HexPleaseLetMeSpeak
HexPleaseLetMeSpeak
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@BaschFonRonsenburg said:
I think that is the future description but the second number is bugged out and not showing the correct values but it works as normal
man I wish it did 32% progress. That would be fantastic
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3038012#Comment_3038012
Just keep digging yourself a bigger hole please. At least to bury your dignity.
Anyone who thinks they ‘know’ just because they can see with their two eyeballs. Doesn’t mean that they fully understand how weak/strong something is. Which is why it is advised that everyone play BOTH sides.
The fact that you admit that you don’t need to play survivor in order to understand pallets just shows you don’t want to understand the other side.
Bro you literally IGNORED ME when I said I play survivor LMFAO. I just play killer more, but I do still play survivor. Weirdo.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3037971#Comment_3037971
Yikes. The fact that you think most pallets are safe just shows you do not play survivor. As anyone who plays survivor knows you can throw a pallet down and by that point the killer is already on the other side.
There is literally not that many pallets like that. You don't need to play survivor to know this.
You do know the killers can also see safe and unsafe pallets right? Like we interact with them every single game.
The fact you think you NEED to play survivor to understand how pallets work is the real yikes here.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3037509#Comment_3037509
Oh it’s you again.
Considering that bloodlust didn’t need a buff. Because of the vast amount of unsafe pallets that exist since the pallet nerf (something which I am certain you are unaware of) I would hardly call that meaningless.
As for the rest, your opinion. Doesn’t change the fact that they ARE Buffs. I am sure if we got a built in vault speed you wouldn’t be calling it “meaningless” even tho players are well aware that hits at vaults are many times ridiculous.
Go play survivor.
Most pallets are completely safe LMFAO. That's literally THE BIGGEST Issue with maps currently and why bloodlust exists at all. Too many safe pallets, all within walking distance of each other.
I do play survivor. It's boring. That's why I stick to killer.
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@Bran said:
The point was just to change the mets perks to something else. That's all
But it will probably still be meta. As the interaction didn't change for 99% of the killers sooooo
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@scenekiller said:
I'm of two minds.
1). On paper, it definitely sounds like a lot, yet
2). This really wouldn't bother someone who didn't tunnel the same person immediately.
Except that the person with OTR can literally go get healed and then run back to whoever the killer is chasing and tank 2 free hits.
This extends past tunneling at this point and in fact makes tunneling and camping even MORE necessary than before. Great job BHVR!
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@InvadeGames said:
i started playing him because i wants all 3 of his perks as teachables and ive never played a killer that feels this bad. His power is imo one of the worst in the game. Maybe im just mad but the raw lack of control in using it is irritating beyond belief.
It takes forever to rev the chainsaw up warning survivors your about to use it, giving them more than enough time to get to a tile and when you do use it. you cant move in any helpful way. all a survivor has to do is move to the left or the right or to one of the tiles every 20 feet and they are safe.
Comparing him to bubba, i see not one thing about him that has any greater value than what bubba provides other than if your on a wide open map you can get to the other side fast. Bubba far stronger and provides actual control with his power. Unless a survivor is deaf and not looking back it feels his power will never work against survs. I hate that I have to spend time with this guy so I can level him up to get his perks and then never touch him again.
Just had to rant a bit thanks.
Honestly if they just added the ability to flick it would be fine, but literally someone can be running in a straight line in the open and if they literally just take a hard turn left and right, you PHYSICALLY can't turn fast enough on billy. So then you have to play a prediction game which any killer that I need to predict 90% of the time when I'm doing something, is complete garbage. It's literally just a guessing game.
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@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/3036107#Comment_3036107
Yeah she's up there. Plague with Thana is as bad as Legion with Thana. Just kill me.
Hell i'd say plague with thana is worse. Seeing as you can't phyiscally heal against her, and if you choose to do so she gets a free hit galore corrupt purge, that ignores all of the loops and just needs a pixel of vomit to hit someone and down them.
