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Green_Sliche

Green_Sliche

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Green_Sliche
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  • Please disable this event for OP only if possible. Thank you.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645097#Comment_3645097

    This is one of those times where I'm gonna be an ######### and say that this is so wrong it doesn't even warrant a serious response.

    Ye, whatever. I just shared my usual experience with that mode where I actually tried to be nice to survivors as killer.

  • @Pulsar said:

    It's been extremely disappointing for me.

    I did expect it to happen, but I was hoping the camping and tunneling would come on Day 2, not immediately.

    Not exactly a fun experience as Survivor, I'm sure it's great on a lot of Killers.

    It just absolutely destroys any opportunity to play outside of a 4-man. You need the coordination to have information and you also need to stop the inevitable tunnel out.

    Ironically camping and tunneling are the even more required in this mode because survivors usually run around with items and you as a killer have no information or generator defense perks.

    Try playing against survivors who are on voice chat, have a map and 3 toolboxes and you will realize it's almost unplayable without tunneling someone asap. On average matches, you will be dealing with toolboxes, maps and medkits 24 / 7 because there are much more chests around and survivors don't have to worry about losing items.

  • @Pulsar said:

    I am glad you are having a good time.

    I don't think there's gonna be any Survivors playing by the end unfortunately

    There's plenty of survivors who play the mode and lots of them figured out how to use darkness in their favor.

    As for killers, if you lack mobility, be ready to get gen rushed like crazy because 3 survivors get toolboxes and one gets the map. Also killers have 0 information and 0 gen defense in that mode ( this info is for those who think mode is very easy for a killer side ).

  • @drsoontm said:

    Good guy : survivors kept running into me because they didn't immediately realise I wasn't chasing anymore. ^_^

    Knight : I didn't manage to surprise them on gens, but I've used the guards to detect their direction in a chase, push them, and intercept from the other side ^_^

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644517#Comment_3644517

    How does it helps?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644523#Comment_3644523

    I see a surge of Claudettes. Like in the good old days xD (I'm not a Claudette main for nothing)

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644535#Comment_3644535

    I play it as casual as possible. I can't understand someone playing that mode competitive.

    That being said, even trying to spread the pain as much as possible I've made a couple of early kills by mistake. For some reason I find it more difficult to keep track of who's been hooked.

    Map reveals you the location of generators, totems and chests. In other words whatever ''advantage'' killer has over survivors in this mode is essentially nullified because now both survivors and killers know the location of key objectives on the map. With no scratch marks and large number of medkits or flashlights, hit and run doesn't do much so if you'll try to play nice on certain killers, you will get rolled over instead in no time.

    The mode itself is fun, but certain things kinda tip the scales into one side or another a bit too much and too often.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644433#Comment_3644433

    Finally only skill matters! No one can complain that the other side got carried by perks or addons.

    Geting map out of the chest as survivor. Hmm, delicious.

  • @CammyChameleon said:

    They need to have their stalk range decreased/changed because they can stalk outside the vision radius and still build Stalk without even seeing the survivors themselves. Gives no counterplay and insta downs the survivors for free.

    Survivors also can't see them so it's just free stalk since they don't know.

    Well, that's the main idea of the mode. Killers who can stalk will naturally thrive here.

  • People underestimate the power of Infectious Fright perk. The idea of Background player is to quickly ''ambush'' the killer and deny the pick up when killer is locked in the animation, however with Infectious Fright perk the stealth aspect of this denial is gone because upon down, survivors located nearby reveal their location. Once you know where they are you can slug and proceed applying pressure ( survivors who screamed will know their presence is revealed to killer ) so odds that they will try to do risky saves will significantly drop because now Killer is prepared.

    Of course it's about momentum usage. If you don't utilize the information from the perk right, then you get the stand-off and waste precious time. If you do though, you get entire team pressured with chance to get 2 or more downs if survivors are altruistic enough.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639548#Comment_3639548

    that is his complaint. he is saying it takes too long to die. the game lacks some sort of EGC type timer that ticks when all survivors are in the dying state. something like 35 second timer would speed up that boring end game part. they once had ptb that made it go instant death but it was a bit too aggressive of a change. it was a decent idea. Just needed a little bit refinement.

