally stood still. When we tried to repeat it later in game, we got m1'd for 3 downs and 1 injury
3, we all died that match obviously. At 5 gens. If we were doing anything reasonable, this clip would never see the light of day. Still. It was worth it, because the game was very much fun (even though nobody survived)
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521876#Comment_3521876
As for OP's version - that will most likely not work well. Suppose those 3 other survivors realize what's going on and hop on the gens - so they finish one in 50s. So now for your last 10s you get 15s instead. Meaning you die anyway and the perk that was supposed to help you in very niche scenario did exactly nothing.
if you get hooked at very start and a gen pops, the hook progression for 2 minutes would take 4 minutes. that is as long as it takes to slug someone to death. his perk is only worse on 2nd stage when you have less than 30 seconds left. that perk is likely more powerful then reassurance in most instances because it triggers without survivors needing to go next to the hook. the automatic nature of generator poping is powerful.
you would almost need to buff scourge hook: monstrous shrine from 20% to 60% to counter-act that effect. I don't think bvhr want to create meta around killer running perks to increase hook regression vs survivor equipping perk to counter-act hook regression. that just does not seem very healthy.....
that's not how DBD math works. 50% slower means 1.5x the time. It does not mean you have 50% of speed (meaning 2x the time). But even if that was true (which might as well as base out of which the thing is calculated is often very inconsistent) - it still behaves erratically - if you finish gen just before next stage, it does absolutely nothing. If you pop gen right as the person gets hooked, the value is immense. That doesn't sound very good.
@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521876#Comment_3521876
As for OP's version - that will most likely not work well. Suppose those 3 other survivors realize what's going on and hop on the gens - so they finish one in 50s. So now for your last 10s you get 15s instead. Meaning you die anyway and the perk that was supposed to help you in very niche scenario did exactly nothing.
My version works for the 1st hook stage as well.
also considering you can't do gens in endgame, the condition to deactivate the perk there makes little sense (it just ensures your teammates won't be able to get to you in time until you fall into next stage).
The point of it deactivating after the final generator is so that if the killer gets a last-second down and hooks someone just before the 5th gen pops, the killer will have nothing to do except guard that hook, so I wouldn't want the perk dragging out the end of the game any longer than necessary. The survivors have no objectives left to do except open the gates and save the hooked survivor, if possible, so the slowed hook timer isn't really needed, it would just be padding out the endgame for no good reason.
It still creates same scenario - killer is camping (now before last gen) and gets full value out of it (next stage) because survivors a, can't finish gen b, will probably not make it in time to unhook. Keep in mind survivors need to move to hook, coordinate themselves, probably also heal beforehand. And the perk that has just 1 job - giving survivors time does not even do that. Well... There's no point to ever use your version over reassurance then.
@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521881#Comment_3521881
https://us.v-cdn.net/6030815/uploads/TTL7Z2EUUB4F/39d12b958608161e5400c68b7a8f236e.png
Damn, i guess hyperfocus is a bad perk and isn't useful at all.
That's actually true - if you take into account that the stats are for all MMR brackets, then it's clear that the perk for average survivor is trash tier - because average survivor can't consistently hit these beyond-great skill checks. But if we were talking about high MMR only, the stats might be a little different.
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The perk gets any usage only in competitive plays and that's only because of no perk repeat rule they self-impose. The perk is just outclassed by every parameter possible by other perks. Also, the perk is barely OK in your average SWF pub games - anyone saying it's good must have never played it as survivor in standard pubs (and definitely didn't play it in soloQ).
As for OP's version - that will most likely not work well. Suppose those 3 other survivors realize what's going on and hop on the gens - so they finish one in 50s. So now for your last 10s you get 15s instead. Meaning you die anyway and the perk that was supposed to help you in very niche scenario did exactly nothing.
To circumvent that, you would need flat number of freeze seconds while on hook (say 20s and allow the perk to activate multiple times and during both stages) - also considering you can't do gens in endgame, the condition to deactivate the perk there makes little sense (it just ensures your teammates won't be able to get to you in time until you fall into next stage).
