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Gandor

Gandor

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  • @Lixadonna said:

    But when are you going to nerf Slugging for 4Kill or Tombstone?

    It's whole class of things. Tombstone piece is just an example. 5 best blight addons is another. Double iri plague yet another. Iri vial+video conference wesker another. Engeneering's fang+impiling wire pinhead yet another....

    Like about half the killer roster have some op or borderline op addons - which was countered by op medkits+op toolbox. Now survivor op stuff is nerfed and in exchange most killers were left untouched. But sure, nurse and spirit did not make it...

  • @JVJoyner said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471212#Comment_3471212

    Perhaps I didn't say it right? Because you seem to think I'm getting upset about getting beat in matches. That isn't the case. I appreciate your perspective. As well as everyone else's. I definitely get the point that survivors aren't scared, so they don't play scared.

    My point was that it dispels some of the magic of the game. Most the "bully" teams are honestly easier to beat than a team that is strategic. I mean, they come right to you, it's not rocket science to defeat a group who's soul goal is to slam lockers in your face and keep you blind the entire match. At worst, it's a bit annoying and redundant. There's no issue with the game matching and they aren't hurting my kill ratio.

    Also, I'm not talking about any team that is aggressive. Getting the killers attention and leading him away into a chase/Looping/pallet trapping/etc is not only something I have no issue with, but something I appreciate. Those make for fun games. But even in those cases, the survivors are running away - Even if they goal isn't to get away completely. That's strategic and fun to counter play win, lose, or draw.

    I'm talking about the group of 3 that literally surround the killer in a circle, just out of reach and constantly attacking with flashlights while a 4th (Sometimes) will go work on gens. It's very obnoxious when they don't even send the one person to work on gens. But, like you said, maybe they have so many hours they don't care if they die. This is what I run into 20%-25% of the time which is a pretty big chunk.

    But I will concede the point that after a while, the horror aspect does lose that feel, and maybe I am suffering the blues from that. I am hoping new aspects can be added in the future that could draw that feeling back. Though, it's likely a lost cause and maybe my soap box at this point.

    No matter how good the horror aspect will be, it will loose it's appeal after some time.

    As for the rest of the post, I do agree. Playing against such group is usually a win. And it can be annoying. But there is no solution for that one. That group will already probably loose the game (provided killer player is not very much still learning). What more can be done?

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471771#Comment_3471771

    Attack cooldown is 2.7 seconds, and the new change will make the sabo perk take 2.3 seconds.

    The more likely scenario is a survivor tries to sabo at the last second, and gets hit out of it, and wasn’t intending on taking 2 hits. If a survivor wants to purposely bodyblock, they should be required to be directly under the hook without doing the sabo action, so the killer has the opportunity of dropping the carried survivor instead of going through 2 attack cycles while carrying that survivor.

    Believe me. It's a lie. Sabo now takes 3s instead of 2.5s. i can repost (again) the video where you see frame by frame, that it actually takes 3s. It's similar situation to smash hit, where you get 4s sprint, but that's also a lie, because you can't even theoretically use all 4s, because animation (but there's no extra animation for sabo). If the speedup was 0.3s instead of 0.2s, it would allow forced trades and it would be very consequential. As it is now, you can't even sabotage hook in time (getting downed in process) after hit with just saboteur (you would need some help from other perk - like being affected by leader)

  • @Spectralfx said:

    The issue with DS is that people don't pick it up anymore.

    After all, if they did, they would have an answer to tunneling and that would be a big no no because how else are they going to use the fact the killer has tunneled as an excuse for their demise?

    I guess they could still cry foul play for slugging while doing sabotage and running Boil over and flip flop...

    Sure. 8m distance is soooo worth it. Especially considering killer lounge exists. You want survivors to bring DS, because you know it's wasted perk slot right now

  • Horrible idea. Especially after next patch. It would require some serious balancing to counter - like basekit DS that works on both unhooks - the perk would just make the stun take 5s instead

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471811#Comment_3471811

    Well, I said perks that are very similar, not identical

    Both are very similar with a slight difference

    Which one has requirements and the other has no requirements

    Yes. But there's no condition for quick pickup from the ground - which can possibly be more important.

    But let's say 4-man of WGLF, buckle up, saboteur/toolbox and no mither/unbreak/exponential. It would be hard to slug, but also hard to hook. It would still be counterable, but pretty hard to play around (on the other hand, gens would go slowly).

    In this case you use strong parts of each of those 2 perks and combine them into specific unique play.

  • @typervader said:

    I think you buffed Tapes too much, and are going to create another Singulairy emp siutation again.