    I understand but any other alternative would likely be abused. If it's a ''manual death'' then pissed off survivors will suicide on first down. If it is ability to stand up on own, then it will be difficult to balance and will lead to many other problems.

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639629#Comment_3639629

    "Some people should really be doing that instead of complaining over every small change that patch does introduce."

    I'm not asking you to repeat what you said, just asking why you keep saying "git gud" when they clearly are NOT complaining about the patch notes, just a general issue they are having.

    This was not directed at OP if you haven't figured that out already.

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639599#Comment_3639599

    Well here they aren't complaining about anything to do with the patch notes, they just want to try out a different killer and not get steamrolled...?

    Well, as I said before, it's Bot Mode and first 20 - 25 matches where MM matches you with beginner survivors. There's nothing else to choose from. If Bot Mode doesn't work for you and MM keeps matching you with non-beginners, what else you can do but keep playing until you become better?

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639568#Comment_3639568

    What's up with the "git gut" on like every reply of yours?

    Nothing. It's really a keep playing until you become a better player thing.

    Some people should really be doing that instead of complaining over every small change that patch does introduce.

    In this case, beginner killers indeed have to become better against human players at some point.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639562#Comment_3639562

    That's great until you figure out that the bots are absurdly bad.

    I seem to remember them actually being good when they first got introduced, idk what happened.

    Your first 25 matches should match you with beginner survivors. Bot Mode is there to learn the basics. Everything else is in git gut area.

  • @epi said:

    There should be some sort of penalty for killers who refuse to pick up any survivors when EVERYONE is down. Just makes the game long for no reason.

    You have a bleedout timer for that.

    If you believe the game is over for you, alt tab your game and do something else. It will be over by the time you come back.

  • @ratcoffee said:

    Why would someone lie to get a killer they weren't struggling against, nerfed? I agree he's fine as is and people calling for nerfs are misguided, but what's the logic in that?

    For personal fun and feeling of being impactful?

  • I believe that's the form of indication that you've crossed 3 or 4 gen regression events and you are nearing the limits. Spikes will continue to appear but so long as you can do the kick on the gen, then you are still below 8. Still the appearance of these spikes indicates that you need to be considerate about your kicks as soon you will push the generator into un-damageable state after which you won't be able to apply any form of gen regression on it.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639213#Comment_3639213

    Being double hooked like that means you can get eliminated the moment killer finds that convenient or required.

    Which is about when that survivor is released from the hook again. That's the problem with tunnelling. An issue you don't have with gens.

    That's the thing - in this gen block meta

    It's not a gen-block meta thing. BHVR chose 8 because it was a number that, according to their statistics, is barely ever hit -outside- of 60-min stall tactics. You're very unlikely to hit this limit, so long as you don't play exclusively for gen defense.

    Who decides that killer starts behind at all in the first place?

    That's how the game progresses. Your first chase has the most pallets in it, and the least pressure on survivors. Your later chases will have more pressure on survivors, fewer pallets, people might be injured, your power might come online, whatever you may have, but generally speaking, killers start the match at their weakest. Which is why it's unreasonable to point to the very first chase as some kind of indicator for the rest of the game. Plenty of matches where the first hook comes at three gens done still result in a 3K+.

    Conversely though, if a survivor is dead and there's more than one gen left to do, the chances of a 2E or better are infinitesimal.

    Killers can make comebacks pretty easily. For survivors, it's almost impossible. That's why this focus on a 'fair' early game is entirely unreasonable.