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@Mercês said:
I must not be seeing something
I don't get the stun time nerf because nothing changed. Survivors still can get away safely in 3 seconds. So idk what the purpose of that was. End game nerf WOULD be cool if they didn't just rework OTR to literally function as a more broken DS that also still works in endgame.
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@Johnny_XMan said:
what are you talking about…
You got a bloodlust buff, a gen progression buff, a gen regression buff, a hit cooldown buff AND perk buffs so you can make gens go even slower.
But the 5 seconds that you can wait out is killing you? If it means that much to you leave the hook ffs.
Let's go through these buffs shall we?
Bloodlust buff? Irrelevant. Bloodlust literally disappears whenever you break a pallet, wall, or gen. The only thing bloodlust does is incentivize killers to literally run around in a circle around loops doing nothing. Bloodlust is garbage and needed to be removed (along with maps getting a rework because terrible map design is the only reason why bloodlust exists) and instead they buffed it... a meaningless buff that did nothing.
Gen progression buff? Pretty much the only thing that actually mattered but again... wrong change. NO ONE, wants gens to last longer because we know holding M1 on a gen is boring. Survivors need an actual 2nd objective to do that will progress the game or be a natural slowdown instead of just "hehe hold M1 10 seconds longer"
Gen regression buff? It's literally garbage LMFAO. 2.5% is absolutely nothing. It shaves off about 2 seconds from a gen, meanwhile it takes nearly 2 seconds just to KICK a gen. Kicking gens is still an absolute waste of time.
Hit cooldown buff? Noticeable, but didn't change anything. Survivors still safely reach loops with no harm to them so hit cooldown is cool and all but nothing changed in actual gameplay, in terms of killer - survivor interaction after hitting someone.
"Perk buffs so you can make gens go even slower" bro we make gens go slower in the LIVE build with pop. Pop got killed. Ruin got BUTCHERED. Call of brine and overcharge are an overrated combo that no one seems to get that once you kick a gen people are on it like white on rice. Again, cool change. But in the grand scheme of things. Most gens have more than one person working on them, so if you just kick it and then chase one of them... the other guy will simply just go back to the gen and that regression is irrelevant.
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@[Deleted User] said:
Because the process of unlocking perks needs to be tested.
I mean it's literally just prestiging and you get the perks, they can test that at their own time because it's not like a player is required to test that. The perks themselves need players to test.
Having people grind games to try and get perks in the PTB when they are there to just test perks is awkward
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I mean do we honestly think BHVR thinks when creating these things? They thought that an endurance effect that last 80 seconds and doesn't go away after getting healed off hook, was okay.
Tank 2 hits for your teammate at literally no cost. Hell, toss in mettle of man with how easy it is to get protection hits now with OTR and you've basically got 40 lives, if you also run DH or hell even just a styptic.
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@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3036338#Comment_3036338
It's very strong against solos. SWFs can communicate to get someone to tap the gen.
I'm sorry but in solos people don't start magically not working on gens together. I definitely can say I play against a lot more solos than SWFs (that's just basic statistics) and 85% of the gens I go to have multiple people working on them, whether that be 2 or 3 doesn't matter. Most games you don't have more than 2 gens being worked on at a time. If I kick it then go chase one of em... the other simply touches the gen.
Overcharge is ONLY good against a single person working on a gen, but even then someone can easily run by in even 15 seconds and see the gen and touch it.
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@solidhex said:
Overcharge is way too strong. Off the record will hurt weak killers but will do nothing against the good killers like Blight Nurse Spirit
Overcharge is strong how? It has to build up to get to any relevant regression speed and by the time it even gets up there, someone will be there to touch it if they haven't somehow done it already. It's an average perk at best.
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yea honestly if ruin is gonna be 100% regression it needs to not be hex nor should it disappear after you kill someone. That's how useless it is now. 100% regression is nothing so if it's going to be that, completely remove hex and the disappearing factor and maybe it'll be an alright perk.
Hex totems in general need buffs, all of them are garbage. Until they don't get instantly removed within a minute of a game, they will forever be the worst perks to run for killers.
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@Kaitsja said:
Yes, because technically with the basekit change it's 22.5%, so you only lost 2.5% from Pop.