    Either keep every tv can be used, but lower the CD to like 30 seconds for turning them off, or readd the farthest TV from the survivor is the only way to get rid of the tape, and keep the CD.

    Otherwise i thinhk the changes will be pefect outside of thast.

    Problem with 1 tv was, that if you saw which tv was used, you could have guessed where survivor is going - which created similar (but not as bad) situation, as old pig camping one box the whole game and depending on RNG some survivor got killed by afk killer.

    Like I do have a feeling tapes will be bit too strong, but keeping more then a single tv ready is good change. We will see in PTB (might be she is too strong already. Who knows for sure?). The easiest thing would be to limit it to say 3-4 tv's on the other side of map (or at least 2 tv's) or possibly lowering TP cooldown a little more to compensate.

  • @Iron_Cutlass said:

    I seriously think this is one of the most outdated perks in DBD.

    Hangman's Trick is entirely based around countering Sabotage actions... however it's effect is trumped by other perks:

    • Mad Grit; prevents bodyblocking entirely by pausing the wiggle timer which is just overall good utility that goes beyond Sabotage plays.
    • Save The Best For Last; quicker recovering, makes it impossible for the player Sabotaging to pull of a Sabotage and get away; doubles as a chase perk.
    • Iron Grasp; it takes longer to wiggle off; shuts down perks tied to Sabotaging like Boil Over.
    • Agitation; reach the hook before a Sabotage can even take place, makes getting away from a Sabotage without being hit more difficult.
    • Awakened Awareness; basically does what Hangman's Trick does; doubles as being a good information perk since it's activation condition is easier to proc.

    We have plenty of perks to counter Sabotaging, Hangman's Trick should just be completely reworked with an entirely new effect.

    The recent rework, which intends on making it a Scourge Hook and increasing the range, basically acts as a nerf since the area for seeing the aura of Survivors is heavily decreased. And even then, it's effect is still considered too niche to use after the rework.

    You forgot starstruck in the list - u just can't take any hit.

    @Zokenay said:

    The easiest and most fitting rework would be to make it do its intended use.

    Make Sabotage harder, aka, nerf sabotage speed.

    As much as I would hate that (I do play sabotage build and thana is surprisingly evil counter), this would actually be totally fair secondary effect.

  • They are similar, but absolutely not the same. It's similar to situation with iron grasp vs agitation (but as endurance is short snd does not stack, you don't have similar synergy). The important part you forgot is, that WGLF heals from ground +100% faster. I have seen situations, where games were lost, because of slower pick-up from damn sloppy butcher. WGLF is very niche (to the point it's not really worth it), but can be better option then buckle up. Specifically if killer is camping bodies trying to bleed everyone/someone out.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471725#Comment_3471725

    Honestly I could even consider BNP "nerf" as buff, because it can not be regressed anymore.

    What regression? You mean pop? Because for that one you first need to earn it via hook.

    Nah. BNP nerf will absolutely have consequence. Proof on the other hand - as a survivor I am happy for that. It was very much overrated anyway. I would ideally make it 3% bonus speed only, so that nobody would even try it. That would be best for my survivor games

  • You don't need to ever damage gen to buy enough time to win the game. If you hate blast mine so much, corrupt, deadlock, +aura perk +chase perk are perfectly fine strong thing. Another option is to stall game in another way - say plything+pentimento or dhope+undying if you are feeling lucky. Or take 2 endgame perks (say NOED+no way out). Or, just forget about all that because 4s stun is not that game-changing...

  • Point 3 would make the perk OP. It would allow survivor to get hit, sabo toolbox and get away. That's unfair.

    @Coffeecrashing said:

    How many people are going to admit they want the cooldown change so that if the killer hits them during a sabo, they could sabo the hook while the killer is in attack cooldown?

    It would make very small difference. Provided devs actually don't make sabo 0,5s quicker as OP suggest, he will still not finish sabotage before you hit said survivor again.

    If you want to bodyblock twice, you stand under hook until you get hit and then start sabotage without any difference.

    The only real difference would be if you tapped hook by accident (like trying to heal under the hook), or if you misjudged your sabo speed and wanted to bodyblock hook right after your hit.

  • There are more minor grievances considering these interactions.

    Heal under the hook isthe ever green.

    Game not allowing you to sabo at all, because you are just touching the hook from very slightly wrong angle (btw same thing for cleansing/booning/stomping totems),

    game registering click slightly later - so you readjust - only to find out the animation just started a split second too late (but you already released m1 for a moment, so no more sabo)

    and the thing that I repeat all the time - the bold lie that saboteur takes 2,5s instead of 3s it actually takes (like devs, measure it yourself of you don't believe me. But this is triggering. It's ok if you decide 3s is fair length. But why insist it takes 2,5s when it absolutely takes 3s to complete?)...

