Avatar

Halloulle

Halloulle

About

Username
Halloulle
Joined
Visits
3,630
Last Active

Comments

  • Regardless of how effective it is it's obnoxious and should be reworked.


    Personally, I don't run into Boil over too much. Hardly ever run into people abusing it. Even if I so I don't usually miss a hook because of it. The o ly thing it achieves without fail is ticking me off.

  • Repeat killer prevention would be a nice thing.

  • fyi. If Skully insists on the three gen she will hold a three gen. It doesn't matter which other gens you do; if she just never leaves her designated gen zone she doesn't.


    As far as a strat is concerned: Comms, patience and time. Then either Prove/Potential Energy/Overzealous or alternatively one or two good toolboxes you keep until a gen is commit-able. That's about it. Split up in groups of two and pressure the two of the three gens that are the furthest away from each other.


    That being said, I ain't having the time for that sh* and rather spend my time playing matches that have actual engagement.

  • got a screenshot or video? - Cause by the sounds of it this is either an extremely niche build where someone got lucky*, a cheater or your perception of time was off during that event. Out of those three options the latter two seem the most likely.


    *Having a good medkit, Botany & Desperate, Resilience and a nearby surv with Leader would come to mind.

  • There was a brief spike in Skullies who would run a stealth-chase crossover build; place drones not on top of gens but strategically on tiles to get undetectable and sneak up on survs / make mindgames much harder in not-see-over-tiles etc. That was actually somewhat fun.


    Since then it's been back to gen defender Skullies who refuse to leave their three gen area. And while most three gens are technically possible to break (there are still three gens that are impossible to break when two levels are involved; pathing makes it pretty impossible to manage drones & gens) it is the antithesis of fun to me - and takes ages on top of it (most other palystyles that have similar fun levels are at least over within 10 mins).


    And just like a killer is not playing for the survs entertainment, survs are not obliged to play for the killers entertainment; I get what I need to blackpip, advance my archive and then I'm outta there asap.

  • Equating basekit nerfs to perk nerfs and your use of "tiny"/"little" kinda speaks for itself. If that's your POV, then yes, my guess is survs are indeed unnerfable. At least not to the point where you deeem it a "nerf". But keep in mind: even a nerf gun doesn't shoot soap bubbles.

  • grafik.png

    That suggests they do include mobile in the stats though.

    The big point stands tho: there are some trends / impacts that are so universal and/or drastic that they show in the stats (as in: in the stats of different stat sites) even with all the incomplete or inaccurate data.

    @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410047#Comment_3410047

    That's not a failing though. It shows the popularity of the brand. If people went by Steam alone the figures there are even more distorted of the entire plauerbase since it's so specific. I'd still say the numbers here are a far better representation of the entire playerbase than Steam.

    Might differ depending on how you look at it - but to me DBD mobile is so drastically different that it is essentially a game of its own that happens to share the name of the PC/PS version. It's incomparable.

    However, as I said: if a trend shows across stat sites that, to me, reads like something that is universal/significant.

    --- Is dbd going to die anytime soon? I doubt it; regardless of how incomplete/distorted the numbers are, you don't have to search long to find the community being active and engaged and you don't run into the ever same people in game. That to me reads: the playerbase may be smaller atm but in a healthy range. However, looking at steam and looking at that site I am also very sure the last chapters & changes were received overall negatively.

  • Actually, if I see someone bring a key I assume they have one of the key-related tomes - some of which are borderline impossible to get. So I give them a pass and kinda go out of my way to communicate that I want them to get their goddamn challenge done. If they just need to escape they usually hop right in. - If they stand there like a lemming with their key in their hand I go ahead and close it so they can open it with the key if they have to.

    The cases where someone brought a key for aura reading are.... so few that I rather expect someone to bring a key just to get rid of the clutter than to actually use the key......

  • The issue with that site is that it is too inclusive. As far as I can tell they also include the mobile players. But since that's an entirely different thing (different devs, different mechanics, different player-pool etc.) it should not be included / should be displayed separately.

    I do think dbd mobile is doing much better than the other cross-platform enabled version that is for PC/PS. But even with the aggregate data from that site and whatever distortion comes from mobile being included, the big trends are present there as well.

