Halloulle
Halloulle
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man, I wish I had shadowplay saved a recent series of soloQ matches that reminded me of why SoloQ is hell if you got any expectations at all. It went something like Legion - and two surva refusing to Split gens and always being double frenzy. then healing each other. Needless to say that match didn't go very far. Next had a surv who decided to dc at five gens the second they realised it was condemn sadako ... who then proceeded to guard the strong three gen on haddonfield. Next match someone just decided to remove themselves from the game not even two minures in upon being first hook - for no reason whatsoever as far as I could tell. Then there was an Adam who dc-ed two seconds into the match - was oni who was nice enough to farm to ensure black pips/reasonable bp for all. End screen revealed why adam dc-ed: no mither. ah well. --- SoloQ against twins is pure misery. It's impossible to coordinate anything or dodge any instance of either charlotte or Victor camping. --- Actually, somewhere in the middle of all that was a fun Mikey match. But ye, the track record for SoloQ isn't exactly great.
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not exactly a killer main but I so enjoy some killer binge-ing every now and again, which results in a bit of a matchmaking rollercoaster for the first day. I usually start way out if my league with my fav killers (since rusty and needing a few matches to get back into it) - then mmr seems to often overcompensate until eventually I land in a comfortable spot. So there usually are a number of very frustrating matches in the mix.
Setting my own win conditions or giving myself perks that manage expectations in a way where I can just focus on a match helps with just being chill and not getting tilted. Like, if you run a build that's supposed to be very good at helping you win and you don't win that's extremely upsetting. But running a fun/casual build removes that win expectation for me; even as killer you're not really supposed to win if you take a chill build into a match against efficient survivors/ survs with not-chill loadouts. So I don't really feel bothered by nit winning.
I also hate when it feels like I get carried by perks and/or add-ons so that plays a role too, I guess. Especially as far es genlock/regression perks are concerned I also notice that once I got back into my main killers I don't really need them anyway, even against pretty decent survivors (I'm always amazed at just how much of a difference in skill there is between the survs I get toward the end of a killer phase and the ones I get thrown back to at the beginning of one).
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Man, other survs must really be more lucky with bloodwebs than me if they have enough bnp to pull it off match after match after match.
Idk, 250-ish prestige levels in and I still have 200 BNP tops total --- while also only having used them maybe a (literal) handful of times. Don't get me wrong; that's still a lot but I'm pretty sure people who actually use them don't have a hoarder stack like I do. And I'm even more sure that playstyle isn't even sustainable: you hardly get bp if you genrush like that so you can't even replenish the supply.
Not that you even need BNP or a toolbox to genrush. Overzealous & resilience is plenty if you're generally efficient. It's not fun tho ¯\_(ツ)_/¯ Do people do it for one reason or the other? sure. Do most people do it by default? I highly doubt it. Will they ever do it by default? Nah. (keep in mind though that being efficient and gen rushing are still two different things)
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the moments in vc where I go "omg don't make me laugh - I can't see where I'm going" (I'm one of those high dpi people) because of some really silly things. The "I'm grass. You don't see me. trust." / " Hiding in plain sight. corn is op. trust" moments.- That in juxtraposition with the tense moments of "omfg I'm death hook and why tf has the killer a sixth sense and is heading straight to meeeeeeeee?!"/"I'm dead, I'm so dead. so dead."
It's the up and down of sweat and goofiness --- and never knowing what you get on the killer side (personally, I 100% prefer goofy).
That being said though, these things are fun in the very beginning when no one knows what they are doing --- and then several hundred hours in when you know what you're doing and know how to make things fun even in the face of a very unfun killer to verse or a generally ######### situation. (It doesn't work all the time - but often enough to make it worth it. kinda.)
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@Mystic_Mizu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392441#Comment_3392441
I'm aware of that, that's why I changed it... but I still think DH is gonna be more common than MoM for the reason that you don't have to take 3 protection hits to activate it.
ah sorry - must've changed it while I was posting myself (which took a while cause sth came up in the middle of it)
as for DH still being more common. - Probably. Though, I can't help but to get the impression that it's not actually worth it 🤔
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@Mystic_Mizu said:
With how healing will still be in the next update? Probably DH because medkits will still only be able to be used once by default for 24 seconds (add-ons will help a lot). You will have more chances to use it by getting unhooked, unhooking yourself, and unhooking others. You have to fight with others to get the unhook though, and it has to be a safe unhook (I think) too so the killer can't tunnel.