  • 😂 As if devs understood what's indeed strong and what is not. See last calm spirit buff or last adjustment to blight addons or last try to adjust billy addons or .... The list is very extensive.

    Overall proof nerf is IMO survivor buff. The perk is super overrated and the more people will use something else, the better for survivor team (7s for last gen is not worth perk slot and you should always spread out instead of multiple people risking same gen/having nothing to loop if killer finds them)

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471699#Comment_3471699

    Yeah, sure. But I wouldn't call this killer sided. You really think m1 killers will somehow become good, because BNP nerf?

    It's still contest of top 3 killers vs top tier SWF and I really wouldn't balance around that.

    Nurse got nerfed some time ago.

    Spirit now. Blight is probably next on list...

    No. I am not saying that.

    I said taking the strongest stuff both sides can bring (which means immediatelly disregarding soloQ and M1 killers), I would now rather reliably bet on killer's win should both equally skilled (extremely good) sides bring most busted stuff.

    And again I will repeat myself, that if we disregard bringing most meta stuff for both sides, then the patch is actually pretty good.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471563#Comment_3471563

    How often you see Myers? Let alone tombstone myers.

    I haven't seen tombstone piece meyers this year and maybe 5 total played against. Usually it's meme either mirror or full iri. Nothing new mori addons are broken. I have said multiple times to nuke those addons and buff basekit.

    New BNP is kinda interesting, because it basically brings back old gen speed. So it's kinda funny how it also nerfs killer's slowdown perks. It's still going to be really good addon to use, but won't be that insane. I don't consider that an issue.

    Why do you think killers would win all games? If you talk about tournament level, survivors are restricted by their rules way more than simple BNP nerf and still get escapes.

    You are not going to see those perk changes that much, except Prove thyself of course.

    So main changes:

    -survivor bots

    -BNP nerfed (you will still see it)

    -Prove thyself nerfed (almost noone will use it)

    -removed graps

    It simply doesn't seem that killer sided for me. For average player base, this patch will improve games for both sides imo.

    Normal competition ruleset prohibits strongest stuff on both sides. But from time to time there are competitions that allow everything for both sides.

    It usually ended pretty even, or little bit on killer's side (mind you - within statistical error close). But this thing allowed BNP's (with real stacked usage) on one side and C33+alch ring blight on the other (but spirit, nurse, artist, wesker and few other killers were played just as much).

    What we got now is nuked BNP's and medkits, vs nuked spirit (keeping all the other killers just the same)...

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471523#Comment_3471523

    No, you got me there for sure.

    I was expecting it come with those changes, but it's true removing grabs is going to help a lot imo.

    Playing around grabs was stupid and could easily lose whole game. Now you can go for unhooking trade alone without worrying to get grabbed. I think this is huge buff for survivors.

    I don't consider this patch unbalanced that much.

    Perks changes are better for killers for sure, but none of them is slowdown or information, so it's unlikely they will become meta.

    BNP and prove nerfs are great, but that's more SWF thing. So I wouldn't worry about that.

    I will trade BNP for bots and removing grabs any day.

    Spirit add-ons are nerfed, that's great too. Blight is probably next.

    Well. Full power level got changed this patch. In case of no restriction and 2 best teams going against each other, I would 100% bet my money on killer this patch. And it's not just blight that has some stupid addons.

    As I said - there will be no counter (but much more experience), against say tombstone piece meyers now. And if you get 3 of those in a row, your options will be a, loose to 4th such a killer b, go play killer yourself c, uninstall.

    The game had broken things on both sides making it kinda fair. Now only killers will have broken things.


    Disregarding this huge issue, the patch itself would be fine

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471514#Comment_3471514

    Sure, you won't be that sad when you get it in random perk challenge.

    But it's still trash. Some perks are simply beyond saving.

    Agreed on all points

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471496#Comment_3471496

    Removing grabs is already anti-camping mechanic...

    Against most killers at least

    Ah. Then I misunderstood you. I thought u are talking about announced feature of self-unhook. Sure. In this case you are right. You just didn't have to mention same thing twice.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471454#Comment_3471454

    My issue is you get random information in situation where you can't act based on it -> carrying survivor

    If you are scared of Sabo, then Awekened is simply way better, if you want information, then Floods of rage or BBQ are way better.

    You also get it only around scourge hooks, so there is simply massive random factor in this perk.

