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HoodedWildKard

HoodedWildKard

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HoodedWildKard
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  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372223#Comment_3372223

    Yeah, god forbid that survivors ever be required to be good at the core aspect of the game to escape.

    And actually, DH @ pallet has carried and delivered more people out of my grasp than Moses did out of Egypt and continues to be the bane of my existence as a Ghostface player (even with Monocular & Fearmonger).

    You have to win at a mindgame in-loop to get the necessary distance to attempt landing a hit at the very tip of a long lunge before they get to the pallet, it's hard as ######### (a lot harder than tapping a button on time, frankly). If I succeed, the hit is easily reaction DH'd since it's coming from as far away as it can. If I "wait it out," then down comes the pallet and off go the teabags....Which is dumber than a screen door on a submarine.

    You lose a lot of momentum from not catching a person (especially with a killer that can do nothing in chase), but that should be because the survivor actually outplayed you at the mindgame for the pallet, not because they tapped E to pardon themselves after already losing the mindgame. This sort of crap has to stop, dude.

    Dead Hard breaks the gameplay down into a horror-themed charade. All we're asking for is fairness on this busted perk that more or less governs the game at this point, why is that such a tall order?

    So the only defence now is that the perk is powerful when looping a pallet. Which is directly counterable by a lot of killers.

    Doesn't really fit the definition of a "broken" perk.

  • @TenTrillion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372373#Comment_3372373

    thats what you see - other people, more skilled or less, may have a different experience. And once again. People can force it at pallets vs every single killer who has to m1 at a specific pallet. There is a lot of pallets. As well as this, people bodyblocking force you to hit them in certain spaces, of which they can deadhard to get another healthstate to bodyblock with. It's just a dumb perk, it needs nerfing.

    You're saying this like survs force it at every pallet ever. Which doesn't happen.

    Like you're saying a perk is broken because it performs well in a super specific circumstance, that can only be done by high skill survivor players.

  • @TenTrillion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372223#Comment_3372223

    you kind of redialed at the first little bit there so i'll just ignore it, especially since nobody said balance the game around streamers.

    And yeah, swinging into deadhard isn't always a loss, survivors can be mid at looping. Pretty much any loop survivors can turn in their favour. Even LT walls. Their manipulation of the camera can ensure there is no mindgame, and that they always win, getting maximum value out of those loops. But deadhard itself is the core of frustration for a lot of people, you literally have to postpone hitting someone to down them. You should be able to down them when the games design called for it. Injured to downed. That should be how it goes. Without deadhard, lots of new players would start getting better a lot faster i feel. No stupid 3rd healthsate crutch needed.

    Waiting 1 second for a hit isn't an issue though. If dead hard lasted longer I could see why it would need changing. But 0.5 secs requires tight timing. You're saying it's an auto 3rd health state and it really isn't.

    If it was I would agree, Nerf required. But it's easy to mis time, especially if killer expects it. I would love to see a a statistic of how many DHs people whiff versus hit.

    In my experience as survivor I hit maybe 40% of my dead hard attempts at the absolute max. As killer feels about the same give or take.

  • @Phasmamain said:

    Thwack and fire up can both counter flashlights. Breaking pallets interrupts the beam with the scream and the faster pick up from fire up messes with flashy timing

    Ooh I didn't know thack did that, that's cool

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/368138/big-brain-plays-with-perks

    Can't say I have anything especially fun on my own except maybe insidious Doctor (get it right they'll think your an illusion) something i've only done a hand full of times but it did work for a lot of grabs!

    I do fake that I'm blind when running lightborn though like you. Its always funny to let them have a couple before pay back happens 😂

    That doctor play is genius 🤣

    I need to try that

  • @Firellius said:

    You can somewhat undercut the negative impact of Autodidact with For the People.

    Speaking of For the People: using it with Resilience and This is not Happening, plus a self-healing option like Inner Healing, CoH or medkit can allow you to steal someone else's injury to repair faster with easier skillchecks for a bit.

    Interesting. I do like For the People. Love the autodidact idea. And using it for faster gen speed previously I only used no mither for that for that. FTP makes much more sense 🤣

  • Made a toxic surv who'd been bagging and clicking all game feel bad, i think.