The way I understood it you get two uses of DH max; upon getting off the hook the first time and the second time. You don't get it by unhooking others.
Though what you and @Crowman point out about getting the heals being somewhat difficult is valid. - Though, not too hard either. With new COH it's still gonna be tough in SoloQ but even as a duo (or if it's not you who sets up the boon) you should be able to get heals reasonably fast.
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Pharmacy needs a complete rework at this point.
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Definitely no aura reading. - I love the birb perk (who would've guessed) and part of why I love it so much is because no matter how sneaky they are with Distortion or whatnot you get the noise notification.
That being said. For a while now I got the impression something is off/different about the perk. Fairly sure I used to get a lot more notifications. Or, well, not necessarily the perk being off for a while now but crows. Either there are fewer or there's something different about how/when they fly away.
If anything the perk would greatly benefit from more crows on maps (I'd take a cooldown increase from 5sec to 7sec for that one) and/or a slight range increase. Say +4m per tier.
The (perceived) inconsistency aside I think Spies is in a pretty good place. Useful on many occasions but not OP.
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@Nirgendwohin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391588#Comment_3391588
here is the situation for EU servers: players with permanently red ping come mostly from south africa, russia and the arab emirates. I was told that DBD uses the amazon cloud servers. when i look at the location map from aws, south africa and the arab emerates have their own location and russia would have locations that are much closer than frankfurt germany.
The answer is on the question of whether they are earning it is yes, but not at the expense of others. Playing DBD is not a basic human need that should be alike. If thier infrastructure does not allow to play with a reasonable ping DBD, then other games are more suitable for them.
My question was asked directly to the developer. Why doesn't he answer this question himself?
Not too long ago Peanits said sth about regions in a different thread also related to hit validation and ping. There are some more replies in that thread for anyone who's interested.
@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365238#Comment_3365238
As far as regions go, it's never off the table to expand into more areas. The bigger question is if those regions could support it. Without enough players using that server as their "home" (best connection), wait times and match quality would suffer.
Latency is a much more difficult topic. It will always be there, we cannot get rid of it because it takes time for data to physically travel around the world to everyone else in your match. Servers help a lot with this as they're typically able to receive data and send it back out to other players much faster than a typical PC or console, and we also do some magic to visually reduce the discrepancy both sides see (e.g. projecting players in their predicted position based on how they're moving).
But ultimately, there's no way to remove it entirely. Given the nature of the game where one person is running away from another, the Killer is always going to see themselves closer to the Survivor than the Survivor will on their screen. Given that, the server will step in and reject hits if someone is way too far away, but it needs to be a little generous, otherwise completely ordinary looking hits could be wrongfully rejected.
Long story short: It's possible there will be more improvements made to visually reduce the differences both people see, but realistically it will never be completely gone. Technology's got a long way to go before that's possible.
But even with all what Peanits said I'm not particularly convinced it's alright that all of Africa and the Middle East has only two servers to ping; Frankfurt, EU - or Singapore, Asia. Like. Both servers are several thousand kilometers away. There surely are enough players in those regions to warrant their having a server.
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If you assume the vast majority of killers don't play to be efficient, then yes. People would likely tunnel less if they're not concerned with efficiency whatsoever.
Thing is. Most people I've seen around are very concerned with efficiency.
Tunneling (if done correctly) is the most efficient and most reliable way to get a high killrate. And from what I gather the vast majority of players plays to win and to that ends loves being efficient - and consistently so. With the new patch tunneling as a strategy from the get go will become even more efficient and consistent (the window for saves gets smaller and taking hits to extend the tunneled survs lifespan is now punishing the survivors exclusively).
So no, I don't think it will go down. Best case it stays the same, worst case it goes up.
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at the beginning your MMR can be adjusted by *a lot*. From what I can tell (both myself and friends having had accounts on different platforms for one reason ir the other) it takes about 20 matches for MMR to put you roughly in the area where you "belong" (aka where you would have been if you used your regular account). That's not a lot of matches. -- Your rating barely budging comes from you playing a lot; the more you play the more fixed your MMR number gets.
That being said. Quite a lot of players who do know how to play the game sit at a much lower mmr point than they should, imo. Reasons vary but for the most part it seems to be some sort of refusal to take part in the max-efficiency spiral dbd matches are caught in. That usually translates to few escapes for surv and few kills for killer.