Not how the nerf works at all.
It's now only 20% off what the survivors have repaired, and not 20% flat. Pop is pretty much useless against any gen that isn't already like nearly completely done. So nah, pop is pretty much dead.
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Overrated asf.
With call of brine it starts at 300% right?
Cool, that gets stopped almost instantly as soon as the killer leaves the gen, and it's still slower than survivor repair speed (which would be 400% regression speed). It's honestly an average perk that punishes bad survivors for SOMEHOW not touching a gen after it's kicked, even tho in my experience 90% of the time there's more than one person on a gen so if I chase one after kicking the gen... the other one will just touch it after I leave.
I highly doubt overcharge will EVER reach even 200% (which would be 15 seconds of build up) let alone 300% or the full 400%.
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@Salacia said:
Tunnel and camping is a toxic behavior, we can even put it in the harassment category, you are going to continue to bury the head in the sand and let this harassing behavior continue?
Bro have you seen the changes in the PTB?
I'm pretty sure the devs WANT killers to camp and tunnel as every change they make practically forces killers to do it lmfao
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Oh ok so you don't care about the actual health of the game and you're just some forum troll. At least I know to never interact with you.
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Then getting full healed should absolutely cancel DS or OTR.
Especially OTR. In no planet should you be able to casually tank 2 full hits for your teammate.
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@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/3035524#Comment_3035524
"Also completely killed ruin and pop"
average killer main discovers what a meta shakeup is.
Also Pop wasn't even nerfed it's neutral change. They increased the amount of regression you get as soon as you kick a gen.
Regardless, Ruin and Pop were meta. The devs went through the most used perks and nerfed them. (Even if they were trash, looking at Self-Care.)
What are these insults.
Meta shakeup wasn't necessary, other perks just needed to be worth using. Ruin needed a buff if anything and pop was fine. Completely killing perks just for the sake of changing what people use is the most idiotic thing, ESPECIALLY when the hardest meta perks for survivors barely got scraped. DH is still fine and BT literally became basekit and the perk itself got literally BUFFED.
2.5% base kit kicking a gen btw is LITERALLY nothing. That's like 2.25 seconds off of a gen. Kicking the gen itself nearly takes that amount of time to do anyway. Pop is not just a neutral change because now it's completely useless against any change that isn't 99%.
Average survivor main fails to understand how the game functions.
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@Veinslay said:
This is no big deal and won't affect most killers cause you only run into teams like this 0.0001% of the time. Just don't tunnel!
"Just don't tunnel" Ok let me go chase someone else.
Oh wait that girl that got unhooked got healed. Ok she's coming to body block. Ok i'll just hit her and down her since she wants to play hero.
Oh what's that? Off the record? nice
Oh what's that? Mettle of Man? nice.
Oh what's that? Styptic agent? nice.
Oh what's that? Dead hard? nice.
Killer is literally unplayable now and there are more reasons to camp and tunnel now more than ever. Body block meta makes 90% of the killers in this game completely useless lmao.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3035624#Comment_3035624
Overcharge + Call of Brine. Call of Brine has the added benefit of telling you when survivors are on the gen you kicked.
Only when a skill check happens.
Again... once they've got to the gen the regression has already stopped. So are you telling me that 300% from overcharge + brine, and just keep kicking it over and over again and going back everytime you hear the skill check being hit? Because I promise you a SINGLE survivor is 400% speed while overcharge + brine is only 300%. You're literally losing time doing that.
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@JudithMorel said:
https://forum.deadbydaylight.com/en/discussion/comment/3035618#Comment_3035618
I'm fine with them changing Off the Record if they change Overcharge.
What is wrong with overcharge? That's what I don't get lmfao. It's average asf.
It will literally NEVER get 400% value because the killer would have to camp that gen and waste all of his time, meanwhile they are simply doing another gen. It's pointless. It'll MAYBE hit 200% but it doesn't take long for a survivor to touch a gen after a killer has kicked it and left.