    I was going to do my usual killer thing where I kill 2 and let 2 go. I had one surv who'd been mad toxic all game, I'd already killed 1 surv. Had everyone on 2 hooks. I downed said toxic beamy boi, took them to a hook and thought "you know what? Be the change you want to see in the game" dropped them at hook shook my head and pick/dropped them till they struggled out and walked off. Gave everybody the nod and let the last 3 finish the 4 remaining gens and escape.

    At the end of the game the beamy boi dropped their torch and walked out of the gate to a hook and kept pointing at it for me to hook them. I had to literally down them and force them out of the gate for them to escape 🤣

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371848#Comment_3371848

    -"Otz is, I would imagine, as one of DBD's more prominent streamers, against some of the best Survivors in the game."

    Actually no. Otz plays against lot of potato players. Maybe they mess around because they know they are on his stream? /shrug.

    If you hop over to Lilith's stream you usually see a lot more crazy skilled survivors. The same is true over on Truetalent's stream.

    Regardless there is no counter to DH if there is a pallet nearby. You swing and hit the DH or you eat the pallet. Either way you lose as killer.

    It would be one thing if DH had a 15 second count down clock where you automatically went down after a DH unless you literally stopped to mend ( this would basically make it so that running with DH would not stop the deep wound progress).

    You keep banging on about one niche situation. One that a lot of killers can easily play around or directly counterplay. Counter loop, stealth, map traversal. That doesn't make dh broken or unbalanced.

    And I don't watch these streamers so can't really comment on howuch they struggle with DH BUT I certainly don't think we should balance the game around streamers.

    Even at high levels of play, against a good killer DH can't carry the game on it's own. In one of these discussions recently someone posted a tournament video of an Oni who swung into dead hard 5 times in the match. And still got a 4k. It was used by all the survs in the game, used effectively and they still lost. At the highest possible level of play. Imagine how short that game would've been if they couldn't use it. A broken perk is one that is insanely easy to use, with little to no counter play, that makes it impossible for one side to win. Eruption did that, when I used eruption as killer it was practically an auto win and it was next to impossible to counterplay especially in solo q. DH does not. It's the most used surv perk in the game and yet the kill rate is above 60%

    when I play killer, which I do frequently, and at my mmr I see a LOT of prestige 80+ players, I counterplay DH all the time. Against players with 5-10times as much playtime as I do. Sure I swing into it, and when it happens it's frustrating. But I know the surv made a good play and I respect that.

    I think most killer mains have the mentality that it's the perk that frustrates them the most, and frequently so they call for it to be removed/nerfed. A hard timer on it I would be fine with, but any harder nerf/removal and you'd really be hamstringing survivors in general and kill rates would definitely jump to unpleasant levels.

  • I forget what it's called, but it's a boxy looking robot thing. Ill see if I can find an image


    Edit: found it

    fs7ia7458qna1.png


  • Yh if you activate it and escape. You get a charm. Not sure if there's more than one though.

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371930#Comment_3371930

    Have they fixed Corrective Action yet?

    I was next to a survivor repairing a gen (I was not repairing). They failed a skill check, I lost a token, yet the gen still exploded since I was not actively repairing the gen. The perk should either work and cost me a token, or not work and not cost me a token... 🤷‍♂️

    https://forums.bhvr.com/dead-by-daylight/discussion/331457/xb1-losing-corrective-action-tokens-when-not-repairing-generator

    Huh i didn't realise it was bugged. I never run it lol.

  • @TenTrillion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371792#Comment_3371792

    It's partially skill based, and partially trying to force it. You mentioned something specific there, too. Basement trapper. And i absolutely agree, it shouldn't be possible to make it physically impossible to do anything. It's a reason 99% of the playerbase hates bubba. You cannot physically save the person hooked. Something of similar effect is true for myers, if pulled off correctly. And those take 0 skill period (except the myers one). A Killer tunelling a DH player makes obscene sense when they've seen 4 deadhards. Why risk it? get others to come bodyblock instead. In an ideal world, Deadhard would have something to the effect of something suggested prior, actually. It saves you from a down, but only for a limited time. Perhaps a new status effect called "Last Legs" or something. 10-20 seconds of standing up before going down, running out even when sprinting or vaulting. Then, it's just an extention of the last hit, rather than a completely extra hit. I'll stick to what i said before, and always will. No perk should give a health state at the press of a button for free. Deadhard is the only perk that does it. It needs changing.