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I like to play for either "the lolz" or for pips. If i play for the lolz I can usually get one or two laughs out of a skully match - but since I don't pretend to be trying to break the three gen the matches are usually not that long. And if skully (or knighty boy or someone else who's very good at three genning) doesn't three gen, well, then I guess I'll find out soon enough as well.
If I play for pips I don't expect an escape. So I try to get one gen in the beginning, then get a decent amount of unhooks/heals in --- and then I usually play hide and seek with skully for stealth points (works especially well when I have distortion and they have nowhere to hide) and/or collect a bunch of "escaped chase" score events by barely running into the three gen area and into her.... and then promptly leave again. I do that for nine minutes and since most others aren't in for the long haul either the match is usually over by the thenth minute when everyone picked a gen and just sticks it until they get grabbed. That's usually still a pip so I got what I wanted. ¯\_(ツ)_/¯ And again; if it's not actually three genning I'll find out soon enough as well.
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I think the overwhelming majority of players would like to see de-pipping being a thing of the past. Threads asking for it pop up about once a week or so ever since I can remember (been on the forums for about a year now). But so far to no avail. I'll keep responding to every single one I spot. And maybe one of these days a patch note will mention in passing that you can't de-pip anymore.
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I agree that hook timers need looking at - at the very least. Personally, I rhink hook times need to be extended - by about 8-15 seconds per stage. Because as is, tunneling/camping is getting a massive buff --- and last time I checked even BHVR said, while a 'legal' strategy it's not the kind of gameplay they want to encourage. Someone being on hook for longer doesn't make it harder for a killer to chase someone else down or makes gens go faster. It just makes it harder to camp someone to second stage or to death on first hook. And that should be way harder than it currently is already.
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You won't get randomly banned. - But threads/posts do sometimes just disappear. Sometimes it's clear why - sometimes not so much. There have been a number of threads I clicked on in the morning, then went about my day and when I saw the open tabs in the evening and remembered I wanted to reply, the thread didn't exist anymore. Sometimes a post may get edited without you ever learning about it, except if you happen to scroll back up and see the edit by someone else. --- Ngl, sometimes I can't help but be a bit bamboozled by certain deletes/edits but at the end of the day it's at the discretion of the mods. As a rule of thumb: assume stuff will be interpreted as you being serious and meaning it literal. Sarcasm and irony as well as polemic statements seem more likely to not remain as they were.
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I love how this base game impossible scenario is put in the context of gen speeds in quite some comments. If you make the comparison to gens, then it would probably be way more accurate to compare it survivors only having to complete three gens total. Then it would actually be impossible for a killer to Interrupt gens before they are done if they also want to chase someone.
The easiest solution, if the ultimate goal was to switch up gameplay and perk use while also extending the overall match duration, is to extend the hook timer so that each stage takes longer. Given that healing takes 8 seconds longer and taking the middle Ground of assuming that on average only one surv will need healing to go unhook wach hook stage would have to be 8 seconds longer.
As is, the worst case scenario I see is that it's entirely gens before friends. Someone is on hook and it doesn't just so happen that there are enough healthy survivors to unhook? Well, tough luck, you're dead now. With healing being affected this greatly and gen Regression being not as strong as before i can see hit and rum playstyles being way more common. Which effectivrly translates to: you down you dead. Aka: 12 hooks exist on paper, in reality it's 4.
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If in animation you can't do anything.
On all other occasions: survivors dropping a flashbang makes a sound, if you hear that and actually step to the side while looking up/away you're good.
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It's like WGLF and MoM had a baby now. - And I frankly don't understand how it's still an exhaustion perk. Exhaustion was added to add a cooldown --- but since it now has an activation requirement and can't be used consecutively the cooldown is redundant.
I mean, I don't feel very strongly about DH either way. Never really used it as surv, never really felt I had too much of a reason to complain about it as killer after the changes in summer. It was annoying in certain situations - but lo and behold; chances are those very situations are now the only situations where it's viable to be used. If you can't use it more than once or twice then you better make sure you only use it when you get guaranteed value. --- To me the changes seem just way too desperate to really make sure it's in the gutter and doesn't get another phoenix moment because other perks are just so bad they still can't compete.
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as a safety-net style perk it's dead.
--- But I can see it being used as a fun stacked kinda thing to run with Resilience in SWF. - Have four people put up two on one side of the map and two on the other side of the map - or the four closest to each other to cover at least half the map - and chances are everyone will be able to follow every chase and potentially position themselves for blocks and saves while also getting value for running the tile longer than would usually be possible. - Especially with SB or Background Player in play.
