HoodedWildKard
HoodedWildKard
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- HoodedWildKard
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@Jay_K said:
So i saw a post someone posted Title "What does second chance perk mean to you" and as a killer main i felt i couldn't answer that question fairly because there will be some bias in my response. instead i want to take the topic of "Second Chance" and ask two different questions.
I will say im looking for responses from Survivor mains here. Im not interested in us vs them or killer mains who just want to moan. I am genuanly curious about the answer from Survivor Mains and their thoughts on this.First Question
Why are second chance perks like decisive strike, off the record and basekit BT used aggressively by some?As an example i played a game which was already going in the survivors favor. Got first hook on a David, left the area and when unhook happened as i had no one else in view i went back to hook. When i tried to go for the unhooker the David decided to sit and body block me with his basekit BT so i couldn't get to them. This left me no choice but to go for the David as it resulted in the unhooked getting to much distance and if i left David at that point i would have likely lost the game due to so much lost momentum. As a result i got hit with DS after an endurance hit. Similar thing happens with OTR
Second Question
Do you think its fair to now tunnel that survivor at least 1 hook state maybe 2 (depends how mean your feeling) if they intend on throwing themself at you because they have these perks?
The example in question i was able to instantly down the David (Im playing the first and you don't get enough distance to escape his power if he has it after DS) This resulted in the David being tunneled out and the inevitable crying in end game chat that i tunneled them
As i said not looking for any hate or Us vs Them im really trying to understand why survivor mains would use perks that are designed to stop tunneling or for defence and use them agressively which would usually result in being tunneled. Kinda defeats the point of the perks.The simple answer is because people want to get value out of the perks they bring. If they don't then that perk choice was a waste.
For example I've been running deliverance recently. And if I got hooked first I'd get annoyed because it locked me out of using deliverance so I only effectively had 3 perks for the whole game.
From killer perspective imagine you brought a gen regression perk and never triggered it. It's a waste of a perk slot. So you'll go out of your way to trigger that perk.
As surv I personally don't generally use DS. but on the rare occasions I do, I'll make sure to put myself in a situation where I get chance to use that stun, because if I don't then why bother bringing the perk. The fact is simply that survivors have more perks that are very aggravating for killers because they are targeted on messing with the killer specifically and increasing their frustration, i.e. DS, anything that gives endurance, head on etc. Whereas killer perks tend to either affect the trial as a whole or just shorten chases allowing them to down survs which is what every game boils down to.
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Tbh they should just be removed at this point. 20% is kind of pointless.
You don't want people to be able to chose the same map every game, particularly not killer. But 1 in 5 chance is just too low. 50% would be fairer, good chance of the map you want without it being a gimme. You want a map related achievement? Well you get you map 1 in every 5 games (if you're lucky) better hope you do well in that one particular game. Or you'll be waiting a while to try again.
But personally I'd rather they just removed map offerings. It makes any individual blue rarity bloodweb stuff so much harder to get. Unfortunately that includes party streamers. Get rid of map offerings and give me more party streamers.
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@Massquwatt said:
Hard tunneling sucks ass but the actual cases of real hard tunnelling off hook aren't as common as people might think it is. I think perception is pretty important to consider in these conversations as there's a huge difference between "I'm getting tunneled off hook" and "I happen to be at the wrong place during the wrong time". I think we're mostly balanced in that regard however I do think a good move towards preventing tunneling is to add a small 3 second unhook notifcation delay. It gives just enough time for survivors to move away from the hook without it being a free heal under hook either and if the killer wants to tunnel then they have dedicate MUCH more attention to the hook rather than defending gens.
That is a good suggestion. Makes tunneling that but harder without being too much in the survivors favour.
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@Wezqu said:
If it was in event mode when pallets are blocked you can't vault them as killer. If it was in normal queue then it was a bug and you should report it to the betahub bug reports with logs of the match.
Yh it was persisting on pallets after the pasta map buff ended
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098530#Comment_4098530
Sorry then, it just came across like that since you said "im getting sick of games against Jason, its running at a solid 30-50% of my game sessions". It sounds very similar to "i want ppl to pick something else".