    1. The relation of tunneling to gen is that getting someone tunneled out asap is the best gen regression tool for a killer out there. Less survivors left - slower the gens may get repaired.
    2. Gen block meta is about defending gens from being completed, is that not? You sacrifice gen regression but in exchange you don't spend gen regression events. A simple example here is having a gen being blocked for you for 30 seconds or having a killer come and do a kick and regress a gen to it's 30 seconds before state.
    3. Absolutely subjective and random experience. Your first chase may be the easiest one where you catch survivor off-guard and get a down in first 10 - 15 seconds in the game against a chase at later where survivor loops you around the shack or jungle-gym or circles around 2 pallets forcing you mind game or tank the pallet. Game result can change at any point of the game because there are plenty of other factors, such as survivor altruism or greed or killer's relentless pursue of the weak link or mere mass slugging.
    4. Even if there are 3 survivors and 2 gens left, chances of escaping still exist so long as gens are decently spread, there are enough pallets and survivors are capable of keeping killer busy. This part is about luck and skill, which can be the biggest variable. Saying that killers can make a comeback and survivors can't is a bit of a short-sight, when there are so many factors that need to be considered. Perhaps since killer is alone, this so-called comeback is more noticeable because survivors are about a team work and coordination where killer is about making right decision at the right moment.
  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639086#Comment_3639086

    1. If you double-hook someone and then ignore them for the rest of the match until you've gotten a solid number of hooks on others, they're really not going to care.
    2. This is actually pretty doubtful. How many games do you actually manage to rack up eight regression events on one gen, without also winning that match? Besides, your job isn't to keep the gens from being done.
    3. YOU think they're not impactful. That's a difference.
    4. Who said anything about a comeback -mechanism-? The game's built from the ground up to work that way. The killer starts behind and can overtake the survivors. The game doesn't hand it to you, but you can easily secure extra kills even if the early game was trash. If the survivors had a bad start, it's incredibly difficult for them to recover.
    1. But you do realize that survivor who was double hooked already is in the risk of being hooked for the third time at any moment and has to play safe? It's not like killer will intentionally ignore a survivor who is repairing a gen in front of it, right? Being double hooked like that means you can get eliminated the moment killer finds that convenient or required.
    2. That's the thing - in this gen block meta, you likely don't get those 8 gen regression events because you rely on getting gens blocked long enough to get survivors eliminated. Go for gen regression perks and chances are you will eventually get a gen that can't be manually damaged by a killer anymore.
    3. Maybe it is a subjective thing here. If so, then this entire point is irrelevant.
    4. Who decides that killer starts behind at all in the first place? Killer spawns in one point of the map and survivors somewhere else ( provided no offerings are used ). It all goes about luck whenever killer finds and does catch survivor off-guard and gets early downs or hooks or has to spend time before any chase does happen and lose a gen while searching for the first target. There's absolutely no guarantee at any point of the game that one side will win or lose. Odds of winning or losing do change based on how many survivors are still in the game and how many generators were repaired.
  • @rha said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639045#Comment_3639045

    Well once the killer gets the first hook this fundamentally changes the game dynamic and everything slows down, with the right perks you quickly find someone to chase next and someone else must go for the hook save so there's only one left to work on a gen (in solo queue you may have two competing for hook save and gen progress is completely stalled) vs 3 on gens during first chase. Once someone is rescued from hook, they often want to be healed, and once that is done the killer has the next survivor downed already so it's not back to gen but rather run off and unhook the next survivor ...

    Plus the resources to work with (pallets) are gradually reduced, so chases will be shorter.

    If the survivors are still incredibly efficient fixing gens so that the gens are flying he is probably simply not good enough for the survivors and deserves to lose. If this happens consistently, then the problem is the matchmaking. Killer is so powerful at the moment and solo queue is so ridiculously weak that there's for sure a group out there for any killer against which he has a very good chance without any cheap tactics.

    First hook is impactful if it happens too early and other conditions do match ( survivor is hooked on Pain Ress or any other special hook, killer has perks that trigger on hook ) however if it's 1 hook - 1 or 2 gens pace which is quite common if survivors are not trolls, do repair gens and can at least go far enough from gens that are being worked on, then suddenly getting hooked stops being the end of the world. It's all about timing here.