    I wouldn't hate that as a change, I've actually suggested the same before. Having it act as a ticking clock on the chase would be good.

    But I still feel it's ok as is. And to be honest as killer I enjoy counterplaying it. Very satisfying when you bait out that dab and down them.

  • @Huge_Bush said:

    It's the best! I was on the verge of taking an extended vacay from DBD but I decided to use some AC's and purchase Myers and try him out. OMG I wish I was introduced to this sooner! I always hated going against it when playing survivor since it nullified my playstyle and gave me mini- heart attacks, but my goodness is it so delicious to play as!

    I completely forget about trying to win and just wanting to scare the poop out of people. I generally let everyone escape unless they're toxic. Some people cuss me out or accuse me of cheating or picking an OP (lol) build, but the majority praise it. I just watched a streamers stream and it was hilarious watching them scream over and over. One poor girl was so nervous she couldn't hit skill checks any more.

    Please Devs, don't ever touch scratched mirror unless you're going to buff it. It's so much fun.

    If you like that play style might I suggest wraith with the purple aura read rune and coxcomb clapper? And double iri demo is a very similar vibe.

    Jumpscaring survs is so much fun 😊

  • Tbh the first skull merchant I played didn't 3 gen. She had a hex build and defended the hexes. Didn't realise her game until she had devour hope on 3 tokens 🙃 kind of went downhill from there.

  • @Bot_Salvo88 said:

    You can equip Technician so you don't make the noise for the killer

    https://us.v-cdn.net/6030815/uploads/SJNK1BYU4OSP/image.png

    Or even ask your friends to run corrective action.

    Real talk tho, it is mad annoying when you go to legitimately let go of a gen or killer appears and THAT'S when the skill check pops up.

  • @Strawhat said:

    I love perks. I spend more time and have more fun thinking up perk synergies than I do actually playing the game. That being said, I sometimes go through all the perks and count how many I think are in desperate need of help. Either I see no use case for them or the use case and effect aren't something that I could see popping up and/or seeing much value in your average match.

    I counted 35 Killer perks: Awakened Awareness, Beast of Prey, Bitter Murmur, Blood Echo, Claustrophobia, Coup de Grace, Deathbound, Deerstalker, Dragon's Grip, Dying Light, Fire Up, Furtive Chase, Gearhead, Grim Embrace, Hangman's Trick, Huntress Lullaby, Third Seal, Hoarder, Hysteria, Insidious, Iron Grasp, Leverage, Nemesis, Oppression, Overwhelming Presence, Predator, Remember Me, Septic Touch, Shattered Hope, Spies from the Shadows, Stridor, Territorial Imperative, Thanataphobia, Thrilling Tremors and Zanshin Tactics

    To be clear, I'm not asking about personal preference. I have both placed perks like Oppression and Nemesis on here despite using them because I know they stink while relenting from putting most Hex perks on here despite my dislike towards them because I know they're capable of getting value.

    Also, let's be respectful

    A lot of those perks you listed are usable in some builds. Dragon's grip in particular surprised me, it's an amazing way to discourage players from tapping gens. Or getting free downs out of it. But then again I always use zanshin tactics on trapper to find good pallets and vaults to trap 🤣

    I play both roles roughly equally and I find survivor has so many dead perks that just aren't really useful at all. Most killer perks are at least ok.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371047#Comment_3371047

    -"But a Meta Perk shouldnt be so strong it destroys all m1 killers"

    This is the truth.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371322#Comment_3371322

    -"It only destroys M1 killers if that player can't counterplay it, that is a skill issue."

    So when it happens to Otz who is a 9,000 hour player you're saying Otz is bad at the game? That's a great argument.

    Otz is, I would imagine, as one of DBD's more prominent streamers, against some of the best Survivors in the game.

    Now I haven't watched any of his content. But I'd be interested to see how many dead hards he successfully baits versus how many he swings into, and his general kill stats as killer. Then I could make a call on whether he's bad at countering DH or not as well as with killer in general.