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@JudithMorel said:
https://forum.deadbydaylight.com/en/discussion/comment/3035524#Comment_3035524
Tell us you are a killer main without telling us you are a killer main.
Tell us you don't understand the game, without telling me you don't understand the game.
Do you know how garbage a body block meta is??? Like think about it. M1 killers? officially dead (if these changes go live btw). Tunneling and camping will literally happen more to avoid getting body blocked like 2-3 times by one person with OTR / DH / Styptic / MoM. These changes make killer even WORSE to play than it is now, and tunneling and camping will become even MORE mandatory.
There's no sense of understanding of what's wrong with the killer role with these changes.
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3035536#Comment_3035536
every fog whisperer and content creator does it every live stream, resorting to such strats only when logistically fruitful. But of curse YOU know better sure
honestly nvm idk why im trying to reason with a guy literally jailed
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3035510#Comment_3035510
my god man, u have ur head so far up ur…u know what, sure if u refuse to accept there are many other, more viable strats than tunneling all game sure u do u you lol
There's nothing to accept lmfao. Once i've started to see literally some of the top killers the game has to offer, to be widdled down into tunneling and camping I KNOW there are no other options.
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@Leonardo1ita said:
Have you seen the PTB patch notes! Holy #########, there are a looooooooot of bug fixes,very good job!
They finally fixed the Hag's traps trigger range add-ons! And a lot of other bugged add-ons! Super Pog BHVR!
This not even mentioning the content, which is probably THE BEST PATCH EVER RELEASED, after the McLean patch.
And you know who designed and planned all this? Almo, with the team. Yes, there are still problems with camping, but it's still a massive improvement for Dbd! So please, show some damn respect.
Super EXECELLENT patch, almost nothing to say, great job devs!
Excellent patch?
Bro they've made killer even more unplayable than before lmfao. Get ready for body block meta where it's gonna take 15 hits to get a single down. All they've done in the PTB is make camping and tunneling even MORE necessary than before. Literally 1 step forward 2 step backward.
(Also completely killed ruin and pop)
@Shroompy said:
There are only really 2 concerns being Off the Record and Overcharge, and theyre easily fixable
Considering the size of this patch and those really being the only outliers. I agree, this patch is a huge success
Overcharge?????
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3035462#Comment_3035462
Good amount = 3. Lol. Out of over 25. Jeez.
mmr forces u to go against good survs yes, so? What is the issue here? U want to just face potatoes and steamroll every match? Cmon!
Are you actually slow? No one said I WANT to face bad survivors. The issue is that the only way to WIN against good survivors is to resort to tunneling and camping because there is literally no positives to going for multiple hooks. If MMR was based on hooks then yea maybe then, but it's not. Going after multiple people is just a waste of time and causes gens to be done like nothing.
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No perk should be reduced to M1 only. Why restrict perks, especially on a role that is already struggling. STBFL makes sense as it's literally the basic attack cooldown but other things that rely only on M1's to activate is just dumb.
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3033683#Comment_3033683
Oh yeah because good survs and good teams were invented after mmr was implemented so true so true. He nevet said he couldn’t lol. He literally explains why he didn’t try to get 50 with Sadako on stream
I'm not talking about just Sadako, he literally hasn't reached 50 wins with a good amount of killers.
No one said good survivors didn't exist before MMR. The issue is that MMR FORCES you into games with ONLY good survivors game after game.
You just don't get it do you?
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@ThatOneDemoPlayer said:
Plague
Plague but like unironically. I hate going against plague so much. Feels like there's nothing you can do half the time. You either are injured all game and are down to one hit, or a teammate uses a fountain and she has free hit galore with her corrupt.
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@syain said:
https://forum.deadbydaylight.com/en/discussion/comment/3033762#Comment_3033762
You can win, and get this, without needing to take the fun away from other people and sweating your balls off! Crazy stuff. Maybe acknowledge the fact you don't belong in the MMR you got to by letting your build play for you and tunneling, then learn how to actually play.