Nah, tbh i usually don't mind when ppl play new killers loads, only have an issue when they're unfun to play against.
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@zonkednb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098347#Comment_4098347
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098352#Comment_4098352
Basically the way to get bots is to just M1 them. It's super easy so no one wants bots nerfed, it just makes them less suitable to practice with because they ignore so many powers.
At least killers get bots though. Survivors just gotta put themselves out there and pray it's a learning experience. I'd rather they give us at least the 2v8 killer bots in customs before they do anything with survivor bot behaviour.
Yeah we should absolutely have killer bots to play against
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@TheGoon224 said:
that is it that is the post I’m currently thinking about playing either Chucky, Plague, or Singularity.
Ooh go singularity.
I don't see nearly enough singularities, strong killer when played well. Requires good planning and has really interesting mechanics. Definitely one of the more imaginitive killers added in the last few years.
Play chucky if you must the tiny little dash slop gremlin. But please please don't do plague. She's amazingly unfun to play against whilst also not being fun to play either. Somehow her basekit counter (cleansing) is actively a bad idea against her so most survs won't bother to cleanse againstbyou and you don't get to yse your main mechanic much.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098516#Comment_4098516
I dont think nerfing something based off its pick rate is a good idea.
Nor would it be if that's what I was doing. It's based on the mechanics. High pickrate is just a symptom of a new killer and also an easy win button of which jason is both.
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@Green_Sliche said:
Given how ''fair'' current event is to killers, survivor main players should not complain that many killers right now prefer to tunnel people out asap.
As for the general talk - we still have 5 gens vs 12 hooks, not 12 gens vs 12 hooks. Survivor players should take pride and L that they forced killer to tunnel them out asap because apparently there was no other option left for them.
PS. Killer players also want to have fun and win a game. Please don't forget about that.
Believe me I don't think the killer role shouldn't have fun. I play an awful lot of killer. And the event can be played around with killer, I've been playing a bunch of killer during the event and been performing very well without resorting to tunneling or hook camping. I've had a couple of rough games but for the most part I've managed to take control of my matches.
Heck I had a black banquet nemesis game against a ttv and a fairly co ordinated squad earlier and had them all double hooked before they could even finish a gen (tbf i kept triggering pop on 2 gens with 4 pistons going), no tunneling, no hook camping.
I also recognise that bad games as killer are astoundingly unfun. As a rule when I call for balance changes to killer I don't want to see the role gutted. It should be the power role with the 60% kill rate.
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@Theokarun said:
I played some games as wraith recently and realized that his gameplay is kinda cannon fodder in most cases I've been in I don't know if I'm playing him wrong or something but it feels like there is many ways to counter him even making it so he loses loops when the survivor can just spam slow vault on loops so you can't break it or body block
There's a few ways to play wraith. He is one of those older killers who's suffered badly from powercreep.
Standard stealth. Coxcomb clapper is great for ambush plays, pairs well with undetectable perks and his aura reading survs while cloaked add on. Survs usually expect an undetecatable wraith to be cloaked so pre uncloaking and while using something like trail of torment is solid.
He has good pallet break builds for applying pressure in chase. Hubris, spirit fury and enduring is a strong play with him as being stunned uncloaks you if I remember correctly. His brown addon that uncloaks him on pallet break combo's very well with the addon for breaking stuff super quick while cloaked and much as I hate to point anyone in this direction, turn back the cloak + uncloak on damage add on (serpent soot i think) instantly uncloaks him if he damages a gen using tbtc.
Another interesting build I like to muck around with is anti heal builds, coulraphobia and the addon for keeping his terror radius while cloaked is fun for harrassing injured survs.
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@Abyast1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098491#Comment_4098491
I mean if the nerfs i suggest aren't enough sure, id be fine with more after, I think the nerfs I've suggested would at least change the perception of him in game and make him feel less oppressive without him feeling clunky. But thats another nerf id be ok with.