  • @Chocolate_Cosmos said:

    https://us.v-cdn.net/6030815/uploads/SQ5GVAFQP506/image.png

    It's not that bad at all. Maybe if it would give you audio notification then it would be even more usefull.

    Problem with gearhead is that the auras of survivors on gens are incredibly hard to spot from most angles. If it gave a noise notification it'd be an excellent perk. Particularly to counter hyper focus and fogwise.

  • @TenTrillion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371322#Comment_3371322

    it's not a skill issue when you physically cannot outplay it at pallets when survivors are greedy. You are REQUIRED to take the deadhard hit, a hit the survivor SHOULD have thrown the pallet to evade, but they just get an extra healthstate and a saved pallet. It's completely stupid, there should be no perk in the game that you press a button for to get an extra healthstate. Mettle of man is fine, it requires setup. Deadhard is broken.

    You are focussing on one specific, very niche situation. That can only be pulled off by very high skill survivors. And is only really punishing for true m1 killers.

    Shall we nerf all the situations killers can get a win win situation? Trapper making a basement unhook impossible with 3 traps? Facecamping a surv during end game? Killers forcing a 3 gen from the start with hardcore regression perks? Tunneling someone straight off hook? (DH ain't gonna help you there) Lightborn because it stops torches and totally nullufies 2 perks? No, because at the end of the day killer is the power roll and as such can control how the game will go. And a lot of these examples are much more unfair than dh because they have literally no counterplay.

    Survs need good perks, and dh is good for sure. A 3rd health state is strong. But aside from pallets there is no situation where the surv can force killer to swing into it. It is skill based, not broken and not an auto health state.

  • @RhodosGuard said:

    I dont know how else to phrase it.

    Looking at different forums and different opinions, I get the feeling that Survivors are generally a unhealthy element in the way the game is discussed.

    Like, recently I read "Why dont knight or Skull Merchant commit to every chase when I wanna bait them into running after me for 3 minutes and instead only protect their 3gen?"

    And they dont get why. I recently came back and decided to play mostly knight.

    I dont go for meta, I play with his base perks and the Executioner Perk that makes me undetectable when damaging gens.

    And here is your answer: because at a certain level "committing to chases" is just not fun?

    They are always the same, running from pallette to pallette and being at the mercy of survs choosing how much time they get to add to the chase.

    In the meantime at the other end of the map 3 people are "Proving themselves" using their "Potential Energy" to pop gens. And when I stop committing to chases I am just "camping a 3gen" and when I committ to chases I get pallette blinded, stunned and then teabagged when I inevitably lose.

    Which gets to the core of the problem:

    Toxic playstyles reproduce toxic playstyles.

    When 90% of Killers have to depend on Survivors ######### up to even have a bit of hope to win, then it's not too unexpected that they use toxic "unfair" playstyles because they know that this guarantees them at least a limit amount of success. IT just feels like BHVR mostly tries to stomp out toxic Killer playstyles (anti camping, anti tunneling, more and more immensely usefull survivor perks( off topic who the ######### thought Blastmines where a fun idea? A free killer stun that I cant predict and will always run into as long as I at least somewhat depend on Gen damage?))

    So why is the base gameplay loop not finally addressed? It places most of the power in the hands of the survivors, unless you decide to learn one of the killers specifically designed to handle these issues, but when you play them you also get flamed for playing the meta and therefor being bad at the game.

    I really dont get why, when already significantly catered too, Survivors still cry about it, when Killers feel like they have to play dirty to have even some fun.

    Sorry I couldn't hear you over the number of killer mains complaining about dead hard. Besides kill rate is 60% not counting games with DCs which happen a lot so it's probably much higher. The only time the game is survivor sided is if you're against a 4 man sweat swf. And few teams are that good.

    I feel like a lot of killer mains accept nothing less than a 3/4k game. In my killer games i very rarely ever get 0ks. It's a pretty easy roll to play.

  • @tristenbennett381 said:

    This tactic is so cheap, every time I carry someone a teammate will stand under the hook so I cant hook the person I’m carrying, when I hit them to get out of the way it always stalls for enough time to let the survivor struggle since I was already looking for a hook beforehand anyways.

    Survivors should not be able to disable hooks just by standing under them to prevent you from hooking, it’s to unfair when they are at full health and takes away the one ability that a killer should always have.