Hey buddy. Even the best of the best killers are widdled down to tunnelers and campers. It's because that's the only viable strat to win properly. You only win by going after multiple people if the survivors are straight up bad at the game and can't capitalize on the fact you're wasting all your time for hooks that don't matter.
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@syain said:
Play bad so I can give worse players the opportunity to win within their comfort zone and not have to try to get better at the game.
Just turn off post game chat and knock yourself out. Don't try to make it look like you don't have a choice but to play like a douche.
The fact you associate tunneling and playing to win as "playing like a douche" says a lot about you. Am I not allowed to want to win some days?
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3033091#Comment_3033091
There is man. Holy ######### ur dense. Watch his 50 win streak as legion or even Hag and pay attention how he plays and what he says.
because if u cant see how camping a hook after u saw other 2 survs came for the save is a valid strat, and just simply facecamping it in the hopes someone comes is stupid. Or tunneling when u need to exert pressure and just simply waste time on the same person the whole match. If u really dont see the difference idk what to tell u man. Develop game sense maybe? Idk
Bro... if you don't get it thru ur head that his 50 game streaks literally happened before MMR and SBMM was a thing. He literally can't even DO 50 win streaks anymore LMFAO.
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3033020#Comment_3033020
As I said and I will repeat tunneling can be used as a strat but not the way u so clearly stated before. Also all perk challenge is not the same as a streak with the same killer. Quite the opposite really. Please pay attention
There's literally no difference are you slow? It's literally him playing the game TRYING to win. Whether it's with all perk challenge or not it's literally him trying his best in both challenges. And he's literally widdled down to tunneling and camping so often in the all perk challenge.
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3032907#Comment_3032907
I think i see what the problem is. Skill issue. Cuz the game literally is killing the most survs before they finish the gens and escape.
I recommend u watch otz’ 50 win streak on YouTube. He literally managed to get 50 win streak with every single killer in the game while streaming. Maybe then you’ll see how wrong u are.
I literally watched otz do the all perk challenge, and watched him camp and tunnel MULTIPLE times throughout that entire challenge. So like... please stop.
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3032866#Comment_3032866
Of course there is, that is exactly what the devs are doing by making it harder. If it continues to be a problem the more likely it is for them to make it even harder and so on and so forth.
Also, as i said before, the incentive to go after others is trying to get more than a single kill all match. After all there are 4 survs not 1. The game was not meant for u to go after the same surv over and over. If that is ur gameplay I’m glad it’s being punished in the new update.
What you don't understand is that it's not designed that way because you lose more, the more often you go after multiple survivors. Because it's literally a waste of time while survivors get free gens.
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3032866#Comment_3032866
And what we are telling you is that adding "other" reasons without addressing the actual core issue with how convenient it is to Camp/Tunnel someone out is an awful idea.
I'm not saying you cannot nerf tunneling. My issue is when people say to nerf tunneling without buffing other strats. They literally want to nerf tunneling and leave it at that.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3032773#Comment_3032773
For the purpose of tilting survivors? What are you going on about right now.
There will ALWAYS be killers who camp and tunnel, that will literally never go away. Same way that there will always be survivors who constantly flashy clicky or teabag. It will always be a thing.
We know. Literally we know this. That is why they should change it. Clicky t bagging doesnt magically repair gens, whereas Camping/Tunneling does provide a benefit to the killer and their objective.
But that is my point. That it's always gonna be there, there is no changing it.
If you simply give killers incentives to go out and chase other people and have an actual POSITIVE to doing so. It would happen so much less. It would go from being bad killers, good killers, and toxic killers doing it. To just toxic killers. Bad killers who tunnel don't ever win anyway as they are simply bad and not good enough. Good killers can now play the game freely without being held hostage to one viable boring strat. And toxic killers are such a small percentage and they'd still be doing it but it's a minority.
You can't just give survivors all these tools to combat tunneling without giving killers another route they can take, it's literally the dumbest thing you can do because all you do is yea kill the boring playstyle... but you've given no other option for killers to stay competitive so then they're just stuck with nothing.