That's the main thing. I don't want to see him absolutely gutted. That would be a huge disservice to such an iconic killer. I just want him not not be oppressive and a slog to play against. I'm getting heartily sick of games against jasons, it's running at a solid 30-50% on my current game sessions. And so many of them are running full hex builds and/or proxy camping hooks to hard tunnel.
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@coldflame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098481#Comment_4098481
why are you making this thread telling killer players what to do then, if the onus is on the devs to change it?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098483#Comment_4098483
i'm not sure what's 'skill issue' about it, tbh? i play 60/40 killer, i know what it is like to be on the delivering and recieving end of tunneling, and very often i will win games because a killer tries to hard tunnel me and i juice them long enough for my teammates to do gens.
I mean it was the argument you made,, saying that getting tunneled was a skill issue. I'm pointing out that you're trotting out the same arguments that all killer tribals do when anyone so much as hints that the killer role needs any kind of nerf
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@albertoplus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098487#Comment_4098487
You can leave that part out and my point still prevails. If the game skill level is equal between the survivors and the killer, hard tunneling one since the beginning will probably end in the killer having 1k. Idk if i can count that as a "win".
Not really. If one survivor can run run 5 gens in 3 chases (2 of which would be chases started already injured) then that surv would be vastly outskilling killer.
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@Abyast1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098447#Comment_4098447
"Its way easier to hit than huntresses"- its also way easier to dodge
"it is a guarenteed health state unlike deathslingers"- If your not getting the hit from a deathslinger shot then your doing something wrong, and since most deathslingers should be running forced penance if they bodyblock they get broken and you get a healthstate on someone.
"Plus the disruption of the push and lack of slowdown after throw makes it much easier to 2 tap people"- Unless the survivor walks into a wall they should make distance to the next loop from the pushback+speed burst. Your definition of 2 tap here has to be hitting twice within 30s, which huntress can do much better.
"7 hatchets in reserve doesnt really apply when jason can just grab another spear from every junk pile and hook which are spread all over the map midchase without any appreciable slowdown"- During a loop of any TL/jungle gym tile, you can reload at best twice, and even then have to go out of your way to reload the second time most the time. The survivor can then choose either to leave the tile or continue looping it. 7 hatchets is infinitely more forgiving then the 1 spike when after the first reload you need to go 4/5s out of the way (losing 10s total) to get another spike, and huntress lockers are everywhere. The slowdown is the 10s/12s he spends going out of his way to get said spike. And if he misses, look at where hes going to reload and make distance off it. ITS NOT HARD. this is easily the worst argument you couldve made.
"Fair point OE wouldn't be a particularly good power on It's own, but instant traversal with very little cooldown is strong on any killer and makes his powerful ranged attack even more OP." - we agree here. His ranged attack is made Strong (not OP imo, a few small tweaks are needed) by having the traversal and the haste off power. The issue is we see instant traversal on a bunch of killers (dredge, springtrap, xenomorph hey even arguably hag) and we see that that alone isn't strong. And again, his ranged attack alone would make him B/C tier, because its a 1 shot reload with nothing else and has a pretty unforgiving hitbox given how easy it is to juke.
Overall, the nerfs I personally think he needs are reduced haste from 25s to 10s, decreased scrap pile spawns and increase OE cd so he can't spam it, and once he uses it he has to commit.
It definitely dodgeable but the projectile speed is WAY faster than huntresses. And her hatchets are souch slower to ready, recover from and harder to aim than jason's spears.
Your nerfs sound good, I'd just add maybe a slight recovery after a throw and he wouldn't feel so oppressive
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@albertoplus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098449#Comment_4098449
If the skill level is mostly equal (which means the survivor can make the killer waste some time at least) and the other survivors are on gens everytime the killer is chasing the tunneled survivor, the game will probably end with 1k and 3 escapes.
I have lost count of the times that i saw comp matches where the killer is just trying to hard tunnel the first survivor since min 1 and once the survivor is already dead the exit gates are being opened by the other 3.
"So guard gens" has the same energy as "just dont get caught and the tunneling will go to waste".
Yeah I'm not really considering comp match level games. I'm looking at the vast majority of matches wih players who aren't both 4 stacked and top bracket mmr. Game doesn't need balancing around streamers and players with 10k plus hours.