This would still leave reassurance a better option as you get extra time for 3 survivors instead of 1 for single perk, but this might be possibly better for mid-to-high-MMR soloQ
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@MizukiAyu said:
Please stop having 2 story maps without hooks, when people can just run up to the same BS corner and be unhookable it is incredibly annoying. The best solution is to bleed these people out or ignore them which is not exactly the type of gameplay anyone is looking for. Boil Over making hooking harder is fine, but a few places make it guaranteed that you will wiggle out because the lack of hooks.
Worst case you can drop them into fall into stagger which guarantees you catch them VERY quickly and get them again.
Also. Saloon is easy to play around - just destroy breakable walls and there's no chance you will not make it to the hook
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@EternalHails said:
Agree with you. I also wonder where I made a mistake that all 5 generators were started at the speed of light (just one after the other) and then I go to the profiles of the survivors, and they have 3-4k hours of experience (with a full set of MFTs, etc.) against my 150 hours ... Everything would be fine if such games raised my skill in the game, but no, the only feeling is a misunderstanding, the game in this case can be delayed only because the survivors decided to stand near the open gate and mock you by crouching and shining a flashlight one step away from the exit
well... There's your problem. You went against people that had literaly more then 20x your experience. What would you expect? If anything, complain about matchmaking
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@GrimReaperJr1232 said:
If you're curious why, it's because when actively sabotaging, the killer is unable to hook. Without the cooldown, the hook would/could be sabo'd faster than a killer without STBFL can recover, a feat otherwise only obtainable with Alex's toolbox.
You can disagree with it but that's the reason.
Going for CD makes 0 difference about sabo speed. The perk got recently buffed and right now if you can get perfect timing, you will be able to sabotage the hook right as you get 2nd hit (which leaves you no chance for DH or any other save baring mettle of man and nothing else in the game - provided we are not talking about more speed perks like leader).
But there's no difference in this regards in current sabo and proposed sabo. Getting hit interupts you and you start again so you gain no extra speed
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@tubalcane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503388#Comment_3503388
Again I started at one corner and chased them almost to the other before I could hit them. Then they could run back and do the same thing. I am all about dropping chase and I did and hate doing so after the first hit, but by the time i got across the board 2 gens were done and when I found hte next survivor another 2 popped
I'm also curious as to if I suck this bad why are they sticking me with 2-3 100 level players every few matches? I'm literally barely winning, makes no sense.
I mean, you make a good point about recording and I'm sure it would be helpful, but let's be honest people won't be helpful - it will be a bunch of monday morning quarterbacking about how I suck and should kill myself, blah blah blah.
Dead By Daylight - Always a Pallet or a Window When You Need One!™
You know that there's a trend of people having challenge now to play trapper without using single trap, camp, tunnel or slug and 3-4k-ing anyway? As a challenge these people still have 90% win rate...
Edit: I forgot to mention addons are forbidden too
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@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520255#Comment_3520255
I don't see the link with tunneling, maybe just make actual anti tunnel perk useful like DS, chain blind has nothing to do with it
It's defense against killers and one of the few ways how loosing said killer is possible (hence defense against tunneling - it's limited to skilled SWF lobbies, so it's not ideal, but there's nothing better at hand).
It's clear BHVR does not want perks that are effective against tunneling. They had ample opportunities to do so from patch 6.1 and if anything, they only made it worse (like upcomming patch and new pro-tunneling perk).
The only excessive part is being chain blinded more then 1x - but that's 100% skill issue on killer's part and it's easy to play around (just look up or down).
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@rvzrvzrvz said:
anyone else think chain blinds are not necessary ? with duration add-ons it's so obnoxious, like just one blind is enough imo, blind screen for 10 seconds is pointless ..they can start by deleting that before lightborn nerfs
You can turn your head down or up and problem solved. Even with best addons you can't get longer blindness then 6s.
Actually chain blinds are very important in case of flash save - without it, survivor will not get much distance and will probably go down again within a few seconds. But with chain blind (while animation-locked), it's possible to basically reset chase, or sometimes even make killer swap targets. That's one of the last defenses against hardcore at 5 gens tunnelers...
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Ah right. Let's make the distinction between soloQ and SWF as big as possible. What could go wrong?
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519718#Comment_3519718
Calm Spirit negates Face the Darkness though. But cleansing the hexes would take half the match.