  • @IWasLrft2Die said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409681#Comment_3409681

    I feel the opposite tbh. Survivor you mostly have to learn looping, which is tough for sure but the rest of the game is pretty simple as far as survivor goes. I will say survivor solo queue can be super frustrating

    Not quite. Killer has a higher mechanical skill requirement for each killer you want to master. But you can take on one killer at a time; what the mechanical quirks are, what add-ons change mechanics and tactics in which way. - As survivor you have to learn how to counter all that. Just that you have to do it all at once cause you get matched with whatever. The first step in learning survivor is to even know what the killer you go against can do. And I doubt anyone's sitting down with flashcards on 30 killers and their powers. Heck, 2k hours in and there are still plenty situations where a killer that I don't face too often (guess which ^^) has add-ons equipped that have me as clueless as a 200 hours surv.

    On topic: I was actually shocked to see just how big the drop was when I checked steam charts a few days. Well, I say shocked - and I was - but I can't say I'm really surprised. It's really very easy to see why between the last two chapters and the changes that have been made recently. Though, I don't think modding will ever be an option for DbD. - Outside maybe kyfs / bot games ---- if, and that's a big if, they manage to make it so separate from live servers that it's impossible to exploit modding options in kyf/bot matches on live servers.

  • She has too much and too little going for her at the same time; too much of different things to make dealing with the sheer amount of stuff going on obnoxious. But even the sum of all these things isn't able to make her actually strong; it's not stronger than the sum of its parts but weaker than the sum of its parts. So even though incredibly annoying and frustrating - it's still not actually working out.

    Between snoozefest and annoying there is just very little room for engagement that leads to a sense of actually playing the game and not some kind of bot-staffed sim. - That's an issue that, to some extent, all actual stealth killers have (Ghostie, Piggie, Myers). Just that she's not even adding a side objective or side mechanic for the survivor that makes them at least feel as though they're doing sth (traps for piggie, stealth-meter and revealing for ghostie, not getting stalked & managing exposed for Myers --- that's mostly in the hands of survivors to manage). She's just locking survs out from what they're supposed to do.

    @FFirebrandd said:

    Remove exposed and lean a heck of a lot more into what her addons currently do where her Drones are little buff/debuff stations.

    I don't have any specifics, but that's the direction I would go.

    I really like the idea of drones as buff-stations of various kinds. While I also don't have a clue how that could work in practise the idea seems like a completely new direction mechanic wise - which makes it exciting by default. Just have to make sure that those buffs also give her a benefit in the first minutes of the match already; if she relies on setting up buff-zones and managing buffs that would make her want to draw out a match for as long as possible.... which isn't exactly fun (and I think that a good match duration is 10-15 mins, is sth the vast majority can agree on).

  • The first hour or so after patch was wild (killer swung at the T window when I vaulted into the TL, the hit registered when I vaulted the L window....), Wesker grabbed me when rushing along the window/doorless wall of shack... only issue: I was already in shack at that point. Since then it has gotten better - but there have been a number of occasions where hit registration was all over the place, but also hook prompts and skil-checks have felt off at times as well. So ye, I think sth with the servers gotta be up. (am EU)

  • If you scroll through some of Peanit's forum posts I think it's somewhat clear that the dev vision (or at least his) is that perks are meant to spice the match up but should never be the deciding factor / a necessary component for a win.

  • @sluc16 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405310#Comment_3405310

    A swyf team of clearly 4 experienced played in comms doing fl saves and hook sabo so you get nothing the whole match, how is it possible that MMR matches a new killer vs a team like that?

    Because MMR is based off of escapes. If these people play together more often and have given up on being efficient / don't care about MMR and instead trail each other for FL saves, or for sabo plays, or throw an entire match just to get the haste from Soulpact+that new Teamwprk perk or whatever else there is that is fun but does not help you escape, they will die a lot. Which is fine by them. - Only when they've dropped so far that there's no possible way for them to lose anymore - even with all their shenanigans they still get the gens done eventually - they will escape. That's also the point where they arrived at an opponent who is in no way a match for them due to lack of knowledge and experience.

    My killers sit at drastically different MMR ratings and my low-ish MMR killers get *a lot* more cocky squads who try all their shenanigans than the mid-high MMR ones.

  • *New players


    Plus, I'd argue that with the balancing adjustments over the past year and how MMR ratings change due to it, lead to a general disconnect between experience/skill level and MMR rating. Killers, once they have a hang of the basics, are more likely to advance up until they reached their upper limit based of their current skill, while survivors who either play for fun instead of efficiency or who regularly play SoloQ will drop down until they reach the lower limit of their current skill.