    I personally love it when survs try and bodyblock. It's so easily countered, and gets me free hits. If you have a major issue with it OP then run mad grit. Or iron grasp if you don't have legion's perks.

    If you struggle to nail those free hits consider changing tac. Awareness is key, If you see survs running to the hook to block then always have a backup hook and if you feel you might lose the surv? Drop them and capitilise on a hit you've already made.

    Bodyblocking can be frustrating for sure but it's risky and if you play the situation to your advantage you can really punish survs for it.

  • Can't remember the last time I saw a hag or a pig. Plague has been rare as have demo, clown and for some reason ghostie hasn't popped up for me in a while.

    I've had 3 twins games in the last week which is kinda weird.

  • @Gylfie said:

    Lately I've been snooping around the forums and I've seen many back and forths between on the one hand, people who claim survivor is overpowered and easy, and on the other hand, people who claim killer is the easiest it's ever been to play. Oddly enough, I find myself agreeing with neither party.

    As killer it feels like I have to try super hard and perhaps tunnel and camp to get one kill, which isn't fun to do so I don't do it. I like to play fair because playing mean makes me feel bad. I'm hoping mmr will take me where I need to be but no luck so far as I still get mostly destroyed. In one game where it took me until the last gen was popped to get a hook, the survivors even asked if I had stopped trying. 🙃

    As survivor, I only play solo queue, mainly because I don't have any friends who play this game but also because I feel that alone and without communication is exactly how this game was meant to be played in the first place. I wouldn't say I'm bad, as I have the general game sense to try and not 3-gen my team and I know what needs to happen at what point of the game, but I'm also not good. I can't play without Windows because I would go down in ten seconds, I miss my Dead Hard 70% of the time, I'm too scared to go for end-game saves because I know I don't have the skill to unhook and make it out alive, ...

    So I find myself in this odd position where I think killer is too difficult to play yet I also die constantly in solo queue. You'd think I would find at least one of the two roles easy to play, because if killer is hard, survivor must be easy and vice versa. It's starting to dawn on me that I might just be bad at both roles.

    I'm not sure what I would like to achieve with this discussion, I think I just wanted to get my point of view out there and see if perhaps anyone else feels this way too. And maybe obtain some advice on how to perform better?

    It's a familiar feeling. Killer is 0 to 100 as far as matchmaking goes. Early games are so easy you'll ramp your mmr up extremely fast and start playing sweat squads.

    Survivor is just difficult in general, you need to be extremely good to really give a killer trouble unless you have a very strong swf backing you up.

    Low mmr surv and high mmr killer are both very hard to deal with. For killer my advice is focus on one or two that fit your playstyle and get good with them. Maybe one with antiloop or good stealth skills to help you in chase.

    Surv, maybe watch youtube tutorials on looping and chase running. It's a hard roll to play well, also find a decent swf to play with. Makes the experience more enjoyable and team mates on comms will always be more useful than a randumb who is either useless or so high strung that they DC the second they see a misplay or get downed.

  • I just respond to how survivors play. If I have a hard time in chases and gens are being rushed. I'll tunnel and maybe facecamp egc. But if my survs are clearly stuggling I tone it down and make sure to spready hooks so everybody gets more BP including me.

    Tunneling right at the start is the hall mark of a weak killer.

  • @xEmoGirlxAlexisx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370400#Comment_3370400

    But a Meta Perk shouldnt be so strong it destroys all m1 killers

    U cant Counter it on Paletts u will always eat the Palett or DH u cant bait it

    DH is unhealthy and broken and Need to be fully reworked u cleary can Feel it when a Game doesnt have DH or a Game whit 2/4 Survivors who use DH its 2 different worlds because the Perk is so impactful

    Und im Not going to play only Nurse or Blight just because the devs cant balance this mess of a Perk

    It only destroys M1 killers if that player can't counterplay it, that is a skill issue. Most of them have mechanics designed to shorten or bypass chases: traps, exposed etc anyway. And using it on a pallet like that requires pinpoint timing and doesn't always work, you have a slight gap between the dh animation and actually dropping the pallet. That requires a lot of skill to pull off and with the amount of antiloop killers it doesn'taffect every killer that badly. As killer you can't expect to outplay every survivor in every situation.