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For killers probably the gen-lock-stuff; Corrupt even more so than before, Deadlock, DMS. As Regression probably mostly Jolt for M1 killers. Also no-healing-builds with sloppy and potentially also coulro (especially if they have an add-on for mangled/hemorrage). -- I also see more flashies being used so potentially lightborn or franklin's. Potentially more Fearmonger.
For surv Resilience, "SB/Lithe away" more popular among stealthy / less aggressive players. SB or maybe Background player too among more aggressive players who time it for saves. SB for aggressive players. Prove will stay. Botany may replace coh. Overzealous might join the meta pack, so will potentially Inner Healing.
If aura reading becomes more popular among killers then maybe Distortion. If Inner healing doesn't get popular I could see stacked coh+shadowstep become more popular in swf. With three or four of them you won't need to rum far at any given time.
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Assume you have to stay injured for the entire match. Bring SB. Bring either Vigil or self-aware. Bring Inner Healing or a medkit (keep it for unhooks, death hooks and/or endgame). Bring Resilience.
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that is alot of what I've been thinking put into very well formulated words.
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There are worse things than manually prestiging a character once - though the way they phrase it makes it sound as though you forget how bloodwebs work with every new character. Which is a bit ridiculous.
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@Nirgendwohin said:
Next new survivor perk: Rebuild broken Totems
ngl, I always laugh like some little gremlin whewn a killer brings penti and I realise I'm not the only one with Inner Healing.
But realistically you shouldn't need more than two or three heals per match.
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My best guess for Nemmy would be geometry/topology issues with just porting it. More often than not, if you don't have access to the actual original meshes pre engine export (which I doubt they have), it's often quicker and easier to re-do a thing than trying to fix / adapt something that's already there. (Well, or at least that's my experience.)
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I second that.
Pretty pwease
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personally I don't even have too much of an issue with regression perks themselves --- it's how they are employed. Those strats in conjunction with certain perks is what I think is playing unfairly. But if the killer is playing fairly, then sure.
Then again, what's "fair" to begin with?
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377674#Comment_3377674
I love the optimism, but that would most definitely not reduce tunneling. Folks who find tunneling an effective way to win will still tunnel, only they'll be even more successful since the Survivors now have to worry about another objective on top of trying to save their friend. Those two things are ultimately completely unrelated. It's like trying to fix a leak in your roof by oiling a creaky door hinge.
Just gonna leave this here.
(The "that" in the first sentence refers to adding more objectives for survivors.)
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that's packet loss. Not all data is transferred; some is lost in the way. It's the other thing, aside from ping, that can make it look like movements are unsmooth, stutter-y, skillchecks seem off and hits from outer space land
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@BarnesFlam said:
Reminder from a previous blogpost:
https://us.v-cdn.net/6030815/uploads/DYUPSB1M2CKB/image.png
If those 2 head cosmetics don't belong in one of those collections, which seems very very likely to be the case, that's another lie from BHVR on the subject of LTC. Another one.
Can we really have an open discussion on this with the devs or no?
Nah, nah - you say it yourself: the hat and the glasses are exclusive, time limited individual items. They are not seasonal collections and therefore they are not covered by that overview.
Marketing is deep in the semantics woods - and it holds very true: it's always more important what is not said. Which also means: no. There is likely no open discussion to be had. (But the game devs usually also have relatively little to do with the monetisation ideas the marketing team comes up with)
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[A wild Peanits appears. - Am I imagining things or is this happening more often the past weeks/months?]
Anyway.
The necessity or not-necessity of tunneling (or bringing full meta builds for that matter) aside - the thing that caught my attention was the part about Dwight being hooked, then two other teamies being hooked and it still being called tunneling when going after Dwight once unhooked. - But contrary to Otz I don't find it particularily paradoxical. There are plenty definitions that have alternatives. Something is X if a or b occurs. In the case of tunneling it's if someone is either deliberately hooked twice in a row, or chased to be downed and hooked immediately after having been unhooked. - Though, I actually think tunneling is all about the latter component.
But yes, terminology and definitions vary a lot between people and there isn't a consensus - let alone a codex people could refer if in doubt. Which makes it all the harder to fix "the issue" (you know, since people don't even agree on what "the issue" is).
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Wesker is Design wise (appearances aside the small details with the sunglasses sometimes being knocked down by a stun, his voice lines, the implicit lore implementation of the blighted version and all that) my fav, I think.
To play I just like Nemo. Idk why, honestly.