    Yes. I already said there are better options... No argument there. The perk is outclassed in every use case. All I said was, that the perk is not totally useless all the time

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471460#Comment_3471460

    Bots, removing grabs on unhooking, anti-camping mechanic, Spirit add-ons nerfed?

    What more you want?

    There's no anticamping mechanics this patch.

    What worries me the most, is actual asymetry of this patch full-power wise. Strongest stuff on survivor (broken medkit and broken toolbox) got rightfully nerfed.

    But we are still left with blight and his 5 OP addons, plague with double iri, tombstone piece meyers, pinky finger clown, etc etc. Meaning when killer gets frustrated, he equips broken addons. When survivor gets frustrated, he can uninstall or play against those addons...

    There's a reason why so many BNP's were being used this much recently. I fully expect for survivor player base to shrink after this patch...

  • @DaddyMyers_Mori said:

    Only thing I have issue is hangman's trick. That perks is exactly same trash as current version...

    They should have just rework it, why use that over Floods of rage?

    Same Onryo changes are weird, but we will see how it goes on PTB.

    Hangman's now work as a counter to sabotaging. But it does bad job at that. Starstruck, awakened and agitation do better job at it still (possibly also infections, iron grasp and mad grit, but they fill a little bit different niche/are less effective). I guess this provides some extra random information (scourge on the other side of map and 10m is not that small distance) - still. The perk is niche at best and more then likely just not worth it over the other 3 options.

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471344#Comment_3471344

    I used to play a lot of sabo as well, and again I agree the 0.2s is good, but I still don't think the perk is worth bringing over a toolbox or without one, which makes little sense to me. If you use a perk slot to do the same action as an item you shouldn't need to bring said item to make the playstyle viable. Obviously a buff is better than no buff, but considering what everybody's been complaining about is the 1min cooldown triggering everytime you tap a hook, the buff not adressing that at all is disappointing.

    I totally agree with you on that one. Especially considering some maps (ehm, saloon as best example) will almost guarantee, that sabotaging just single hook and taking just 1 hit will NOT prevent killer from hooking survivor - even if carried survivor dropped directly in the middle of 3 closest hooks. For some maps you would need to be able to sabotage 2 hooks (basically not possible without bg player, because you will never have enough time for it and any semi-competent killer seeing you zoom to another hook will just turn to hook you are not going for)

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471306#Comment_3471306

    I didn't say 0.2 was bad, of course it's good, but a good toolbox with add-ons is still quicker than the perk, and doesn't have any cooldown issues. The only advantage Sabo has over a good toolbox is that you don't have a charge limit, but even then you don't get that much value out of sabo anyway and you can bring Built to last to fix that issue.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471293#Comment_3471293

    Yes, I don't why they made the perk show Scourge Hooks instead of the killer. I've seen people assuming it's because "in swf the person with sabo could tell the position of the kliler", but the person who's being carried can also do that so i don't really get it.

    I play basically only 2 builds. Both have saboteur in it. One is more soloQ-like where I run balanced landing, saboteur, inner healing and adrenaline with brown medkit. Second build is only viable in SWF - breakout (now RIP, the perk is a trap now), bg player, saboteur, inner healing with alexis and double speed addons. And yes - having both saboteur (see auras) and quick toolbox (for actual speed) does make sense.

    You have no idea how many sabo saves I have got. And how many I was unable to complete, because I needed a fraction of second more. Believe me, those 0.2s counts very much. And if you can convince someone to take leader for you + you are healthy, then you can guarantee rescue (provided it's not saloon - a map where it's always possible to hook someone)

  • @Annso_x said:

    I don't feel like going in depth about every single changed announced (RIP Prove Thyself though), I just wanted to say that the Saboteur buff is just sad. I mean, thanks for the 0.2s buff ig but there's still no point in using when you only get 1 sabo every minute and the cooldown goes off even if the sabo isn't completed. Like, toolboxes are right there and do the job much better so why would anyone run this perk? it still sucks

    Also, why haven't you deleted the calm spirit debuff yet ? i mean for real what's up with that I refuse to believe anyone at BHVR actually believes this perk is any good

    Oh. you have 0 idea what you are talking about. Those 0.2s are huge. I play the perk nonstop the way it already is and the amount of time where I had 99% of sabo but didn't make it is insane.

    But there's another thing I would like more then those 0.2s. If they actually fixed the timing to be true. I already mentioned it in several other threads - sabotage speed with saboteur is in fact 3s right now instead of 2.5s. If they fixed it to real 2.5s, the perk would be OP strong. But giving it 2.7s would make it hell of a lot better (so I need 0.3s instead of 0.2s to allow me trades under hook for tunneled survivor).