True. My mistake.
Still - there's no good reason to bring the perk considering it's bonus comes to play even more rarely, then the malus it provides (or said in a different way - it would make more sense making current calm spirit killer perk that forces it's effects on survivors. It would be absolute garbage of a perk, but it would be still better then the version we have)
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519651#Comment_3519651
Well we can't have great skill checks be harder and grant better progression, because most would agree that without team intervention or killer mistakes... you shouldn't be wiggling off. The killer has already caught you twice, the hook is largely a formality unless something crazy happens from your team (since the point of the game is always that it's a team of 4 vs. 1 killer)...
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519579#Comment_3519579
I don't think it's accurate to say it doesn't serve a purpose... the point is to ensure you are involved in the wiggling. Your suggestion is to make it so you are not part of the process at all for your team saving you.
Hitting your great skill checks means you get the quickest progression of your wiggle bar possible... it's a pretty standard result at this point, unless if your team adds in other factors like saboing hooks, blocked hits, using flashlights to force look down and slowing their progress to the hook, distracting and making the killer swing at them and screw around too much, these all buy time for your wiggle to succeed.
In these scenarios your perfect checks increase the chance of these mounting efforts resulting in successfully wiggling off... and if you lose rhythm to miss a few checks, or you only get a good, you may not have bought that extra little bit of progress to actually make it, which may well be a game deciding moment if you're on death hook. When you are a pixel away from freedom, and the Killer just makes it to hook, I've had plenty of times where I've cursed that single good check that cost me my escape.
At most I'd agree that the greats are so regular in this mini game, they don't FEEL very impactful, but I feel the "problem" of skill checks here is highly subjective.
I get that you shouldn't get unhooked without any intervention. But consider this case that happened to me multiple times - killer is chasing survivor that goes does somewhere in the middle of the map. Said survivor happens to got down right under the hook. Killer picks this survivor up, looks around and decides to go for a different hook (because he has scourges). I go and sabotage said hook right as he is going for said hook. Killer even swings for me. I go away, killer decides to go for a next hook - and still gets it.
How is this fair? (This is real situation which happened to me in badham next to main building - the 1st hook in question was next to car loop in front of main - the scourge hook was from side close by to breakable doors and the hook which the killer used was the hook next to other exit from the main - the one where there is not a breakable wall). Now if they left in game hitting all great skillchecks being 15s instead of 16s - the killer would barely not make it. That absolutely does not mean the killer would not be able to hook without me intervening.
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@SlowLoris said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519783#Comment_3519783
I would counter this with saying, even though I agree MFT is an issue and other perks do help in chase. It is easier than ever to hard tunnel someone out of the game now. Especially with the removal of Lightburn. I can no longer burn a tunneling Nurse to protect a teammate and you cannot body block her. I cannot burn a Wraith with faster SD/STBFL that is hard tunneling, etc.
So, yes, certain perks are BS right now, and there is almost no chance of some of them not seeing a nerf soon, but it has literally never been easier in the history of DBD to delete someone out of the game early right now.
Before someone says "OTR"...yeah, nah. Like, if they're gonna hard tunnel you, they were gonna hit your BT anyway, and that means they were hitting OTR and removing it.
⭐️Again, I am not saying that Lightborn should be nerfed, even though I despise it. I'm just saying, the amount of people that try to give reasons for needing a perk that are literally just...learn the counter play, will never stop me from wanting to explain why it's a wasted perk slot, unless you have an accessibility problem. By reading the responses in this thread, this is not the issue, just lack of wanting to waste the time to learn how to play against them.
Eventually, over time - with more hours, etc. You will long for people that want to go for beamers / interact with the killer, instead of them sitting on gens. I'm not saying, "haha, nerd, you're new, you don't get it". I'm simply saying, you learn how to deal with them if you DON'T run Lightborn and it often leads to a 4k simply by interacting with survivors + getting to actually massively outplay them. Not the "haha, I look straight in your face on pick up to assert Lightborn dominance". Nobody is like, "wow, you sure got me!" It's more like "Yeah, I was right, he has Lightborn. Well, I guess I'm gonna go sit on gens to go next as quickly as possible".