    If killers who are not efficient deserve to lose as you say, then don't you think survivors who are not efficient deserve to lose too? By this statement, if a killer tunnels one survivor out asap and the remaining survivors don't repair 3 or more gens meanwhile, they deserve to lose too.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639045#Comment_3639045

    Same could be said about survivors. First two hooks don't matter, it's the last one that kills you.

    No survivors are complaining about the first two hooks, what are you on about?

    You may think that defending last remaining gens is easier when in reality a well spread gens are extremely difficult to defend for most killers.

    It's still a ton easier than defending 7 gens, don't you think?

    With addition of gen regression events a tri-gen situation can't be used by killer, so that point when killer could ''sacrifice'' early gens for late game is now gone.

    That's nonsense! Even if you can only have eight regression events, that's still eight regression events. And each individual event is now more impactful. That still buys you -tons- of time to get your hooks in, just not a literal infinite amount anymore. You actually do have to do work now.

    So what should killer do if they have a bad start and almost no late-game comeback chance

    You -always- have a late-game comeback chance, that's innate. If you fail to grasp it, accept that you lost a match.

    Sometimes you lose a match, that's okay too.

    1. Getting hooked twice in a row is considered tunneling.
    2. Defending last gens is now harder because of gen regression events.
    3. Events are not impactful. Gen regression perks are the same. If you mean 5% regression perk kick instead of 2.5%, then it's 3 seconds of gen repair. It's extremely easy to do, especially if 2 or more survivors do that. As long as you don't try to do that in killer's face, stopping gen regression is not much of an issue.
    4. Where exactly does a killer without very specific perks have a comeback mechanic?
  • @Wiggles_Diggles said:

    Title basically. When you go to shoot and then hit the obsession instead of losing two stacks of STBFL you now lose 4. Is this how it is supposed to work now or is it and I hope it is just a bug. Anyone know? My only guess is that deep wound state that DS applies is counting towards an injured state.

    He should be losing only 2 since shooting obsession on it's own does no damage. Landing a hit afterwards is -2 stacks. I guess system doesn't take his power into consideration and treats transition from healthy to deep wound as two hits, thus consumes 4 stacks. Not a bug as is but certainly not fair.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638994#Comment_3638994

    What do you expect the killer will do if the first hook does cost 2 or 3 gens? Spread the hooks?

    Killers really need to get over this. The first couple of gens don't matter. The last one does. Loads of games storm into the 2-3 gens cleared, and then grind to a complete halt, to end with a 12-hooked victory for the killer with those same last two gens still unfinished.

    You have a weak start as killer. You're supposed to, because survivors have NO comeback mechanisms. Once they fall behind, the game is -over- for them. This does not apply to killer, who can even get their first hook at five gens done and STILL get a 4K.

    Same could be said about survivors. First two hooks don't matter, it's the last one that kills you.

    Also those early gens that you speak of is the time that killer has or should have before first few hooks can happen. When all that time gets spent because of efficient survivor play, the killer has to apply pressure. You may think that defending last remaining gens is easier when in reality a well spread gens are extremely difficult to defend for most killers. With addition of gen regression events a tri-gen situation can't be used by killer, so that point when killer could ''sacrifice'' early gens for late game is now gone.

    So what should killer do if they have a bad start and almost no late-game comeback chance ( unless they go for specific end-game build with noed, bw and other stuff ) and each hook costs at least a gen?

    Survivors have a comeback chance against a tri-gen and much easier time repairing gens because they don't need to worry about tri-gen situation anymore. The only situation when they do struggle is when one of them is out early enough, which is the reason why killers try to get a survivor out asap.

    12 hooks don't matter. This game is tied to kills and escapes. We all know that. It's like saying fixing 5 gens and opening a exit gate is a win for survivors, even if none of them does escape afterwards.

  • @C3Tooth said:

    Take turn on using BU + FTP to prevent the killer ever get a down.

    I ensure you this would be more of a case if in SoloQ people could see each other's perk and act accordingly. In SWF it's quite the common case along with hook sabo / flashlight loadout.

  • @Vlarian said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638989#Comment_3638989

    TLDR: just wait 12 seconds. So... you cant counter Grim Embrace. Cool.