  • @JVJoyner said:

    Call me funny, but this is a horror game and survivors are supposed to be trying to survive against a brutal killer... The aggressiveness from many survivors just goes to show that survivors are too OP. We've all faced the "Bully Squad" with the 3 flashlights, Dead Hard, and Boon Totems, ganging up on the killer while a 4th runs around doing gens. We adjust to take them on, but really, we shouldn't have to. Survivors attacking the killer should be a death sentence. It defeats the purpose of the game and should be addressed.

    To clarify, I'm not asking for help or trying to cry. I handle them just fine, it's just dispels the entire theme. It can be fun, but more often than not, it's just annoying. Especially when they just body block you and Dead Hard with no recourse.

    There are people here that have literally 10k hrs and more. There comes a point, where you will not get scared again from the same horror element no matter what. Also - if you had same level of experience (that comes only with time) - you would not be afraid any more.

    What made those survivors OP/aggressive is, that they are probably many times better then you. If you got survivors with same number of hours (or rather - same level of experience as people learn at their own pace), the game would definitely look different. And I hope you would not advocate killer should be able to win even if he's much worse player then the other side. There are definitely a lot of games where survivors feel there's exactly nothing they could do to escape. You just got your share of the same feeling. If anything, blame current match making.

    One last thing - the kill rate is above 50% for quite some time - even for 5% of best players. So if anything, killers are already OP.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471177#Comment_3471177

    Ok and with 125 Survivor Perks, if all Perks were equal in strength the pick rate should be average 1.25% which means DS is still being picked 3.2 times more than the average. This means it has a pretty good pick rate for the amount of perks there are.

    Idk why bHVR has said in their posts about the reasons for DS, but I recall a few posts about the stun length being abused.

    I doubt pick rate was the sole reason for all the changes to DS.

    1, every survivor is picking 4 perks instead of 1, so your math does not check out.

    2, there are still people out there, that use it out of habbit - because it was meta for a long time

    3, it actually hints more about how bad/nonexistent anti-tunnel perks actually are. The tactics is used in majority of games (can't say exact %, but I can say with clear conscience - that it's majority). People want to bring perk that would help against it, but are left with OTR that helps only against soft tunnelers or this sorry-state DS.

    4, the perk does nothing against stronger killers - those are the ones that actually do tunnel more, because they tryhard on strongest killer (like DS against me if I am playing nurse usually buys survivors 8 extra seconds - that counts whole stun duration, charge duration, lounge duration, hit CD and pickup time - a 1-time perk that can potentially help you by whooping 8s and 0s if killer does not tunnel). The perk that should help exactly in this situation is ill-suited to get it's job done. That's exactly what I call bad design.

  • @Crowman said:

    I saw the expose be used once and the duration is rather short that I was still able to outlast it.

    I really think people are overrating it.

    If it's 1s or 1 minute, it does not matter. You would understand if you ever played tombstone piece meyers.

    Anyway, in my experience expose is not that bad. It's super rare for me to be affected by it in surv games and can't ever apply it as killer. Bloodlust should not really be a thing - at least it shouldn't get you hits very often

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471071#Comment_3471071

    Tunnelling should be punished, but buffing DS too much would make it abusable to non-tunnellers as well. If I get a 5 second stun and a Sprint Burst effect, what’s stopping me from just body blocking the killer every time I’m unhooked?

    Tunnelling needs to be addressed, but giga buffing an already decent perk is not the way to go. Add some base kit anti-tunnel mechanic.

    Heck, make current DS base kit and rework DS into something else. Or something else, I don’t know. Just don’t make the best way to deal with tunnelling behind a perk that can be abused.

    it shouldn't be both. it should be 5s stun or 3s and say 3s sprint (or some middle ground). Def not both

  • @Ariel_Starshine said:

    Sigh, I didn't know this perk got ruined too. I wish they'd do buffs instead. How boring...

    They were selling it as a buff already :D Somehow they didn't realize speed debuff far outweighs the positive.

  • This would be totally imbalanced stupid thing.... That I just totally love! But it would need to be damn super rare thing, but not THAT rare - a lot of players would see the gun exactly never

    Also, sorry to all of you 5000winstreak guys - you will be shot this time! :)

  • Well... I either leave ASAP or give item.

    There's a possibility that I would be toxic, but that happens very very rarely (because very few killers hump you on the ground, shake their head at you, hit you on the hook and then go to corner instead of DC when things turn sour).

    Anyway - if killer stands in corner and opens exit gate, the thing is pretty clear-cut (there are situations where I will still not believe sad killer, say iron/agi bubba I expect to have blood warden, but again - very unlikely case).