    The term "bully squad" gets used very broadly for all kinds of behaviour. It needs context. How do you define bully squad here?

  • @Bot_Salvo88 said:

    It isn't a bug. You just got unlucky that a skill check popped right when you let go. Happens rarely

    "rarely" * inser kek face *

    Though it does happen with no warning whatsoever; no skillcheck sound, no visuals, no nothing. My best guess it's ping related; even though you didn't get the skillcheck cue yet, as far as the Server is concerned it was there.

  • Well. The first match server still had to check back in with the game or sth, idk. It was a 250+ ping lobby and everyone got hit from the moon (literally got hit registered from a hit at the one TL window when I was already vaulting the other). Also, not knowing that all settings had changed everything felt wonky and weird.

    Now, that literal first match aside, there wasn't actually any noticeable difference for me during the ~10 matches that followed. (But we never really used the perks/items that were changed all that much to begin with).

  • Now, I am a Desperate+Leader enjoyer (mostly for late game unhooking situations tho) and I think both Botany and We'll Make It are very nice perks. - But no need to stack all of them.

    If anything, now that people won't bring a medkit quite as often, Botany is a nice go to.

  • @Vhillain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403354#Comment_3403354

    Good call, thank you! Now I just need to know what I am copying from the NoEditor into the Client folder


    the important files are the game user settings file and the engine file, they're both .ini files. If you didn't modify the engine file (to disable anti-aliasing, for example) you don't need to do anything with it.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402140#Comment_3402140

    Oh I don't mean remove the 3 attempt limit. That'd be insane lol

    Then that doesn't get rid of the problem at heart tho; people taking the chances to get out of the match asap for whatever reason (sometimes justified, sometimes not so much).

    @IWasLrft2Die said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402140#Comment_3402140

    I do think there should be some downside to it though for trying. Maybe each failed attempt gives a 10 second delay to healing once unhooked?

    I mean, chances are if you don't have the special perks/offerings to get yourself off hook you spend the majority of your time on hook trying to unhook yourself without ever getting off. I suck at statistics so I can't tell you how many attempts are statistically needed to unhook yourself based on a 4% chance, let alone a 0.5% or 1% chance. 45 seconds / 1.5 seconds are 30 attempts you theoretically got - though I think each attempt taking 2seconds is more realistic. - Which is still 23-ish attempts. If it's an acumulated healing penalty that person would not be able to heal for the remainder of the match.


    Personally, I like the "being on hook activity" to be you trying to unhook yourself - just with a really low chance and not spamm-able. So the action takes 2 seconds now and has a 1 second cooldown. Which mean you got about 15 attempts. Say on average every two to three matches a killer should see a survivor unhooking themselves, if everyone was trying and no one went to unhook a survivor (in reality this will happen much less frequently, because people do go for unhooks). So one out of 10 survivors who try. so every 150th attempt should be successful. - What kind of base percentage to we need for that?

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402077#Comment_3402077

    I have made a suggestion before that fits that solution.

    Remove the penalty for trying to self unhook. It no longer allows you to speed your hook state along. Along with that nerf the base chance to kobe to prevent self unhooks being common. Imo like 0.5-1 should do the trick. Rebalance/rework the luck offerings and perks to compensate for the low kobe chance.

    It prevents people giving up on first hook, makes self unhook builds viable or at least not a huge usually self detrimental gamble.

    How often can you try to kobe in 45 seconds? Quite a few times, I imagine. - I like the direction though. Also gives you something to do while being hooked ๐Ÿ˜‚

  • Idk, there have been occasions where a kobe has come in clutch and turned the tables. I'll never forget the infinite T3 myers who camped me in rpd main and I (acidentally) had the full self-unhook-build equipped. He looked at me reassured for a good long while - and once exit gates were opened I just hopped off after a few tries and ran out. Or the Plague who really went out of their way to slug everyone at four gens, spinning and nodding like they won sth - and then two people kobed and the match continued. There's something very satisfying about these situations.

    That being said. The way more frequent case of taking chances is to make clear the last survivor should not attempt to unhook you but instead get in position for hatch game.