This is actually the case in my experience. In my lobbies (where other 3 people mostly bring beamers) - if killer has lightborn, everyone (but me - as I can still sabotage) suddenly stops doing anything else but sit on gens to go next ASAP. I would say lightborn is making their game harder - and the reason absolutely isn't wasted perk slot.
I can't comment from the other side as I never bring lightborn (and still get rarely flash saved against - like it does happen, but it's so rare, that I don't mind. Also "bully squads" are generally easy win - once you learn how to counter flash saves, bully squads means no work on gens, too much altruism and easy baits for free hits/grabs/... With some experience I presume this is true for all killer players)
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@SlowLoris said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519100#Comment_3519100
There is star struck for beamers, too. Learning proper positioning and counter play to pick up. Agi/Starstruck can net you a few beamer gremlin downs. It is much better for you and your perks to just learn the counter play. Play how you like, I'm just trying to explain to you that you're wasting a perk slot. Unless it's a legitimate accessibility issue due to light sensitivity, you'd be better off with Infectious Fright. Information the entire match, and deters most, but the very experienced gremlins from even going for beams.
Edit: to add on to this, if you want to have more fun, run Hubris, alone. If they beamer save, they're exposed. I used to love running that on Wraith, so if they burned me they were Exposed, it always led to some really silly interactions. There are a bunch of better perks to run that just incentivize the back and forth, but you easily counter the beamers by learning the counter play and get an advantage with other perks.
Even the experienced ones get wrecked by a killer that pretends to look for them / chase them off, then immediately insta 180s and picks. I promise you. As someone that considers themselves very good with beamers/flash bangs, unless I have background player a good killer knows a LOT of counter play and you'll only succeed at 1..maybe 2 if you're lucky. To get that many, though? You're not on gens. You are just hovering and that is free slow down for the killer.
As for sabo, it's the same with beamers in that regard. If all 4 are going for beams and not doing gens, you win. They aren't there to win, they're there to see if they can out mind game the killer and get a save. Experienced killers don't usually give much leeway, so it's a fun challenge. Sabo, though? There is no mind game. Especially depending on map. You pick up, 2 people are hovering with either DH, so they can stay injured with your Starstruck, and they counter your agi starstruck completely, because of breakout haste if they're close. they pre-sabo the two closest hooks, then just hover barely within range for breakout.
Not even talking about a FULL sabo squad, just one very good sabo gremlin is so much more frustrating than a beamer. You can counter the beamer so easily, but sabo, especially depending on the map (and you having no way of knowing their toolbox is for sabo, so you're not gonna bring agi/starstruck, because you see a toolbox, you're gonna bring it if you were gonna bring it). One sabo can cost you the entire game. I've had it absolutely delete all pressure I've had. The same way as Deliverance can in the right situation.
Not considering the topic at hand, but talking about sabotages (something I play basically every survivor game)
1, breakout got changed - it's now just 5m, so it's impossible to be close-enough yet far-enough at the same time. You can always change direction to punish the effect with a hit
2, DH - got nerfed and at most can help 2x, but once you know it it's still easy to bait out. Especially against sabo as that one is very time-sensitive and distance sensitive (no lounge but survivor wants to be very close)
3, starstruck is not a reliable counter against very skilled saboteur. It makes sabotages very dangerous, but not impossible. There are better counters - agitation being the best thing, but combining it with mad grit or iron grasp guarantees safety for every but the most greedy killer (but sure enough, starstruck is most of the time enough to do the trick). But you want 100% reliable counter to sabotages? It's called dead dawg saloon offering - in that map it's 100% killer misplay for every sabo save (even without any perk) - the sheer number/density of hooks makes sabotages non-issue
4, pre-sabotaging hooks is risky business in itself. If killer pays attention, it can work against saboteur - you just need to wait 15+s after said sabotage and then go for hook nobody expects you to go for (hook respawn is 30, carry time is 16s - giving you 1s leeway). There is just 1 or 2 counters for this - and it's the +15s respawn green addon / no notification yellow glowes addon - but this means you can't use double-speed alexis toolbox = you can hook or trade from under the hook, because survivor will not have enough time to sabo after hit and get away - both of these addons are used rarely by skilled saboteurs because of it (most killers can't counter this aspect of sabotages so you don't need the addons to make a play)
5, 1-2 sabo gremlins is the best number of sabo gremlins. 4man is actually weaker then 2+2man. Sabotages are way stronger if there's a threat of beamer save (giving you a lot of time to prepare and not be just stuck on hooks instead of gens) - it's much harder to sabotage when killer knows the only danger is said sabotage.