    Also, you dont consider that killers have legs and can walk to the gen you're working on after you wait out the 12 seconds, what then?

    Ummmm, just bring BNPs!

    :/

    12 seconds wait won't make difference if you are working on safe gen. Killer is more likely to start scouting near the hooked survivor so you only are prevented from working on the gen for few seconds. Do note that gen won't regress so you don't lose much. I'd debate if it's that much of a loss of time for survivor given that it takes time for a killer to get a down and hook a survivor, which is in most cases ( except insta-down capable killers ) is more than 12 seconds, plus the need to go for unhooked survivor, which can be any time extra time here.

    In short : A bit of patience is all you need to deal with GE and DMS combo.

  • @Paternalpark said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638887#Comment_3638887

    Sure and if that doesn't work out somehow for the killer, they just resort to the tried and true method of tunnel out for the 3v1.

    Tunnel out exists because other alternatives get inefficient very quickly.

    What do you expect the killer will do if the first hook does cost 2 or 3 gens? Spread the hooks?

    This combo essentially gives killer more time to roam for other survivors and get rewarded for spreading the attention. Survivors who can't run longer than few seconds are simply unhappy that killer can get a value out of something that requires effort and want those easy and brainless plays back.

  • First of all Grim Embrace does nothing if nobody gets hooked.

    If someone got hooked, continue working like usual until killer leaves the hooked survivor and triggers Grim Embrace. If you were working on safe generator, wait for 12 seconds and see if generator gets unblocked. If it does, then killer doesn't have Dead Man's Switch and you can continue working. If generator remains blocked, then killer has Dead Man's Switch which means generators get blocked for 30 seconds ( that time is usually 25 - 28 seconds instead because DMS triggers on hook but does nothing against generators that are being worked upon unless interrupted, Grim Embrace only interrupts survivor without making DMS last longer or adding anything to regression ).

    Once you figure out that killer has both DMS and GE, you simply wait until someone gets hooked and GE does trigger ( if survivor was hooked already then GE won't trigger unless everyone gets hooked once ) then you just continue working on gen ignoring DMS entirely ( if generator is safe ).

    People love exaggerate things when they are slightly pushed out of their comfort zone. It's pity they refuse to adapt to changes and instead expect or even demand that things do cater their taste all the time.

  • As expected, we finally have a healthy combo of perks ( their duration doesn't even stack ) that rewards killer for going after different survivors and not tunneling / proxy camping and there are already people who literally refuse to adapt and only cry how oppressive it is for them not being able to sit on gens 24 / 7 in safety. It's a git gut time for some survivor players but I see some just don't want to.

  • I was killed by teleporting Bot Killer in first 5 seconds of the game once.

    I had to deal with ''subtle'' cheater who was outrunning me with bloodlust 2 and reading mind games perfectly almost every game.

    Seems like it will take a while as always because apparently majority of cheaters are survivor players and we all know if the problem doesn't ruin survivor players experience, it can wait if needed.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634629#Comment_3634629

    I'm doing all that I can, my friend <3

    Knife fingers crossed for him.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634639#Comment_3634639

    I know the situation doesn't look good, but it has been over four years since my favorite killer just ceased to exist.

    I have to try, I have to insist on this matter whenever I can.

    Sometimes it's best to keep things as is.

    I'm very certain whatever they can come up with Freddy will only make him worse. The best they can do is buff the existing one.

  • Still believe Sadako got better? Where are you, people who were happy with PTB changes? Did you really expect she would be allowed to be released like that?

    This Sadako will be played just like the old one. A pub-stomp killer who gets condemned on clueless people but does nothing against more or less competent players. Hit-and-run failure candidate.

  • You still hope for good rework when they continue to violate Sadako like that?

    I'm very much sure this new Billy change will receive it's treatment in a month or two. It's a classic scenario where killer gets some popularity after rework or buff and then gets nerfed to C- tier and is only played by hardcore fans in the scummiest way possible,

  • @Rage_In_The_Cage said:

    There are four survivors and one killer. So any complaining off the bat is going to be slanted towards favoring survivors, there are simply more of them. And the devs will cater to that side because there are more of them and it’s easier to sell them cosmetics.