    There was also a phase where survs in soloQ would kind of refuse to unhook so for a while I did run Slippery Meat + luck offering and it works often enough to be worth it. Either to unhook myself or to prompt a teamie to move their butts to get an unhook.

    So, overall, I think there are a great many uses of the self-unhook mechanic. --- And I think these uses are impossible to separate from people taking chanceswith ill intent. Though, if there is a way to change the mechanic to allow for the viable/valid uses while making the invalid/sabotaging ones impossible, I'd be all for it.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401787#Comment_3401787

    Match them against the top killer in the world, and the match will likely go similar. Even in the video, they specifically went out of their way to find other top tier players.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401788#Comment_3401788

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401800#Comment_3401800

    Let me ask you a question here, and it is a simple 1 or 2 word answer.

    Do you think this game should be balance around average skilled players, or top tier players?

    Around the top ~30% of players and for the top 5% of players. The top 1% and better can go play scrims with their own rules and balancing - their presence in pubs is neglible due to a) there aren't that many to begin with b) matches are over pretty fast. At least that's my experience with running into KL's Wesker. Dan has ping, he doesn't count #copium.

    At the extreme top end of the skill spectrum, especially when looking at tourneys and dbd League's average chase times and what not, it very much depends on the specific constellation (which killer with which build goes against which survivor builds on which map). There are matches where the expected result is getting 4-6 hookstages - and there are killers that are pretty much expected to get 10+ stages.

    So, if anything, all the opening post could make as an argument is that on the extreme top end of the survivor skill spectrum Huntress and Slinger need tools available to them to be able to compete with that fraction of the survivor playerbase --- without those tools having a significant impact on the rest of the playerbase. (spoiler: this is impossible.) The solution devs have come up with was to adjust matchmaking and lower the cap; while you will lose against a team like that you will not run into the top 1% all the time even if you are among the top 1% simply because matchmaking doesn't care if you're top 1% or top 15% (iirc bhvr said sth about ~15% of players being past the mmr cap).

  • With the ptb healing (that often included mangled and/or gift of pain) autodidact was really, really good (we had it paired with We'll make it and it syngerised surprisingly well; heals were just so long that you still got 2-4 stacks per heal while being on the safe side that a heal would never take too long).

    But as healing is now Autodidact is, again, on the sidelines. 2x coh + 2x we'll make it or botany is gonna be the strongest thing you can bring in terms of healing, imo. At least in reset-focused groups. In SoloQ chances are you'll still do better with a medkit and/or Inner Healing.

  • ... bro uses the top 0.0001% as baseline. pog. When's the last time Eternal even lost a set?

    But seriously, do you really think there are more than a handful of other players among the entire playerbase who can even compete with Eternal?

  • As killer I love running Spies only.

    Also the "dog themed" perks.

    Idk how to do proper meme-builds on killer tho.

    On survivor I really like managing Blastmine + Repressed Alliance. It's pretty funny - but helps you just as much as it gets in your way ๐Ÿ˜‚

    Also Fogwise + Alert is funny pretty funny. Add in just Hyperfocus for all the great skillcheck value. And then OoO just to have the Aura reading complete ๐Ÿ˜Ž

  • I loved Pharmacy - but with every change that affects it, it gets worse and worse ๐Ÿ˜ญ

    It needs buffs. Flat chest open bonus, token based (so you get a token for every time you're injured and can use a token to interact with a chest and get a medkit), flat healing speed-buff for self-heals (with an emergency medkit) - there are so many options to make it worth bringing the perk. But as is, even self-care is probably more useful....

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401409#Comment_3401409

    Where are you finding these people? I love to play games were I can hook everyone twice and let them leave but I rarely get survivors "being chill and fun" back. Not complaining just saying I don't see this much like you do.

    I get quite a few of those as well. - Ironically enough it's usually swf that catch on and are chill in return. Communication, I guess. The tipping point where I'm not the only one chilling but they are too, is usually when I obviously (and visible to them) ignore something I should capitalise on if I was playing sweaty. That being said, I play especially killer for fun and don't particularly care much about how many survivors escape or die. So I will be leaving a hook even during egc to have another chase - simply because I enjoy chase and don't enjoy staring at a hook. Same for not picking the easy target most of the time.

    Also little meme-moments make a world of difference. If they three gen themselves and you do a little bit of the nodding-shaking-head game "commenting" on them having three genned themselves. If you acknowledge a hit resulting in a down that you probably shouldn't have gotten based on where they're actually downed. If you know where someone hides with a flashlight, commenting on it - small stuff like that.