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470855#Comment_3470855

    DS was made 5 seconds in 2.6.3. True infinites weren't really in the game at that point. You are thinking of 1.4.0, when it was a 4 second stun, and it was tied to the wiggle meter for non-obsessions and didn't require a hook. It also was able to be countered by dribbling the survivor if they weren't the obsession, albeit it made hooking take a bit longer. In 2.6.0 it was changed to the similar one we know today, where when you were unhooked, it lasted for 60 seconds and you could stun the killer for 3 seconds. Then it was changed in 2.6.3 to be 5 seconds because of enduring.

    Last true infinite was removed at around patch 5.5 I think (I can be off a few patch versions). There was still an infinite in old haddonfield main's building when chaining upper window with lower window (it didn't have 100% spawn rate). And you could even loose chase for a second making it real, true, uncounterable infinite (provided the killer was M1 killer) - provided good RNG and perfect execution from survivor.

    The point is, in patch 2.6.3 there absolutely were infinites still in game.


    To the topic - they made POP usable again (good change) - why shouldn't they make DS usable again? 3s stun is laughing matter. Add something on top of it (short haste, much shorter animation, longer stun, disabled killer powers/drained tokens, or some combination of those)

  • @TheSaltySaloon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470539#Comment_3470539

    Skull issue is on you if you can loop a killer for a long enough time with a handful of pallets.

    Maps have so many safe pallets where there is literally nothing for a M1 killer to do but to wait for the survivor to throw the pallet or just brute force it and eat the stun.

    wouldn’t be so bad if maps only have about 10-13 pallets max as survivors would have to legitimately think about when and where to throw pallets, but when you have 20 and your teammates are all on gens, it’s game over.

    These days I play mostly bubba and pinhead (but I play occasionally like 70% of all killers). I don't have problem with pallets - as hinted before. Best maps for me when playing killer are midwitch, gideon AND RPD - all of which have butt load of pallets. Still it doesn't matter, because I use my killer powers, I do mindgame, I do hug loops tightly. And I have way above 50% kill rate.

    Which means, that it's skill issue on your part if you can't play around pallets. Especially during this event where most of the pallets can be turned into trap against survivors

  • Sorry, but this SCREAMS skill issue. You did 0 mistakes, but you didn't use your power because it's tough? You didn't watch where survivor is going. You didn't mind game. You didn't even hug obstacles and went wide instead. And you still think the problem is in pallets?

    How free do you want your games to be? This is about as insane as someone demanding nerf on all killers (say them having no ability), because of "I have broken keyboard and can't press shift to run" + saying "but I played the game perfectly and still lost it every single game". Duh... Ofcourse u lost.

    Btw maps like thombsone house already have 8 pallets - and it's by far not even remotly as strong for killers as midwitch - even though midwitch has 25 pallets and 2 of those are god pallets.

  • You know chests are in real bad state when killer perk promoting chest hunting is absolute trash tier :) In fact I would go so far as to say killer's offering for less chests helps survivor more then said killer

  • @playhard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468854#Comment_3468854

    how if it that a god pallet i have nowhere to go bro.. instead waiting for the pallet destroying by itself

    And if it's filler pallet, you will basically either get hit out of it, or at worst case scenario - just pallet at no time cost

  • @BlackCat117 said:

    Well think about it, assassins have only one hex that can be destroyed, high reward at high price. However, boon perks do not have that restriction, Survivors can bless a totem as many times as they want and the perk that destroys totems charges a perk slot from the killer

    Boons are a extra perk for all survivors in the game

    It doesn't seem fair to me that the survivors have infinite opportunities to bless a totem over and over again and the killer only takes one with undying hex :c

    More than anything it is not a nerf, it is a balance to be fair, do you understand my point?

    It's okay if you don't share my point of view I'm glad you read my post n n

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470034#Comment_3470034

    The thing is, that they are not really directly comparable.

    The reasons being, that: there's the time investment on survivor's side (find totem, go to it, boon it for 14/28s) while killer just has the hex out of the box. The other thing is, that killer can stomp boon in a second, while survivors have to cleanse/boon it in 14/28s. Boons have weaker effect then hex. Boon have limited range while hex has map-wide range. Killer can defend hex, but survivors just can't force killer off of their boon. Hexes hardly make any sound and the only sound they make is ambiguous with any other source of burning (like barrels) while boons have very distinct and very loud sound. Boons announce very clearly when they are in game while hexes only announce it if they make any kind of impact on the game.

    Also all the boons are now kind of meh. They are absolutely not meta. 3 of those can be useful in niche scenario, while 4th one is always useless (so going back to your words, they are at best mediocre reward at high price and you want to raise the price even more). Nerfing boons even a bit more is kind of same as nerfing say clown or trapper...