    The quality of survivor game also depends on queue and how aggressively does killer resort to getting a single survivor out asap.

    When survivors struggle too much, they can rely on basekits and each other. When killer struggles - no help is offered. It's only logical for killers to make sure it's not them who struggle and even now the best way to achieve such outcome is to get one player out of the match.

    It won't change until the game balance becomes more dynamic for both sides like being based on their current performance. In survivor's case it could be tied to hooks, for killers it could be the generator count. Gens vs Kills is bad and only promotes extremes for both sides.

  • You don't get a paycheck for being nice or playing like a hired clown.

    Play the way you want. If you feel like you need to tunnel someone - do so. Don't listen to what survivors tell you in the end game chat - they expect you to entertain them and get upset when you don't.

    The way this game works - it's either your fun or theirs quite often. Nothing wrong in prioritizing your own over theirs.

  • You are addon dependent and have to prioritize tunneling someone out asap.

    Here is the basic gameplay of her :

    Spam TV teleports in hope someone gets affected by them and gets like 2 or 3 stacks. Get that guy hooked asap so the condemnation stacks lock up. Repeat until someone gets condemned because he / she got 5 or 6 stacks of condemn locked and can't get rid of them anymore.

    Against randoms who just play chill you will dominate most of your games. When it comes to a more organized team - no condemnation chance and you will be a typical M1 killer with bad chase potential, but with a potential to tunnel someone one out if you decide to do so.

    To summarize : good and fun on paper but nothing like that in action.

  • It's a fine perk that rewards killer for going after different survivors.

    In it's current state it's quite fine, especially since it won't impact Regression Events.

    I believe Ruin and Gen Blockers will become the new meta load-out for most killers. Of course killers who can make chases short and kill survivors quickly will be unaffected by event regression system so nothing does change for those.

  • @Unam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624848#Comment_3624848

    Genuine Question so I can understand YOUR POV better:

    In the current state of the game, with all the mechanics survs received to iron out their critical mistakes (e.g. saving while killer is near, 3 genning themselves, not having map awareness, not understanding killer powers, not playing as a team, ...) how many handholding mechanics do you think survs need to play the game and still deserve to win?

    Apparently not enough.

    Instead of doing a proper QoL changes like seeing team mates perk loadout inside the match, let's just continue handholding survivors by granting them a free pass on their mistakes over and over. You see it's ok to tell killers how they should be playing, but not ok to educate survivors avoid doing crucial mistakes as well as addressing a bad spawn of generators properly.

    I don't see bad spawn of hex totem being addressed anywhere. Apparently it's ok to have killer's hex totem spawn nearly in the face of the survivor. 3 gens spawning together? We won't relocate gens, instead we will make sure killer can't regress them anymore at some point. Classic ( not ) un-biased logic here.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625034#Comment_3625034

    So who's repairings the gens? Sabo squads go down easily and end up slugged. They follow you around with flashlights, they don't sit on gens.

    Never had to deal with these guys in your life?

    3 ''entertain'' killer, 1 does repair the gen. You go for that one, someone out of those 3 starts repairing gens.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625002#Comment_3625002

    Survivors who got themselves downed right by a gen so many times are dead survivors.

    Sabo SWF squad says hi.

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624827#Comment_3624827

    Genuine question so I can understand this POV better: In this scenario where you've downed Survivors near the same generator 8 times, how many times do you think you should be able to make a critical mistake and lose a down to a save (flashlight, pallet, etc.) and still deserve to win the match?

    So do survivors who got themselves downed so many times near the same gen deserve to have it protected from any form of regression forever afterwards? What did they do to deserve such privilege in the first place? I'm not talking about the 3 gen situation where they might had no other choice but during the normal gameplay.