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@gnehehe said:
To decrease tunneling efficiency with Ruin, devs are going to disable the hex perk once 1 survivor died (3 vs 1 with totem alive and 2+ remaining generators was an auto-win by attrition).
To go further and to not promote tunneling using built-in mechanics, devs should add basekit "Grim Embrace" (and rework the perk).
Killers could get nice generator slowdown if they manage to hook the 4 survivors at least once (with 4 alive survivor condition, otherwise basekit "Grim Embrace" just never triggers in that trial - the purpose is to go after each survivor asap).
The issue is that grim embrace no one uses in general because it takes too long to get those 4 hooks, by the time you do most of the gens are done. Moving it to basekit isn't going to change that fact.
@thrawn3054 said:
It doesn't matter what they do. Tunnelers are gunna tunnel. No matter what changes are made they'll pick a new excuse as to why they have to tunnel.
People who tunnel for the sake of being toxic are outliers and don't compare to the amount of killers that play the game naturally.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/3032757#Comment_3032757
Killers will still do it no matter what. Killers aren't going to magically stop because the devs give them a few reasons not to. The only thing that will help is if the devs somehow nerf camping/tunneling so it's no longer worth it. I doubt that'll happen.
Yes... the killers that do tunnel for the sole purpose of tunneling to be toxic... those are outliers.
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3032683#Comment_3032683
As delusional as it is to believe that they wouldn't tunnel if the playstyle stayed untouched. Please
Because those are outliers. Those who literally tunnel for purpose of tilting survivors are outliers. You literally cannot compare them to the amount of killers that just play naturally.
There will ALWAYS be killers who camp and tunnel, that will literally never go away. Same way that there will always be survivors who constantly flashy clicky or teabag. It will always be a thing.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/3032680#Comment_3032680
I seriously doubt that.
It would. It's a basic fact. Killers tunnel often because there's zero positives for going for multiple people and it only wastes time (toxic killers are literal outliers). If you give them incentives and a reason to actually go for multiple people, then they would clearly start to play that way more often.
You guys act like tunneling is fun, bro most killers don't even like it. I constantly see good killers complain about how they HAVE to tunnel to get value, because it's just how it is and how BHVR has designed it. Tunneling isn't fun for neither killers or survivors. It's boring asf. But it's the only way to stay competitive. If you make other strats better, tunneling becomes less of a necessity.
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@Nos37 said:
No amount of "reasons not to tunnel" will stop a salty killer from choosing to tunnel a toxic survivor.
You'll need more than a carrot on a stick
Again, that's an outlier. Tunneling and camping will literally NEVER be completely gone, same way teabagging and flash clicky survivors will never be gone. It's literally just how it is.
The thing is the game doesn't force survivors to teabag or flashy click to be competitive. Tunneling is quite literally the only way for a killer to win consistently or to stay competitive. Whether they want to or not.
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Honestly at this point, if ruin is going to be only 100% (which is the base regression speed for killers, which is complete garbage btw.) it shouldn't be either a hex and it shouldn't go away for killing anyone. That's how bad it is.
100% is literally nothing. It takes 40 seconds to remove just 10 seconds of progress for survivors. It's a literal joke.
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@Mekochi said:
https://forum.deadbydaylight.com/en/discussion/comment/3032216#Comment_3032216
There are more ways for Killers to play competitively without tunneling and/or camping, me and my friends have gotten stomped by Killers who didn't tunnel or camp, simply just because they were good with gen pressure, and outsmarting us, and I applaud them for that.
As long as the killer playing, knows what they're doing, and they can predict movements, they will completely stomp your team regardless of SWF or not, I've played against Trappers who will turn the game on somebody's head, simply because someone else made a bad play, and honestly good for them because I know Trapper is difficult to get the right pressure with.
So yes, tunneling and camping is viable strategy, but it's not the only strategy that you need to use to win.
Going for multiple people only works against players that aren't good... that's the fact. A good SWF can literally run circles and crack gens like it's nothing against even the best killers. I literally watch some of the best killer players on a consistent basis start the game by not tunneling then eventually get widdled down into a "Where's this Nea I need to tunnel her out" mess. It's happens all the time lmfao
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3032210#Comment_3032210
So why is it that a lot of the camping happens while 5 gens remain up? Huh?