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@coldflame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098453#Comment_4098453
if a survivor makes themselves available as a target for 'hard tunnelling out of the game to the exclusion of all else', then failing to capitalise on that is throwing.
And now the skill issue argument? Classic.
Are you deliberately trolling by coming out with the standard entitled killer main phrases? Or do you actually believe that? Because if you do it rather gives me the impression that you only play killer and don't really know what thevgame is like from the survivor pov
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@coldflame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098448#Comment_4098448
i am not obligated to intentionally throw the game in the hope it makes my opponent potentially enjoy it more
Wondered how long before THAT particular response got copy pasted on this thread. 7 replies apparently.
Like I said I'm not totally opposed to all forms of tunneling. I'm not saying you have to throw the game. But there is a difference between tactical tunneling mid game and singling out one player and hard tunneling them out of the game to the exclusion of all else. There should be a basekit mechanic to prevent or punish that type of play. It's a cheap strategy with little to no counterplay.
And at the end of the day, the killers who indulge in easy wins that way make a rod for their own back. They don't improve their skills very well and end up with no idea how to take control of a match without simply removing one player from the equasion. They skyrocket their mmr super high by getting constant 3-4ks until they end up in super high mmr brackets with skilled surv teams who have thousands of hours and can outskill them at every turn. Then the game becomes immensely unfun for them.
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@coldflame said:
i keep getting games where survivors hard tunnel by staying on the same gen until it's finished instead of doing a third of the gen and then moving to a different gen
So guard gens. I do it all the time as killer, that's the difference between genrushing and hard tunneling. Genrushing has counterplay and I pull it off successfully all the time. Stopping a determined killer from hard tunneling is all but impossible unless the skill game is absolutely insane.
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@Abyast1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098425#Comment_4098425
On their own they're mediocre powers, if he just had OE he would be an m1 killer with a tp, so bootleg dredge. Or just a worse huntress, because huntress has 7 hatchets at once basekit, and can reload at lockers (much more convenient) and have a bigger hitbox then jason spears. This is just, on its own, worse than huntress/deathslinger/springtrap. It the issue of both of those plus haste making him unbearable.
No his ranged attack is shot for shot much better than any of those individually. It's way easier to hit than huntresses, and is a guarenteed health state u like deathslingers. Plus the disruption of the push and lack of slowdown after throw makes it much easier to 2 tap people. And the 7 hatchets in reserve doesn't really apply when jason can just grab another spear from every junk pile and hook which are spread all over the map, midchase without any appreciable slowdown.
Fair point OE wouldn't be a particularly good power on It's own, but instant traversal with very little cooldown is strong on any killer and makes his powerful ranged attack even more OP.
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Totally agree with krasue, jason and nurse. All are very unfun to go against.
As for oni, henry and twins? Personally i kinda like playing against them. Henry's attack is all about the mindgame and I actually really enjoy the process of dodging his vines. Oni can be a bit frustrating when he one bangs you but again he is dodgeable. And twins I only see once in a blue moon. They do tend to be a bit sluggy but it can be countered and punting victor always makes me chuckle.
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@Cornil said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098388#Comment_4098388
Funny enough when I was looking at comparison stats he has a 1m/s slower movement speed and almost a whole second longer cooldown after throwing a spear than Huntress. The reason he feels so strong for two taps is that he’s so much faster than the Huntress and can reload instantly, which he has quicker than half of the charge time it takes to throw a spear than Huntress does a hatchet.
I think even all of that would actually be fine if it weren’t for his oppressive map mobility. His ranged attack has so much skill potential, he really doesn’t need such constant mobility and info alongside it. The haste after every jump scare is definitely overkill
Yeah this is my issue with jason. Either one of his powers would work well enough on it's own for a killer. Particularly the spear, far and away the best single ranged attack any killer has atm.
Both together is kinda of nuts.
Are you absolutely sure his recovery is worse than huntresses? I might need to test them in customs but having played both I'm sure huntress is slowed and unable to swing for longer after a shot than jason. Or maybe it's the disruption of jason's attack pushing you and making you hut and object that you then have to move around.