But all in all, at the end, it's always gonna be Leon. Ever since the RE2 remake he's just that precious little sewer puppy that just tries to soldier on no matter what and I just can't not have him as my fav 😅
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@BenOfMilam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377305#Comment_3377305
so, the only players that lose to campers are the ones that are bad, yes? The ones that give up or make every mistake possible?
Ah. I was wondering how you define "bad". Let me give you a different pov: The person on hook is making a rather utilitarian decision; they don't get bp either way and they depip either way. Might as well move on to the next match. Wouldn't call that bad. The people who were to hammer gens and get no bp either way and depip either way also have already nothing to gain regardless of the the match outcome. Might as well go next quicker.
Plus, as others have pointed out, camping isn't "OP" because it's strong but because it is so boring people rather take the L and move on.
On a slightly different note: if you manage to consistently solo unhook (/trade) against a camping killer then that is because they are impatient and/or don't know the grab timing. (Duo unhooks are a different Story - but also depend on the killer)
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There are playstyles that I find cringe, tryhard, unpleasant and that gives me the impression someone is hard compensating for sth else. That they're not playing the game to play but to be a **** to someone else so that they can feel better. Powertripping, feeling better after putting others down. I let them know that's the impression they gave me --- and how they take it is up to them. Often the reply amounts to feeling entitled to getting away with jt cause their role is called "killer". Newsflash: it's still a game you're playing
That being said: You can usually tell if a killer uses tunneling as a last resort kinda thing or you're at an efficiency level where it becomes necessary despite rather short chases. - Alas. the vast majority of killers who do that don't do it for one of the legitimate reasons. Granted, there is a bit of the special case where someone somewhat reliably snowballs after having the first one tunneled out thanks to how the killer works/the perks they have --- but that kinda means they're punching way above their weight. (Same goes for surv, btw)
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In regards to the more recent Posts: I'm amazed both by people who can tell where the killer is coming from based on their footsteps and/or clothes sound - or where exactly a survivor is based on footsteps. Irl I have pretty good echolocation skills - but in game? Nah. Heck, I even sometimes use distortion in part to know if the killer is coming cause smh I just miss the TR.
But back to topic: as people have pointed out the FOV matters balance wise. Doesn't mean it's unchangeable because of that, just that it will have to be followed by probably quite some re-balancing. It is more than QoL for most players.
I wonder though; flat imcreased FOV aside are they ways to alleviate the motion sickness? Think how with Clown you get the crosshairs. If the FOV was wider but colours and contrast faded out toward the sides - until it's pretty much grayscale with rather small colour range - would that help with motion sickness? You get the reference for your eyes and your brain to not go bananas but you can't really do anything with that info when it comes to the game (safe for someone being very obvious in your peripheral view by making big movements - cosmetics, scratchies, pools of blood would effectively be removed from the FOV-added peripherak view)
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374935#Comment_3374935
I mean nth has a pretty short range, you'd have to be following her to lose your tokens that fast. Idk why it's such an issue. Demo's iri add on is much worse.
I'm pretty sure I explained why it's such an issue. Given her ability to appear in very close proximity to you out of nothing, it's not so much that you're following her but that she's always close enough to you again.
[The Demo comment is quite a big step into whataboutism territory - but seeing that this thread has been kinda hijacked already: that Iri add-on (and a few other addons of other killers too) is a massive pain in the behind. That being said, add-ons are different from perks; you have to expend add-ons, while you just use, and keep perks. Plus, Demo and Nurse aren't exactly playing in the same league when it comes to track/chase mobility.]
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375018#Comment_3375018
"Now, that being said. I don't see how a moderate cooldown would hurt 'weaker killers'."
Aura's aren't fool proof, and survivors can play aggressively.
Survivors can hide in lockers, use Distortion or OtR, or simply hide behind the generator.
A survivor could tap the gen immediately after the killer has kicked it, maybe to prevent any possible Call of Brine for example. The killer can and should be able to then immediately kick it again to punish the instant-tap with the additional 2.5% regression, which its designed for. But now the aura from NtH has been wasted.
This could easily be a troll tactic from aggressive survivor bully squads to remove this perk from play, and make instant and mid-chase gen taps meta again, because the NtH user is damned if they do and damned if they don't, either use the aura or regress the gen, but not both.
A survivor tapping the gen should face all the logical consequences of doing so, which primarily includes allowing the killer to kick it again.
Nope. I still don't see it.