What say you about that one? Because it happens often.
If I told a child they can have one of the bags of candy on the table, and one of them is full and the other has like 5, which one do you think they are going to pick? Like, it's not that complicated. The devs should never design a mechanic based around the attitude you are going to have during that match. That is bad design, plain and simple.
You guys can say it happens often but it literally doesn't. If you genuinely believe there are that many killers who literally camp and tunnel just for the purpose of tilting survivors and being annoying, compared to the amount who just play the game naturally, then you are delusional to believe that.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/3032197#Comment_3032197
This is exactly what I was about to post. It really baffles me that people think killers will magically stop camping/tunneling if the devs added a few reasons not to do it. As long as it's in the game people are gonna do it and it's only going to get worse after the upcoming update...
The amount of killers tunneling would severely diminish. It would literally become a thing that only bad killers or at least only toxic killers who do it for the purpose of tilting survivors, they would be the only ones doing it. GOOD killers would actually have a reason to not tunnel unlike now where that's literally the only option if you want to win / stay competitive.
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@rvzrvzrvz said:
If someone run new OTR + DS you can still tunnel him hard but you're gonna lose a lot of time and probably lose the game, you can counter these perks easily by going for someone else.. it's already highly encouraged.
They're probably buffing thanatophobia for the same reason it's a good perk only if you try to injure everyone
Making tunneling worse doesn't suddenly make going for other people good. All you do is kill the only viable strat killers have.
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@AndyKuky said:
NOED basekit is too strong because most survivors don’t want to do anything but knock out gens. It would also make solo queue doodoo because no one would do gens until totems were cleansed.
Hence the part of make it a SWF only thing if BHVR if decides to start actually making SWF a sort of different experience because of how vastly different it is from solos.
@Mekochi said:
https://forum.deadbydaylight.com/en/discussion/comment/3032194#Comment_3032194
BT being made basekit is to counter tunneling killers, as long as you're not tunneling it's not going to affect you at all, it's only going to affect you if you're tunneling. It's one of the few ways that survivors will be able to counteract that, not only that, DS stun time was shortened to 3 seconds and it take 1 second for the animation getting off the shoulder and so you're left with 2 to get away. Next up OTR only activates once during trial, eat the OTR and then you don't have to deal with it during EGC.
But that will not change the fact that I do think that BT shouldn't stack with base-kit BT
To counter tunneling killers yes. And you know what the only viable playstyle is for killers to stay competitive? Because there's zero incentives / positives to going for multiple hooks on multiple people?
Tunneling... killing the only viable playstyle for killers to stay competitive doesn't make the game feel any better for killers.
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@Mekochi said:
Bro, the basekit BT is 5 seconds that can easily be waited out by killer just like normal 12 second BT, not only that the distance survivors get when being hit is shortened as well. You guys have two perks now becoming basekit and gen times are being extended by 10 seconds making 90 seconds for each generator. It's fine where it's at, with the buffs killers are getting as well as the nerfs that both sides are recieving, solo queue is gonna tank. Killers don't need even more basekit things, and neither do survivors, your basekit STBFL and Brutal are gonna be better with the partial nerfs being received on survivor end (mostly for the people who use dh for distance, and again with the distance survivors get being shortened after being hit)
Survivors literally came out better with the changes. anyway. Also 5 seconds of BT is still easily enough time to get to any loop, hell 12 seconds is overkill with current BT hence why it's used so often. But I guess that was their option to make BT used less. Literally take a meta perk and then just... make it base kit. Because that makes so much sense! And buff the base perk as well along with it. But not like it matters much, no one ever needs to use BT again cause they have it by default.
Brutal basekit change does nothing as people still have plenty of time to get to other loops. Same with the STBFL. Like they're cool changes you will realize your kicking and melee recovery ARE faster in game, but it won't matter because survivors will still guaranteed make it safely to other loops and the chase will not have changed much from how it would have gone in the current patch.