  • First perk is pretty much a buff to flashlights. There were plenty of cases already where survivor would blind the killer after pallet stun but that did almost nothing because killer brute forced through it and went in the same direction as survivor or guessing the location of survivor despite being blinded and still landing a hit. Now a blinded killer is also slowed so there's more distance to gain.

    Second perk is pretty much a Generator beacon. It's is mediocre so I guess this perk will get a buff of some sort because nobody will lit such boon for chests, only to let other survivors know there's a generator nearby.

    Third one - there are some questions here. Does player get a chance to hit great skillchecks while being wounded? If so, do great skill checks grant bonus progression? If yes, then it can work with certain perks as a combo.

    Difficult to evaluate a survivor since perks feel a bit too strange compared to existing ones. They certainly are unique but also feel a bit out of place.

  • @RFSa09 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624768#Comment_3624768

    you don´t need 8 surges because 8 downs = 8 hooks, so you won the game

    Down doesn't always mean a hook.

  • @RFSa09 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624751#Comment_3624751

    I understand it almost perfectly, and English is not my first language, but I have a hard time trying to write it because i normally don´t use it

    you just don´t need 8 surges in a single generator my man

    Who decides what a player needs or does not?

    It's not about surge alone. Plenty of other perks now contribute to event burning. So let's make it harder to use those and easier to gen rush because you don't have to think which generator is worth repairing first now as survivor, but need to calculate if this gen should be kicked for regression or any other purpose as a killer.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/402005/returning-back-to-no-kick-no-gen-regression-meta

    So now perks like Surge or any other gen regression perk that can eat up these regression events

    Surge only activates on a down, though, so if you're eating through these regressions with Surge, you're probably not going to see these gens progress at all because the survivors will all be dead.

    Maybe a gen or two will lock up, but by that point, everyone's on death hook, or you already have one or two kills so what does it matter that you can't regress those gens anymore?

    @[Deleted User] said:

    Please, let's think about this. If we are in a scenario where Eruption and Surge have proc'd 6 times on a gen (because we've also kicked it twice), that means we have 3 downs within the span of a single gen being completed. You have won that game. You are not losing a game when you are downing players that fast. I'm assuming at some point you've walked over to the gen that keeps exploding to chase the survivor off of it too.

    There's such thing called pressure.

    You may think that getting so many procs of surge or eruption means killer is dominating entire team when in reality it could be the same or two survivors getting chain healed and downed. Think about cases where you had to down survivor and chase another because you see him doing a gen nearby. Cases where you need to spread the pressure one way or another. There are many other possibilities to consider.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624467#Comment_3624467

    Survivors trying to repair a particular set of gens and keep falling because killer interrupts them but doesn't get downs because there are still safe loops available.

    So let's actually look at how this would play out. Killer comes across a gen and kicks it as survivors run. Killer chases, then sees that the gen is being repaired. Runs back, chases survivor off, repeat this a total of 8 times. Now because it takes 5 seconds to stop a gen from just auto regressing, this means that the survivor has to have been on the gen for at least five seconds.

    So in a perfect hypothetical situation, to run out the gen charges would take 35 seconds of kick, leave for 5 seconds, and kick right as the survivor is finishing the 5 second repair without ever hitting or downing someone. This crazy scenario would require the killer to not chase and one survivor to be playing suicidality close to the gen. A much more realistic scenario would be two or three times that long if the killer was hyper focused on one gen (and hyper focusing on one gen should be a losing strategy). Which is more than enough time for survivors to finish the other end of a 3 gen before the gen kick limit ever comes in.

    You seem to forget that it's not about kicks alone. There are perks that will contribute to event burning. Stack few of them and suddenly getting a gen that can't be regressed becomes a quite real possibility.

    All this talk would not happen if they limited it to a real 3 gen situation, but they didn't. This change is also a buff to survivors because there will be no such thing as a bad generator repair. Survivors will now get rewarded for repairing less risky gens that killer is less likely to defend and once it's 3 ''dangerous'' gens left to repair they will simply force killer burn whatever remaining events left and eventually get the gens done.