    Admittedly it sees a lot of use because it is a good perk. But unhealthy and broken? I really can't agree with that, it's high risk high reward. I play killer and surv about the same and I get value out of it sometimes as surv and sometimes I get downed. As killer I've got used to counterplaying it very quickly. It still swing in to it sometimes but more often than not I bait it out.

    If it was literally an automatic health state with no counterplay then I'd agree with you. But it has counterplay, and it's not like there aren't multiple killers who can cut the survs down to one healthstate consistently. Technically any killer can using perks. DH is fine as it. If I had to change it I'd maybe make it so the DH deep wound ticks down while sprinting still so it extends the chase but makes it hard to juice it for a full minute or more.

  • @Jackal7879 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370994#Comment_3370994

    Let’s just agree to disagree we both agree that the range should be buff

    but have different opinions on the time it stays active

    i can come with another defense about why it should be buff to 45 and you can come up with defense on why it should stay 30 seconds

    I do respect your opinion I just don’t agree with it

    Fair enough 👍

  • @Jackal7879 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370914#Comment_3370914

    Deadlock buys you 2 minutes 30X4=120 and noed unless noed spawns on top of survivors you won’t know about it until someone gets hit with it and if the somehow have a hook a hook or 2 NWO can possibly guarantee another slug and possible sacrifice

    2 minutes if the survs sit tight and don't do anything else useful. It only affects one gen at a time. Survs can work on a different gen, and deadlock doesn't cause it to regress. If you theoretically triggered reassurance on the maximum 8 hook phases you buy 4 minutes on hook. Even triggering it on half of the hook states in the game timewise equals the slowdown of deadlock.

    And NOED really isn't something that's that relevant to reassurance timewise. If you get close enough to trigger reassursnce you're really risking a down. distance is the thing against NOED Nd i agree the distance should be buffed. It's already very good against NOED buys lots of time to find and cleanse the totem.

    At the end of the day it's not really a number balance issue. You don't need to sit down and compare slowdowns. Even if you do, Deadlock is the only perk you could use as slowdown while hardcore facecamping. And at 30 secs per trigger reassurance can definitely outpace it. I think it should be easier to trigger so killer is forced to move put and actually play the game. But does it need to last longer? Absolutely not, it's already enough of a deterrant to facecamping.

  • @Jackal7879 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370899#Comment_3370899

    Again we are not taking perks like deadlock into consideration and then if they have noed etc and a extra 15s won’t do anything to a killer that doesn’t camp remember reassurance from ptb and the only reason it got nerfed was was possible game held hostage for one survivor

    We don't need to take them into consideration. The killer's slowdown perks are irrelevant. Deadlock doesnt makes much of a difference here it only affects one gen. It's still extra time the survs can use if the killer is determined to facecamp.

    And the NOED example 15 secs is enough to cleanse the totem. Could make a huge difference in a noed hostage situation.

    Regardless lengthening time on hook is something devs have to be extremely careful about.

  • Put simply trapper would become a 3 gen machine if he started with all of his traps. Which is utterly insane. I was doing a bear trap challenge with trapper on eyrie and managed to collect every trap on the map and set them up around a tight 3 gen. One of which was in killer shack. It was not a pleasant game for the survivors involved.

  • A buff in reassurance would certainly discourage face camping. Which is one of the least fun strats in the game. Buff Range? yes, time? Might be too much.

    It already makes a hook phase last 90secs (i think) which is enough for a single surv to repair one whole gen.

  • Sorry to hear your friend was so badly affected. People online can be absolute #########.

    Best advice to them is to simply mute the chats so they don't get exposed to it. But if it's truly making them cosider harming or killing themselves then that's not just the videogame. They should find the proper help that they need, and I hope they do.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370576#Comment_3370576

    It being cheap I can sort of understand but I don't understand why it's not "earned". Otherwise you could argue a lot of the ways to expose survivors isn't earned. I don't know, maybe you are saying that.

    Not really. For ghosty and meyers you have to stalk. Other exposed perks/add ons you need to out play/think the survivor to get them exposed in a position where you can hit them before the timer runs out. Even devour hoper requires you tonplay a certain way and hope survs don't find the hex early.