"A survivor could tap the gen immediately after the killer has kicked it, maybe to prevent any possible Call of Brine for example. The killer can and should be able to then immediately kick it again to punish the instant-tap with the additional 2.5% regression, which its designed for. But now the aura from NtH has been wasted."
The killer can still kick it again to re-apply CoB if they so wish, just NTH doesn't get triggered again. A survivor that didn't show up the first time the gen got kicked won't show up the second time the gen got kicked. And neither the third time. - And arguably by the time the killer kicks the same gen for the fourth time he'd been faster in finding the surv who never left to insta-tap the gen again if he'd just looked around the tile.
But. You do seem very concerned about it. - And although I still don't really get it and it really seems very hypothetical to me there is a rather simple solution to it, I think. Make it: "While active, performing the damage gen action [perk description as is]. The perk is then deactivated for 20 seconds or until the generator is no longer regressing". That should take care of it, right?
(While I'd find the scenario you're describing rather ridiculous I don't see much of an issue with it. - Really, the only issue I see with it is if high mobility killers use it as a match long 24m survivor radar. While ideally you would want to stop the gen from regressing immediatly after it has been kicked by such a killer chances are these killers aren't running additional regression perks and depending on the situation it may be smarter to leave the gen alone for at least a little while before stopping it from regressing.)
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@CakeDuty said:
Hard agree. Something like giving 1000 survival points when a gen gets done (5000 for all 5 gens getting done + 5000 for escaping). Maybe everyone gets about 500 Altruism points when someone gets safely unhooked. Just something so it doesn't feel like a competition between survivors to get bp, and actually have it be a team effort.
While we're at it, I think it should be easier for survivors to pip as well. As killer I can reliable always double pip, if games go amazingly or a single pip of things go ok. As survivor it feels impossible to double pip and even in games I've done well, I barely pip, cus I'm either being chased all game, being the gen jockey, someone gets tunneled out, someone gets camped, someone takes all the hunook etc. It feels like a competition between survivors. Especially at red grade it can feel impossible to pip, unless you go out of your way to try. Since Grade Reset I've already hit Gold Grade 1 killer vs Silver Grade 4 survivor and I've played both equally.
I feel like escaping should be a guaranteed pip and then the second depends on what you did. It feels dumb that you can escape a game and only safety pip.
You can even do all you could in that match, escape through the gate and still depip 😬
But yes, I agree. - Either escaping is a guaranteed pip or depips get removed. Personally, I'd be fine with both routes.
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375016#Comment_3375016
I would maybe add a caveat to this that you only guarantee a 1 pip on escaping, if the exit gates were powered.
It's entirely possible to do nothing all game and escape through the hatch or an exit after the hatch has been closed. That's not a 'win', and shouldn't be a pip.
Good point. - Also that it's not the "escape through exit gates" but "regardless of means of escape so long as exit gates were powered" (Though maybe "if all gens have been completed" since technically the exit gates also get powered if the killer closes hatch --- and if you then use a key to escape through hatch it'd be the same as before)
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@Seraphor said:
That's a very niche scenario where you have multiple gens in progress that close to each other. This isn't really a perk that requires a cooldown, as the perk is limited in use by the survivors actions. It can only be used on non-regressing gens with repair progress on them.
Adding a cooldown would just allow survivors to instant-tap gens with no consequence, and waste the perk, which obviously affects weaker killers more than the likes of Nurse.
As always, nerfing perks because they "make the top tier killer stronger" is almost always the worst decision. You need to nerf the killer, not the perk, otherwise you just make all killers weaker, and Nurse is still the best one.
I agree that overall Nurse operating outside the rules and bottlenecking way too much when it comes to especially the weaker killers is a core issue. Though, reducing her and a few other outliers being so removed from everyone else by changing a perk in a way that realistically affects only them, doesn't seem like a bad place to start.
Now, that being said. I don't see how a moderate cooldown would hurt 'weaker killers'.
If a survivor is close enough to tap the gen within the cooldown time they were already close enough to have their aura read. Assuming that a killer wants to read the auras of survivors near a gen is to chase them in order to hit and then down them, the cooldown would be entirely inconsequential since they will spend the cooldown time in chase.