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469551#Comment_3469551

    The devs said if survivors come near the hook, the progress for self unhook does NOT stop - it just slows.

    Yes. And we will see their implementation of the matter. Sure enough it depends how much they slow the progression. My guess would be it would take longer then single hook state. We will see the implementation.

  • @gilgamer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469531#Comment_3469531

    If you're a surv main you are very likely going against babies and your killrates again mean jack #########. I also didnt say killers as a whole needed a buff, where did I ever say that? some individual killers need some love but that's not what we're talking about. Lethal as a whole is perfectly fine as it is. Decreasing its starting duration would only hurt low mobility killers which already tend to be the weaker killers.

    I have quite a number of hours and about 30% of those are in killer. So no. I am way beyond the point of "babies". Or to say it differently - I know I am on soft cap, because I know who I get (I personally know a few survivors I got as a killer and know them to be in high MMR - which BTW is not really difficult considering soft cap is so damn low).

    Talking back my first response back at you - all I am trying to say is, that from what I see most killers will usually get first 1 or 2 hook before first gen pops (even if it's not always the case). This is the thing I see most often (again - not all the games) no matter which killer.

    Talking about lethal - I absolutely agree the perk is fine.

    @Raconteurminator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469892#Comment_3469892

    I'm sorry, do you have issues understanding basic requests? Stop. Pinging me. With replies.

    You're literally spouting gibberish at this point. Every gen is worth 20% of the objective, they all have the same value. We're not talking about variables, we're not talking about pallets or dead zones or niche Killer interactions - we're talking purely about generators. You put massive weight on the final gen while forgetting that to get there, 4 other gens have to pop - the last gen only means anything if you significantly delayed the objective leading up to it, i.e. the other 80% of the objective. The reason Corrupt is so good and so used is because the gens all have the same value in progressing the objective. The reason why delaying that first pop is so good, good enough to run a perk that has no value outside the first 90 seconds, is because it's 20% of the objective and it can be completed potentially in the first chase. The reason Deadlock is so good is because it can stop 40% of the objective from being completed in the first chase.

    Now please, shut up. I said I had no desire to continue this conversation while you galloped around on your high horse trying to let everyone know how good you are at a videogame. Being perceived as being good at the game by a rando that shows up to flex in a topic by saying how good he is while contributing nothing to that topic has no meaning to me, likely no meaning to anyone else either. I do not care to continue this conversation, so stop pinging me or I will block you.

    If you think I am flexing, that's on you. Your choice of deliberate misunderstanding me is your decision. Not mine. I see "same flexing" (killers getting multiple hooks before first gen pops) in most of my survivor games, in most of my friends killer games, in most of streamer killer games. Meaning everyone is "flexing" on you, if you think that having different game experience is flexing.

    And one last try - if something takes 1/10th of match time of effort while the other thing takes 5/10th's of match time, then they clearly are not the same thing. If by your scewed definition last 20% of objectives takes 50% of time and first 40% of objectives take 10% of time, then I would very easily and reasonably argue that 1st gen is NOT in fact 20% of objective - because that makes no real sense. If you can't understand such a simple concept - that's again on you.

  • I like current pain res the way it is. For both sides. For me ideally - don't touch it any more

  • Then the actual correct fix should be for the game to start loading sooner

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469551#Comment_3469551

    read my post again, I already explained how it would get exploited.

    And I still don't understand. If survivors are close to hook, the progress bar slows down. I still see no way how to exploit it. Maybe you forgot that devs said it will go very slowly if survivors are nearby?

    @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469551#Comment_3469551

    read my post again, I already explained how it would get exploited.

    As a killer I will be touching survivor on the hook. Let other survivors unhook. Once he's unhooked, press M1. 0 chance to bodyblock (there's no mechanics that would allow other survivors to push me away from the hook). If I have lightborn and survivors did not bring borrowed time (and hooked person breakdown), then I have LITERALLY and precisely 100% guarantee of a kill in endgame. You talk about exploiting and in the same thread suggest a thing that's braindead easy to exploit yourself.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469797#Comment_3469797

    this is only true if the hatch is within equal distance of both players. Its completely random where it spawns, you just need to get lucky where you go wandering aimlessly.

    It does not need to be equal distance. Suppose wretched shop - both survivor and killer start at shack (survivor is hiding a bit) killer goes left side, survivor goes right side (no matter what it means) - and hatch is mid distance from shack to main building. If it's blight (or oni in power, maybe even spirit, hillbilly) killer will find it sooner. It does not matter, that killer has 3x the distance to get to the hatch as survivor, but survivor needs to be cautious first and killer is just zooming over the map.