    But NOED? More like no effort. The only way survs can preemptively prevent it is by cleansing every totem on the map. Which doesn't happen. Then all you do is whack a surv who's going for a save, taking a protection hit or just got plain unlucky with the timing. With no warning beforehand, you usually get a free down and hook, which is then easy to facecamp. Because even if someone cleanses the totem, once you have a surv on a hook you're pretty much guarenteed a kill unless you're up against the absolute best of all SWFs. And with NOED you often end up with 2 or 3 on hook.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370671#Comment_3370671

    175% regression means the generator loses .43 charges per second. Generators PROGRESS at 1 per second. Base regression is 1 charge every 4 seconds.

    So no, it is not insane. Non-instant regression is pretty terrible in fact because it gets countered by simply gen tapping. And since the skill check for overcharge follows you, any decent survivor will be able to hit that skillcheck and it won't really matter much.

    In a 3 gen situation it's a problem. Because the killer is on top of all the gens all the time.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370350#Comment_3370350

    every single perk in the game that can stack, stacks additively. So CoB + overcharge starts out at 100 (normal regression) - 25 (overcharge) + 100 (CoB) = 175% regression.

    That's still insane. And then it ramps up as the overcharge strengthens.

  • I can't put into words quite how much I HATE noed. It's insane that you have a perk that punishes survs for trying to rescue someone in the endgame. It's a crutch perk just to get kills you don't deserve in the endgame. Like "oh hey I did really bad this game. Guess I'll camp a hook and get a cheap, easy 3 k because I can insta down"

    Survs should at least get a warning hex symbol before they get insta downed. I practically never use it unless I have a janky challenge like down exposed survs etc.

  • First thread I've seen conplaining about how hard DH is to use. Makes a nice change to killer mains bleating about it like it's a guarenteed 3rd health state 🤣

    Real talk tho it does require very good timing. OP try forcing it by running at the killer easiest way to trigger it to start with until you get used to it more

  • @TenTrillion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370339#Comment_3370339

    I gave one game as example. The perk literally changes the game itself. It needs to be removed

    It's a meta perk. There will always be effective perks that are better than the rest. It's only broken if you can't counter it. And it is very counterable. If you lose to DH consistently then counter it. But remember you can't 3/4k every single game.

    Eruption for example was broken because it was impossible to counter in solo q unless you just stopped working on gens ad infinitum.

  • Playing killer is pretty intense. You can't really stop at any time. You have to make every second count.

    If you have control of the match (2 dead and more than one gen left) it gets a bit more chill and you can muck about in chase without worrying about gen times too much.

    Survivor I die a LOT so I still find it stressful but only majorly so if I'm on the cusp of escaping solo against a killer. Sitting on that exit gate after hatch is closed or indeed looking for hatch is stressful af lol.

  • @Nos37 said:

    Also, has anyone tried having a dedicated healer to patch the team up and send them right back in to keep pressure?

    I play solo, so this would never work for me, but what about Circle of Healing, Autodidact, Botany Knowledge, and Desparate Measures? Setup your boon away from the gens (not too far, to save on run time).

    Tbh if you're gonna use auto didact it functions best on it's own. Need to get as many skill checks as possible. I did max it out on lery's yesterday with one friend plus 2 randoms and damn it heals fast.

    Best to run it with empathy or aftercare so you can find the injured ones.

  • @NewPlayer100102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/367862/has-anyone-actually-tried-potential-energy-against-a-sm-3-gen

    I wouldn't, its too hard.

    I use BnP, hyperfocus, and PTS+ a friend.

    I will try potential energy later, just to test it, but its reliant on the other survivors doing useful things, so it usually fails before I can put it in the right place.

    Yh i think you'd have to run it as part of a dedicated 4 man team. 1 solo q player would probably just pop the farming gen.

  • @Phasmamain said:

    I have. It’s decent but can’t keep up with the constant regression from CoB and overcharge and is too risky since getting hit disables it

    Yh that combo should definitely not apply the CoB 200% regression.

  • Make a little minigame for dead survs where they play whack a mole (with little versions of the killer that killed them) to earn BP.