Overall - beamers are easier to execute and are less RNG-dependent. You get Lery's? Why even bother. The game? 2 hooks in a single small room and provided you don't get really lucky RNG (like hook that's 4m from a survivor is behind breakable wall) - you will not get sabo save. Or survivor falls within 5m of existing hook. Or killer brings agitation (not even to counter saboes - a distinction from lightborn). Or sturstruck. Or some funny random perk (mad grit, hangman's, iron grasp, infectious ...) and you are possibly screwed. There's a very good reason why saboes are played way less then flashlight (flashes just need a survivor not going down next to a wall and being able to hide close-by - a much easier thing)
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@DrKetchup said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518562#Comment_3518562
It's very easy, they send a request to nVidia to get them off the list and reShade is detectable, other games crash to desktop when they detect reShade. So it's not a matter of "can they", it's a matter of time until they find out how these settings are being abused. Hopefully, they will also add in-game filters before they ban the current ones.
I will install DBD to virtual PC and use filters on my host PC - how will you detect it? You can't even detect you are on virtual PC if I set my configuration in that manner.
I will stream my video to some service and post-process it to include filters - and watch this stream instead of the game (or just remote-connect to a machine (in one of multitude of different options) where DBD is being played and change my host settings - which also includes legitimate players like GeForce Now players). How will you detect this without removing streaming altogether?
Nope. Removing filters is technically impossible. You can make it a little harder for casual users, but it's outright impossible for devs to completely remove it. So no - it's not easy. It's impossible.
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@Annso_x said:
Everytime there's an update I'm baffled the calm spirit "buff" hasn't been reversed. Like, if they're too lazy to actually buff it they should at least let us have the old version back.
The new effect is useless because of the drawback and I don't want to risk bringing it for the old effect in case the killer is a hex / pentimento player.
Or even worse - face the darkness+thrill of the hunt (cleansing would take 30s, but you scream/get interrupted each 25s). It would mean you just can't cleanse the totem ever while someone is injured. Like this combo is very rare to see these days, but imagine bringing calm spirit into this build....
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agreed. It's good thing, that the addon got changed as it was busted. But seriously? Can't you do a reasonable nerfs?
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@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519642#Comment_3519642
One does not make the other okay. The Myers house is an infinite against M1 killers. A good survivor can run it literally forever, and even more effectively with MFT/Resilience.
I agree it's strong. But infinite? Nope. Sorry, but that's just not true. Sure you need to rely on bloodlust (T1) to get a hit in here and sure it wastes a lot of time, but infinite? Only if you don't know how to run it.
The map has very strong parts for killers (whole central area with all the exposed gens) and very weak parts for killer (main and on the other side 2 edge housed + depending on RNG also 1 additional house, if we are talking about dredge/huntress/trickster then also no lockers in central part of map). This basically makes the map ok. But if there's a desire to make the map more balanced, then you can't touch just 1 aspect, but you need to tone down both of them (add LoS blockers to center, add some filler loops, remove a window or 2 from each house, block house spawn where there is cellar and only use the 2-floor version) - but that would make the map basically the same as every other map and I don't know if that's the best thing possible.
This version of Haddonfield makes the map OP for both sides at the same time (depending on where the current chase is happening). I personally think that's fine, but sure enough that's just my opinion.
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IMO original pain while underperforming is also fine. The only problem with it is hard tunnel right after unhook - which would be fixed if those 3s (or even 5s would be IMO fair) immunity from chains survivors get would count from moment survivor is actually unhooked (meaning survivor can move and not get instantly hit to loose BT - in fact in this case it does not even really matter if you get rid of basekit BT anyway as survivor will not make it anywhere in those 10s with chains on himself).
If we are talking about problematic addons, I would actually talk more about his meme being purple and him having long-range addons (which are absolutely meaningless every single time - be it longer spawn range or longer flight range).