    And sure, there are plenty survs that play pubs like it's a comp match against a top comp killer - but on those occasions I'm glad that means they'll be leaving quickly. Because gawd I really don't want to play with/against people playing comp in pubs and want them out of my matches ๐Ÿ˜…

  • Well, those strong main uildings got the breakable walls to make the loops weaker already. A number of structures go from safe to unsafe upon a wall being broken. These would also have to be excluded from the get go.

    Some of the very strong windows a killer can do nothing else but dumb follow until bloodlust kicks in and/or the window gets blocked might be suitable for that appraoch; the super strong loop is there - but you need to unlock it. Fair enough.

    But.

    That begs the question: should these loops even exist in the first place?

    If you have one super op structure in the map (regardless of it just being there or if it has to be unlocked somehow) but it's also more or less the only really reliable place to get good chase times then that single structure messes up any data big time. Because anyone who can't get to that structure will likely have short(er) chase times, reflected in killrates. Ergo, as long as the killrates are alright on the map, the map as a whole is deemed alright. - Meanwhile neither player side has a lot of fun on those maps.

  • there are quite a few contenders.

    Clown and Plague not so much because of mechanics but visual/sound design of their powers.

    Wraith mostly because I only ever see best add-ons Wraith played mostly by people who are of a particular kind. One that I stay clear of if given the choice.

    These come to mind first but its rather subjective and conditional.

    As for a General dislike, regardless of the soecific build but just the mechanuc it gotta be Pinhead. The way the box and the chains work is just something that makes me want to just go do a Narnia tech on a regular basis.

  • More often than not 99ing gates isn't even the right play. - Though, somewhat often it's also pretty inconsequential that it isn't the right play.

    99ing a gate can buy the necessary time for end game chases / rescues (someone is chasing at a significant distance of the gate. No one knows how long the chase will last. Since everyone is alive egc will be rather short. So wait with actually opening the gate until the chased is either downed or can make it out the gate with a hit).

    99ing a gate can also completely screw over an entire team in that very same scenario if the call to not open the gate yet was wrong; if you have to open the gate you can't take a hit. Additionally, someone who needs to make a detour to open the gate and is downed in the process at the switch won't be heal-techable, while if they could have just W-keyed that would have a pretty high chance of success. If this situation happens after a rescue that has most/all survs injured not having the gate open already is a near guaranteed snowball frequently giving the killer at least one additional kill and can wipe an entire team.


    Which means to say: leave it in. It's a strategic choice and since the main purpose of egc is to bring the match to an end and that end can be triggered by the killer as well there's really no issue with it, imo.

  • At this point I think the issue is almost more that BHVR smh doesn't manage to communicate what the actual goal or purpose of rebalancing/changing stuff is.

    As for tunneling/camping:

    it's not about "having a need" - if done correctly it simply is the most efficient way to get a 4k (keyphrase: if done correctly). This is why anything meant to "give killers more time so they don't feel the need" will never alleviate the problem. Quite the contrary. Making somethign that is already very efficient even more efficient will lead to it becoming more popular.

    On meta perks:

    Leaving strong perks as is and buffing everything to their levels leads to power creep. There has to be a balance between buffing and nerfing. - Though, from what I have gathered over time the devs seem to hold the opinion that perks should not be match deciding. They should have some impact on the game but they should not have a predictable, favourable, consistent effect on the match outcome. Differently put: Perks are supposed to be gimmicks that may or may not help you in a match. "Significant guaranteed value" is not supposed to be a thing. (Which is how some of Peanits replies over time have read to me at least. They never stated something along those lines officially or clearly afaik.)

    New Killers:

    Pretty much agreed on that one - though gotta keep in mind that they knew about changes to gen regression on her release so they knew her 3genning potential would be nerfed in the forseeable future anyway.

    Gen Speeds:

    Also sorta agree; gens need a much more uniform time that can't be greatly affected by perks in either direction. We'll get less spaghetti-ing on the regression side with the next patch. - But the genrushing needs some adjustments too. I gotta say though; there is more to choosing perks to extend the match than gen-regression. At this point NWO is a better match-delay perk than most regression perks (and if someone can't somewhat reliably get those four hooks before the last gen pops, then I'm sorry to say, it seems that someone somehow got themselves to a place where they're punching way above their weight).