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Personally i think his OE and spear ranged attack are way too strong while combo'd together.
I think either his haste when emerging from OE needs to be nixed, or while he has the haste buff, his ranged attack should be disabled and for 5 secs after the haste ends.
As for the spear itself the reload needs to be either more scarce, or slower. He absolutely does not need a free hook spear when he hooks a surv. He also needs a recovery time with reduced movement spear after a throw. I'm sick of getting double tapped when the spear planks me out a metre after it hits me, and he just keeps moving at full speed to follow up with an m1 less than 3 seconds later.
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Killers can dominate at black banquet.
I can count on one hand the number of bad killer games I've had on the banquet so far. Just got to play around the mechanics. One shot killers are having a ball rn because of the poison slowing survivors down. Ghosty, billy, bubba, oni etc
Gen regression is extra helpful since players are faffing about with plates. Improvise, adapt, overcome.
Healing slowdown and injury pressure is nonexistent because of the mapwide team heals. So don't rely on those tactics for pressure. You need to confirm downs quickly, after the initial injury, my beloved demo is great for this when I pull off good shreds.
Broken is super useful too. Plague is an excellent killer for the event.
Heck I've even been clapping as trapper, the traps are well put on routes between tables and dinner trays to catch people off guard and get that instsnt pickup.
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Do they need to? You trigger your power when you have a survivor in view, stab them (long as you don't whiff it) then you have killer instinct on every surv in the same postcode as you. Scratch marks too would be kind of pointless.
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@100PercentBPMain said:
you can't even practice anything as unknown because even with unforeseen+ Weave the bots are looking at you from entirely different floors like on Midwich.
Yh I've noticed in a live ghostface match that bots can reveal me through walls. And they are basically impossible to sneak up on even with undetectable because they always seem to count as looking directly at you, even through obstacles.
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It does not need a buff. It's already a solid sabotage/flash save perk and is plenty effective at what it does.
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I think a lot of it is negative reinforcement and also people reaping what they sow. I'll never be actively toxic to someone through gameplay or message. I'll ping people ggs after matches and I have a lot of good interactions, probably because I give a lot of people hatch/let them go. But yeah I tend to have more positive interactions than negative.
When I'm playing hardball I tend to encounter more toxicity. So i guess play nasty and get more toxicity.
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Not all perks can be good. If we buff every perk to be useful and effective then every game will turn into a 5 minutes steamroll or a 30 minute long attrition slog.
With the sheer amount perks in the game it's inevitble some will be super niche and only work in soecialised 1 trick builds or just be totall useless.
Look how much of a problem the fast track rework caused. And that's just one perk. Try to rework every perk that isn't meta and you end up throwing the game balance into a blender the setting it on fire
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@vxltiel_ said:
Killer had a full hex build consisting of Retribution, Devour Hope, Plaything and Pentimento
My duo was cleansing her Plaything and another player dmmed me telling me to tell my duo to not cleanse hexes when pentimento pops up. Why is this?? Is it truly a bad thing to cleanse hexes if a killer has pentimento? I responded saying my duo was cleansing her plaything and the person said "Oh I didnt know." then unadded me.
Now im just confused lol. It it better to leave the hexes active against penti or no??
People always want to tell you how to play and blame you for losses. Of course they are never to blame.
Being constantly oblivious is a real debuff for a survivor so cleansing plaything is generally a good idea. Pentimento slows down gens. The main thing with pentimento is to not let the killer light all 5 at once because then you're stuck with the maximum slowdown.
It's a rock and a hard place problem. You either leave plaything up and suffer in chase and getting ambushed on gens. Or deal with the active slowdown from pentimento plus it's passive slowdown of making you crack more totems. Both can easily lose you the game. Starting chases injured or being gen grabbed will snowball a game a lot quicker than slow gens.
My motto is, if it glows it goes. If you avoid the plaything totems then you might miss the devour hope, which will stop the game dead. And when ppl whinge after a match about how you played, got to make a decision whether you think the "advice" is valid. Very often it's just bellyaching and not terribly useful.