The scenario is also not really that niche. Optimally, three gens are active and being progressed and none is regressing. - Realistically, 3-5 gens are active. Of those, 1-2 gens are being progressed and 1-4 gens have progress and are either sitting at that progress or are regressing. This is a lot of gens to kick within 20 seconds of each other. And yes, you're absolutely right: gens don't usually spawn that close together. But precisely because of that regular killers would not be affected: by the time they make it to the next gen the cooldown is over.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374955#Comment_3374955
This is about Survivor bloodpoint gains and how they are not equivalent to Killer at ALL
Indeed and people chose to not engage with the Killer, you get more points for engaging. Its a choice mate.
Since you give the example of chase: Killers not having TR, using oblivious add-ons, having a power that doesn't count as chase or having semi-distance insta-downs/forcing to trade is not a choice. Mate. -- All of this results in ash or bronze emblems in the chase/stealth category.
Exposed and/or broken focused killers/add-ons effectively take away the half altruism category.
Survivors aren't supposed to reliably escape - which means there goes the survival score category as well.
As a survivor you are reliant on a large number of factors not just out of your control but directly within the control of the killer to get your points. (Not necessarily because the killer wants that but because that's how the game works.)
that being said; just generally increasing points is probably not the way either. Instead, introducing more score events / reworking things like chase/stealth to not rely on the killer's terror radius and altruism being more than unhooking and healing is probably a better way to go.
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@HoodedWildKard said:
It's not broken on nurse anymore than it is on any other killer. If you stuggle with it just run distortion. It's mad value actually, killers who run NTH get lazy when they bash gens because they expect to get the aura
I do run Distortion. - That's how I realised that it's pretty broken on her; lost a stack every 10-15 seconds. I mean, props to her for the idea to run Brutal on Nurse (like wth 😂) but there is strong and then then there's absolutely bananas. This seems defiinitely more like the bananas end of the spectrum.
@AGM said:
Ehh, I think once a survivor learns that she has NtH the lost distance from gen kicks hurt her more than the aura reading would help her. I could be wrong though.
One would think so - but that's not how we experienced it. We were equally bamboozled, amazed and horrified. It went like this: kick gen - if someone without distortion (aka everyone but me) was around: precision blink on them right away. If no one was already around (/it was me): blink a medium distance away into a semi-strategic location and on nearly all maps that guarantees someone to be within 24m range; use 2nd blink to precision blink on them. Repeat.
@Aven_Fallen said:
I mean, it is rumored that the next MIdchapter-Patch will contain a few Perk-Changes. It is not unlikely that this will also affect Call of Brine and/or Overcharge, so it might be possible that the popularity of Nowhere to Hide will go down again. It could also be possible that they remove the 2 extra seconds of Lethal Pursuer which they added with the latest Perk-Changes (something which was not even needed IMO).
But I would say that if they go after Call of Brine and/or Overcharge, it should be more than fine. But I can also imagine them nerfing Lethal Pursuer to the pre-6.1.0-state. Nowhere to Hide overall is a good and healthy Perk IMO.
And aside from that - well, you say it... a very specific Killers. Thats the Dev for you, giving Nurse just another slap on the wrist and what a surprise - she is still broken. Yay.
It is a strong perk - but usually pretty well counterable with distortion or acting accordingly once you know it's in play (similar to BBQ) but this is also not at all about gen kicking. IIRC she ran Lethal, BBQ, NTH and Brutal.
@solarjin1 said:
The perk strong on nearly anyone Not just high Mobility killers. It kinda crush stealth and give u a ton free hits as survivors try to hide regularly. It make defending a 3 gen more easier as well. Just like window of opportunity it gives consist good information the whole match with no cool down and I'm fine with it.
The role the perk plays in three genning is a separate issue. - But in this case it reaches a point where not even Distortion - the perk you're meant to equip when you want to counter these strategies - can remotely keep up.
@Chocolate_Cosmos said:
And what Nurse is supposed to run then?
She can only have slowdown perks or aura reading perks. Then you will see nothing more than 4 slowdowns on every single Nurse because there is simply no other type of perks to run.
.... There's a difference between aura reading and having auras effectively permanently revealed during the entire match. Like I said; there's strong and then there's bananas.
@Seraphor said:
You could just not instantly tap the gen. If you don't touch the gen for 20s, then NtH has a 20s cooldown!
I'd sooner see Call of Brine and Overcharge nerfed before this.
Uhhh? I'm not sure how not tapping a gen translates to a 20 sec cooldown? --- She kicks the gen, blinks on someone & gets a hit, kicks the next gen and gets the next hit - all within less than 20 seconds. Gens aren't that far apart - especially for her - and there's usually more than one gen with progress. The thing with NTH is that it is 24m around the KILLER not the gen. So her blinking away takes the aura reading with her.