  • @TenTrillion said:

    Deadhard! Yeah, i'm complaining about it. From a survivor and killer perspective. It isn't healthy. Just recently i had a game where i went afk because i was in a game vs 4 toolboxes and 3 gens got done in under 2 minutes and i just couldn't be bothered. I hadn't even gotten a down because i tried to split pressure to no avail, and i was on red forest with some sweaty survivors. They refuse to do their objective, and come to harass me. I physically cannot do anything because i have no way to end the game. At least if i was a survivor in this situation, i could do some gens. I get bored, and quickly down 3 survivors. The 4th deadhards a hit, picks up. i was playing demo, and was lunging my shred. The picked up person deadhards, and a 3rd is picked up. See where this is going? Deadhard chain saves the day. A set of survivors keen on bullying was allowed to purely based on that. A minute later, 3 people are fully healed and another gen has popped. I dc, because i know if i go afk again they'll refuse to pop the gen, and if i do get in the situation where i down people, they'll have adren. Whaddya know, 4 adrenalines, 4 deadhards, circle of healing, 2 ds, prove thyself, and some other filler perks. Why is deadhard allowed to bring survivors from total loss of their own mistakes to a situation of complete victory?

    Sidenote; "Just wait it out". I did, many times. I made 5 deadhard fails in the match. Deadhard needs to have the ability to gain a 3rd hit removed. This one perk changes the base game to something it wasn't supposed to be. I'd much prefer having 4 sprint bursts 99d, because at least it takes some skill to 99 it, and i'm not blatantly having hits robbed from under my nose.

    So you're saying a perk should be deleted after one bad game? Just because you got matched with what was clearly a dedicated, sweaty bully squad outside your skill level doesn't mean dh is broken. You said yourself you baited out 5 of them in the one game. Yh, sounds like they were playing obnoxiously, and I'd say they are the problem rather than the perk.

    If you lost a 3 slug situation by getting DHd multiple times you were definitely swinging far too early. Bully squads require a particular style of play to counter and you didn't manage it. They frustrated you and you played straight into their hands by going for the quick hits. Best option in that situation is make sure you slap one on a hook. Preferably the first one you downed because they'd be self recovered the most.

    As a fellow demo player I never use shred lunges on an injured surv I even suspect might have DH. And I'm very used to baiting it out. Had a prestige 95 leon last night with over 100 days play time, a very good chase runner. Struggled to catch them until late game when I had 2 dead and 2 gens left so I could afford long chases. They tried to DH me 3 times, all 3 failed and they got hooked 3 times. Literally all you have to do to counter DH is not swing at the first possible opportunity, you see them dab and then bam, down.

    When I play surv using DH it's a very dicey perk, forcing a dh is a very obvious strategy and if you run at killers they'll very often hold off on the hit, hitting it reactively in a chase is very hard, unless they go for a long lunge.

  • My standard is distortion, windows and dead hard, with one free perk to play fun stuff. Distortion is amazing for information as well as preventing aura reads, if you know your killer perks it's so useful to know when your aura is read because you can often work out what the killer is running. Windows and dh are my crutch perks, I'm not great at chase so I need them to run a chase of any decent length because I don't have the tiles memorised 😅

    Switching in and out 4th perk gives me a bit of variety, currently favouring blast mine because it's a lot of fun and often saves me from a chase if killer kicks my gen before coming after me.

  • I don't use it regularly but on open maps it's good to mark gens you're working on. Or maybe you could do an altruist play, use plunderers instinct and mark rare stuff in chests.

  • Does it matter? I've been playing a fair bit and I still haven't even seen a skull merchant yet. And the multi level maps have always been trash for aura abilities. Boons, starstruck, coulraphobia.

  • And survs still whine too. Personally i prefer playing both sides. The killer main/survivor main complaints get tiresome pretty quickly. Killer tends to be easier to play but I find the problem is usually players. Toxic surv swfs and toxic bully killers are the worst part of the game.

  • So you played a bad killer using lazy tactics. Big woop

  • @RaSavage42 said:

    They want Killers to use the Hit and Run

    Cause then they can get more BP's and all escape

    I do that with demo and trust me. People don't often escape that build 🤣

  • Lol survs who play like that fit the typical toxic gamer mentailty. Tbag and talk ######### when they win ggez. Rage out and accuse opponent of unfair play/cheating when they lose. Hateful little goblins with the impulse control of your average 2 year old.

    Stomping teams like that is a true pleasure.

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