  • @GannTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624498#Comment_3624498

    But she has a lot more slowdown now. Survivors are incentivized to remove condemned stacks more now that stacks are locked in after being hooked.

    She won’t be top tier but in now way will she be trash tier.

    But now you are back to the horrible M1 killer who can't chase people and has to eat pallets before she starts getting downs. Meanwhile gens get repaired and then on top of that this new event thing will allow survivors just smash gens asap without any worry.

    You get a killer who will either tunnel someone out asap or does hit and runs but never downs anyone until it's too late. Forget getting anyone condemned again - it will only happen to new or careless survivors.

  • No. She is returned back to previous version with 2 addons becoming base-kit, no cd on TP and some changes to Tapes. Her bad chase potential is not addressed, slugging with her is no longer valid option and if she wishes to get anyone condemned she has to run the same dirty addon combination and tunnel the guy asap. She will still get looped around and will have to spend first few minutes forcing pallet drops before she starts putting up some real pressure.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624467#Comment_3624467

    It's not about survivor discomfort, it's about boredom and the flow of the game.

    You as the killer should have to force out those safe loops at some point. If you just leave every time they start running towards a loop, that's entirely on you.

    What's actually discomforting is that people are actually worried they will proc this 3gen thing often.

    If a gen is tanking 4 kicks, 2 surges and 2 pain reses then you've already held that singular gen long enough and should be close to wrapping up the game.

    I've said countless times what is causing 3 gen. This solution is a punishment and nerf to killers.

    If having gen regressed so often is bad then maybe it's survivors who play bad that allow killer to regress the gen in the first place? Why don't they just stand still and give up instead?

    This dictatorship trend of how killers should behave and play is another large nail to the coffin. Not so many are needed to get it sealed up and buried deep underground.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624457#Comment_3624457

    Or maybe you are not as good you are thinking, this is also in possible you know. Because Sadako had pretty decent kill rate but low pick rate. This just means people who was playing her was good killers.

    Or maybe she is just not your type. I don't know. Like i said, you are free to dislike her. But just because you dislike, it does not mean she is trash. It's just your opinion which is i disagree.

    I consider myself decent enough. I know difference between troll games and swf sweatfest. I've been matched and played with enough people so I have some experience as well.

    My first matches with her were typical pubstomp, just like with all killers that were released at their time. Then I would get matched with people who weren't clueless and knew how to play against the killer. Those 3-4ks would quickly drop to 0-2 and all flaws that were in killer's design become obvious.

    Her case is pretty simple - she is a bad M1 killer who has teleportation and poor stealth capabilities. Just because survivors now have to carry a tape to a far away TV won't make her any better, her no CD teleport will only promote tunneling of the single person. She is now back to old hit-and-run killer who can't down anyone for the first 2 or 3 minutes because everyone is holding a tape and running near the pallet or solid loop. Good luck playing with her against survivors who don't fool around or do risky quests.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624103#Comment_3624103

    You really want to walk in a triangle for such a long amount of time this 3gen things procs? How do you not get bored?

    If you go through my entire killer history I don't think I've had a single game where this system would have punished me.

    @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624449#Comment_3624449

    Combine gen regression and gen kick perks, add a need to kick a gen that has a high progression accumulated and you get that scenario.

    Then give me the scenario where it happens.

    Because lots of others have laid out the math where if you actually manage to get all of these gen regression events realistically all the survivors should be dead unless you are playing only to defend the 3 gen. The only other possibility I see is a survivor team running and resetting frequently, in which case they win anyway under the current setup, it just doesn't take as long.

    Survivors trying to repair a particular set of gens and keep falling because killer interrupts them but doesn't get downs because there are still safe loops available. A standard game where survivors have to repair 5 gens. So by your logic killer should sacrifice gens that are easier to defend for the sake of survivor's comfort which they will gain once killer runs out of means of defending gens.

    You want to limit gen regression so much - fine. Makes chases last less., but you don't want that too. All I see here is killers shouldn't be doing this and that because it causes discomfort to survivors. The fact that every patch is aimed at telling killer players how they should be playing just demonstrates where this is all going.

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