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Short of everyone having Distortion equipped she will always get a hit on her second blink the latest, usually even on her first blink.
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Spies for killer. It's so nice to have that little bit of ...ambient-info
Distortion for survivor. I literally feel naked without.
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From my pov the point of having committed to play that match is when matchmaking found you a match and you are in a lobby. Lobby is not "mhhhm, lets see if i want to play that match" - it is so that everyone can, after spending bloodpoints, playing around with cosmetics or builds or whatever people do while waiting for matchmaking to do its thing, get a chance to switch to the configuration they want to use in the match.
So yes, since the killer is the one who backs out of that commitment they are the only one who is responsible/at fault/to blame when it comes to the impact it has on the match the lobby they left will have and the lobby they then load into will have.
And yes, I do think the match should be default cancelled just like when someone fails to load into a match/matchmaking should start over again (actually, I would like the "Leave" button to have the same effect regardless of it being pressed in lobby or in a match -- but I don't think thats feasible).
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So many apples and oranges.
Anyway. Outside of map rotations repetition is really just a symptom of something, not an issue in itself. - Be it a killer, killer perks, survivor perks, items, add-ons - whatever else there is. Seing only a fraction of the killer roster and only a fraction of the possible builds means there's too big a range on the spectrum. For killer that means; the killers you don't see have issues so big they just can't compete with the frequent ones. Especially once you get to a place where everyone knows how the game works and what they are doing (I'm reluctant to call it high MMR - but I guess it's somewhere in that neighbourhood). If everyone plays somewhat bad it doesn't matter that it's impossible to play good with the killer (/killer loadout) you picked. But once everyone plays good but it's impossible to play good with the killer (/killer loadout) you picked then there's a problem. (The same is true for the survivor side but that's not the point of this thread, I guess.) The solution is not to force a mismatch where something that can't compete at that level into that level anyway. It's a recipe for misery.
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What I found is that a somewhat balanced (neither side is stomping), dynamic match (no excessive use of rushing, slowdown, camp, tunnel, FL/Bodyblocking) lasts around 9 minutes. Of those nine minutes about one minute is spent on hook, one minute is spent healing/being healed and about three minutes are spent holding M1 on a gen. That already is more than half the matchtime you spend "doing" things that are meant to time you out in a gentle way (as in: technically you're doing things but really it's just you having to sit somewhere so the killer has time to chase someone else down). - Increase the gen time even further and you spend two thirds of the match not actually playing the game. - That's just too much (and imo where the immense dissatisfaction with gen slowdown comes from, especially when a killer coming to your gen doesn't relieve you from your timeout but is pretty much the exact same as missing 2-4 skill checks since the killer just leaves again to kick the next gen).
If anything I'd like the "spaghetti times" of gens to be dealt with. You can neither speed them up massively, nor can you slow them down massively. So that matches don't last anywhere between 3 minutes and 30 minutes but somewhere between 7 minutes and 17 minutes. [Safe for some extreme cases e.g. where a killer is able to Lethal-Pursuer-Snowball right at the beginning of the match, or a dedicated rush-swf with four builds that are meant for one single thing: fastest possible gens. While some killers can do that snowball thing somewhat reliably with the corresponding mindset and build, it's not representative of killers as a whole - or even just of that killer. And the same goes for survivors; while they can do that somewhat reliably with the corresponding mindset and build these kinds of squads aren't representative of survivors - or even squads - as a whole. ]
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I'm positively surprised by the announcement today - though I'll reserve judgement until her new version has been around for a week or two at least. It's just too many variables that impact synergies to make any predictions.
~~And I'm trying really hard to not get my hopes up - because y'know how that usually goes....~~ -
@theblimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373397#Comment_3373397
What is the point you are trying to make, I understand that boons and hexes are different but why should a boon placed in a strong spot like the top floor of a building be infinitely repspawnable, that's what I want shattered hope to be basekit for
You started your thread with comparing boons and hexes. They are not comparable.
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... You're still missing the point.
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@theblimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373389#Comment_3373389
Make them single use than yes, otherwise you get at least 5 uses in different spots on the map, and if the killer does not break the totem more
Does the killer need to spend 15 seconds to snuff a totem then? And can survivors interrupt them?
(in case it's not clear; I'm trying to make the point that boons and hexes are very different from each other and the only common aspect they have is which interactable asset they are tied to)
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Do we make boons map wide then tho?