  • ... mhhhm. You say you play her as a chase killer. - Which anyone is free to do; playing any killer as a chase killer. - But I don't think every killer is suitable for that playstyle / will have the best results with that playstyle.

    To me, it seems her optimal playstyle is much more "lore accurate", meaning going for semi-stealth surprise attacks that are predictable for skully but unpredictable for survs. Or at least that's the pattern I have observed;

    We regularly get 4k-ed by a methodical Skully who sets up their drones for stealth+surprise hits (aka free hits) and has the makro game down. They rarely really commit to chases longer than a few seconds / only commit if they know the surv is easy to zone / they got a good speed boost. If they're good enough at that, resources are depleted before the last gen pops and from there it's just picking us off one by one (granted; we usually don't sweat our butts off. A full meta squad might have relatively little trouble with that playstyle due to max efficiency gens and self-reset options).

    On the other hand; chasing Skully is indeed like most M1 killers - just that you have to expect that you're more likely to have one health state. Either because you get exposed at some point or because you give her a free-ish hit to avoid getting exposed and getting to a different loop. How those matches go mostly depends on the resources on the map and how well we manage to utilise them. But still; 4k rarely happens. [I'm excluding 3-genning-skully here because that's probably dead with the next patch.]

    Now, I don't really like the "lurking stealth surprise attack" playstyle - mostly because it's not particularly interactive. So I wouldn't mind her being changed into a chaser --- but if she is changed into a chaser (which I doubt will happen) then her stealthing ability would have to be drastically reduced. (Otherwise she'd more or less become the equivalent of a windstorm-clapper Wraith who doesn't need to uncloak..... but basekit.)

    TL;DR: If she's supposed to be good in chase then it's not a "buff" that's needed but a rework.

  • The thing is. I wish pllets were handled differently altogether. Like you say; windows stay, pallets go. Like someone else says they are abundant at the beginning on a few maps/with favourable rng (though, the opposite can be the case as well) - either way their depletable nature makes them "assymetric" in themselves. There are "pallet shredder" killers, those who kinda don't care about them and those who get absolutely demolished by a few pallets thrown in their path.

    However, pallets are more fun to play around because of the whole will-it-be-dropped-or-not" situation.

    So why still the weaker pallets? Simple, it's about what I would want. And since I'm horrified of dropping pallets (thank you early teammates for going "WhY diD yOu dRoP tHaT???!!!!!!!!" like it's a serious crime) I don't drop them if I don't absolutely have to anyway. I've gotten somewhat decent at the whole playing around windows and looping on nothing though. So, personally, I don't care about weaker pallets.

  • Simply put: Everyone got to do a bit of everything and had a general feeling of agency. - If that happened in a match then the match outcome doesn't matter at all (to me anyhow).

    "a little bit of everything" is probably more relevant to survivors; everyone gets to do some genning, some chasing, some unhooking and being hooked, some healing, some stealthing.

    "general feeling of agency" is probably more relevant to killers; feeling like you can't even decide who you go for or what you do next cause you don't even get a chance to catch your breath and assess the situation is a level of stress that at least I find very uncomfortable and exhausting (when playing a game. It's fun on the job when it's part of your job - but a game is a game and shouldn't be more exhausting than your job).

  • @bunnyfengenthusiast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397817#Comment_3397817

    If you have WMI, altruistic healing is fine. But 98% of the time if you have a medkit, it's better to use it in the moment. Those 16s are huge for your team.

    oof, really depends on the situation. Sometimes it's actually just better to stay injured and not bother with healing until an opportune moment. - But generally my rule of thumb is rather; whenever you have no clue when you might next see a teamie and you're not under extreme pressure, it's better to reset to be able to take that hit when doing a gen in a deadzone/greeding a gen, to be able to stealth, go for an unhook - whatever might come up.

    Then again. I wouldn't usually expect soloQ teamies to even have all the contextual information they'd need to make that call. But that's also why I rather opt for Inner Healing if I really wanna be sure I have that heal available

  • i love when survs bring ooo. that being said though, there are quite a few ways to stop being the obsession, plus perks that read the killer aura that have less of a downside. notably fogwise.

  • ...so... in other words... this meta shakeup round is probably gonna be unnoticeable apart from three genning and DH being less common :/

  • on 3) and 4) that's already context dependent - and will be even more in the future with self-healing nerfs.