    The more speed the killer has, the bigger the chance he will find it. So even for trickster it's not 50/50, it still favors him, but for that killer it's closest to 50/50 out of all killers (because ability does not help him and because he's just 10% quicker then survivor).

  • @Raconteurminator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469716#Comment_3469716

    No, I said depending on the Killer and the map, 2 gens lost so quickly could be an unrecoverable game state, not that it categorically is an unrecoverable game state. You implied heavily that everything but the last gen is meaningless because you told me I know nothing about the game for saying every gen is as important as the last, which is true. They're equally important, they function the same and they signify the exact same thing; that the game is coming closer to the end. You're clearly putting a massive significance on that one generator while massively underplaying the importance of the others. Now please stop pinging me with replies, I have no desire to continue this conversation.

    So if every gen is of same importance as the last one - that would mean that 1st and last gen take same amount of time (like real minutes from the start of the game - not talking about theoretical 90s). That first and last gen require same length of patrol route to protect those gens. It would imply that you have same map pressure (injuries, hooked survivors, slugged survivors, injured survivors, killer abilities like pig's active reverse bear trap, etc etc). It would mean the map has same amount of pallets (and dead zones) in first and in last gen. Same number of alive survivors. Same charges in survivor's items...

    Well from my experience - there's HUGE difference between first and last gen. Saying that the first gen has same weight as last one basically means corrupt intervention does literally and exactly nothing (even though it's meta perk). And anyone that would try to imply these things to me (or say that first and last gen has same importance) - will just very clearly tell me he has no clue about this game.

  • @Emeal said:

    How is Wesker tunneling more than any other Killer? Why does this merit a nerf on Wesker?

    Take video conference, hit survivor as he's being unhooked (animation lock) and enjoy free 8% debuff = end of chase really quickly....

  • @DaddyMyers_Mori said:

    I think noone would complain if they nuke mori addons and buff basekit.

    I am all for it. Same for Sadako.

    IDK if they can (license) and IDK if everyone shares our look at the killer, but I personally 100% agree to that

  • @tubalcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/381522/wraith-cloaking-discussion

    If you are survivor you already get 50/50 chance on the hatch. Then if you manage to miss that, you have 50/50 on most exits (unless they are close together.) So endgame for remaining survivor is ALWAYS survivor sided. Wraith is fine already loses a ton of speed coming out of cloak. HEs fine as is.

    Not true. Survivor is slower. Will cover less area in same time. Most killers will have some ability that help them w gate patrol and finding hatch. Overall I would guess hatch together w gates across all killers is about 50/50 for both sides

  • @Raconteurminator said:

    Oh I forgot, the first 4 gens are insignificant. If they all pop really quickly, it's fine (ignore the fact that there are Killers that can't deal with that on larger maps). They're unimportant and serve no purpose. It's the last one that's important.

    The longer the first 4 gens last, the safer the last gen is. Good lord, logic is lost on some people. Convo over.

    You are putting words into my mouth that I never said. Go back to my messages and show me where I said all but last gen are totally meaningless.

    On the other hand you said that if you loose 2 gens in 1st chase, then the game is lost. That's absolutely not true. It totally depends on a, which gens got done, b, how many pallets did it cost c, how many stacks from perks you got d, how much perks/items survivors had to burn in the meantime e, how much set-up (if any) did you get in the meantime.

    Say if you are trapper with perfect setup around 3gen and basement and that 1 hook is in the basement, I am 100% betting on trapper win. And that's just one example out of many

  • @Raconteurminator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469545#Comment_3469545

    And if they're semi-competent/have a functional frontal lobe, in that exact same scenario, you lose. It's a bad example. You went from, "A thing happened and then I won" to, "Here's a very specific example that would be unrecoverable in a lot of circumstances, but the Survivors are bad, so it's fine." At this point I'm not quite sure even you know where you're going with this.

    While the last generator is the one that leads to the end game, every generator before it is equally important, as the faster they pop, the faster you get to that last one and less time you have to accumulate hooks so it isn't a complete snowball. If you're encountering Survivors so bad on the regular, that you can shrug off losing 2 gens in the first 30 or so seconds, the MMR system has either blessed you with an infinite downpour of idiocy or you win nowhere near as much as you claim.

    I will not say that BNP's are not busted, because they just are. Same as C33+alch ring, MDR+amulet, tombstone piece, double iri plague and so on and so forth. With those first 1-2 gens will pop no matter what. But it still won't make the game unwinnable.

    And saying that every gen is as important as previous one is just showing u know nothing about game...

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