    3) If I got a medkit I usually want to keep it for a situation where I need a heal but no one else is there, e.g. to unhook, take chase, do a gen in a dead zone, am on death hook - plenty situations late game where you need a way to heal by yourself. I usually even have Leader so it's quicker. 4) More often than not I have We'll Make it and/or Desperate/Botany.


    So, I guess I wanna tell future SoloQ mates:

    If you see the we'll make it icon and the killer isn't already on their way back just let me reset you right then and there. It physically hurts me to see someone spend twice as much time (or in the future even longer) to waste their charges in a situation where they don't need to.

    If I frantically point at the gate when you got there right before me chances are I have Wake up and can open it way quicker - and can let others know where the gate is that's being opened in the process.

    If I frantically point at a locker if we spawn together chances are I have Distortion and the killer has Lethal. Me frantically pointing at a locker upon someone being hooked/unhooked means they have BBQ/Floods. Me pointing at a gen and then at a locker means Nowhere to Hide. (And I really wish there were widely known gesture-codes to communicate certain killer perks/add ons)

  • Seems many people have forgotten there are other perks outside of gen regression..... not to mention there are still plenty of match-extender perks.

    It's also not just usage numbers. It's usage numbers a) with synergising perks b) across all killers ( and c) impact on match outcome). With how different killer powers and mechanics work there should be hardly any perks that are viable, let alone meta, on pretty much every single one of them. That is a huge red flag.


    That being said; we'll see how the coming changes will impact match outcomes and q-times.

  • BNP need to be reworked. Assuming the stacked gen regression builds are a thing of the past after the midchapter idk, I suppose they can just go. Only sensible purpose would be in a case of "just do gens" in an unsave-able tunneling/camping situation .... but then again; that situation should just not be possible.

  • yeeee, I wish there was more clarity via consistent choice if words in perl descriptions

  • Perks that I find obnoxious, so stale it just makes things boring or perks that are, for one reason or the other, surrounded by way too much hype/controversy.


    For killer that includes noed and knockout. - To some degree Franklins; only if people announce they only want to bully (e.g. by self-explanatory matching names) do I put it on (and consider it playing the game according to the rules they made).

    On surv it's DH, Boil Over and bringing BNP (not a perk but, eh). Also Sole Survivor.


    .... and that's kinda it.

  • shouldn't it be "to bully other people in their stead?" tho ....

    anyway. Franklin's and Knockout paired with sloppy (if M1) or Deadlock kr NWO to buy time usually do the trick in terms of being so obnoxious people don't even want to play anymore. If that's what you're going for.

  • If they got some of the assets to work off off I'm fairly sure they could refit most of Leon's and Ada's stuff without too much hassle. A Luis skin would be great but ia also more complex, I imagine.

    Either way I'm 100% here for the tshirt version of Leon

  • @Sylhiri said:

    Capping gen speeds would require fixing the other issues that come with it. What is the counter to tunneling for the survivor? Do gens fast enough to avoid a snowball. What is the counter to camping? Become disadvantaged in health/hook states or do gens to punish it. Why do you have a lot of balancing around gen speeds? Because people want both tunneling and camping to be a legitimate way to play the game.

    You want caps? Then the snowball needs to go.

    that's what comes to mind for me as well. - I wish spaghetti gens would go --- and while the minhtes long gens will probably be nearly gone soon enough the issue of gens in seconds remains. And it can't really go away with the answer to two big issues (camping&Tunneling) is "just so gens". --- But maybe that needs to be a phase to show that the base mechanics that make tunneling and camping work need addressing at the base game level.

  • @Kamartins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394405#Comment_3394405

    The anxiety goes away when playing blight, tunneling survivors at 5 gens with alch ring and hitting them on hook, never fails.

    not sure why you quote me there... what you say has nothing to do with what I said.

  • Got one of those too from the other perspective. Was a bit late to screenshot though. Wished I could've gotten the culprit on it.

    image.png

    Dwight and Feng were doing the head-on flashy booly thing. One in each locker there. But when Feng jumped out to head-on, I guess she was a bit too enthusiastic about it and it fell over. Either way, upon having recovered from the stun i realised it was on the ground.

1 โ€ฆ 15 16 17 18 19 โ€ฆ 26