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As someone who plays both roles i do tend to find that killer anxiety is more of a thing. By far the most unpleasant experience in dbd is playing a 0k game as killer.
Playing survivor can be less than pleasant if you go on a losing streak, but i can deal with a few bad games as surv. As surv you're kind of expecting to die in a lot of your games. It only really becomes unpleasant if it's constant and you don't achieve much. Like you're getting consistently tunneled out with no break.
Whereas with killer you are the power role, and having a full team of survivors run rings around you and prevent you from doing anything is uniquely frustrating.
The playerbase doesn't help. I've come across a few particularly toxic players over the last few days on both sides of the killer/survivor split. But thankfully, due to the way I play, (i pretty much never bm as survivor, and generally play very chill as killer) i have way more positive interactions than I do negative.
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@Arcturus said:
@HoodedWildKard But half the original post was about how terrible it is to go up against that exact thing as survivor. Going against an insta down killer like bubba or anything else is borderline impossible to survive for a decent chase against because of the poison providing pretty much a guaranteed hit. I understand that maybe being able to absolutely smash through survivors as killer would be fun, but its absolute misery to go against, especially with how much tunneling theres been. the amount of teammates ive had DC and the amount of times i myself have DCed are both way higher than normal
My advice for oneshot killers is run stealth builds. I've had a few surv games where we've successfully pingponged killers between distant gens and just hidden to waste their time. Not easily done in soloq but sometimes ppl cotton on.
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Not every perk can be gas. The game is full of dead and unusable perks. With the sheer number of perks that we have it's hard to come up with something new AND balanced. Id rather see niche perks or even ones noone will use than another perk that's going to unbalance the game.
Just look at how perks have to be nerfed a week or two after they go live. The fast track rework had to be changed pretty quick.
Jason's hex definitely isn't anything to write home about. Just a hex, juiced up version of thwack. But the hindered is pretty handy. Not quite as useless as hivemind or overture. And rampage is super niche but has some good synergies. I've been thinking of trying it with the hubris spirit fury build.
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Personally I've been enjoying the banquet. I've been absolutely caning my killer games too. It just requires a different playstyle.
The poison really suits one shot killers. I've been having some really solid ghostface games. Stalk, mark, fartbottle insta down. Oni benefits from this. And I've even been skanking as trapper. While survs are faffing around with dining plates I'm seeding every trap I can and late game getting a lot of trap catches. Reqlly any exposed tactic work. Clown with the redheads pinky finger would work great on a walking poisoned surv.
Countering the food buffs does require a bit of counter play. The invisibility is busted and honestly shouldn't have been added, but you can see the grass move where survs run. And they'll often go for a portal so blimd swinging at it can help. The speed feet food does blast them forward but they don't have full directional control so you can shortcut them. And the invincibity pasta is pretty naff to be honest, I've seen people use it well for bodyblocks or unhook plays, and to force a pallet, but always remember it only protects against basic attacks.
Regression and hex perks often work very well because with people looking for plates and setting tables you already have passive slowdown then regression pushes that advantage further.
On the surv side it's a bit rougher now killers are getting wise. Or just hard tunneling/camping. But those tactics are counterable as well.
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@cammoking123 said:
I’m surprised playing for the three gen isn’t meta considering how tightly packed the gens are on nearly every map. BHVR sure loves to pack gens into a small triangle. And this map is the worst:
https://us.v-cdn.net/6030815/uploads/2JGXT088ZCSN/img-3892.jpeg
No matter what you do it’s a three gen.
Black banquet has made it even worse, with table spawns displacing gens the spawning has been getting very iffy.
And 3 genning has been much less effective since they added the regression limit cap on gens. I remember back before they introduced it and you could have tediously long games where the killer could keep all 3 gens at 0 progress but not be able to down anyone just forcing a stale mate with killers like doctor and legion.
I do remember one particular game during that time I played as trapper where i picked a tight 3 gen, seeded the area with enough traps to wipe out the north american grizzly population and broke all of the pallets early on thanks to a nervous predropper. Lost 4 gens for one hook state then kept the game going for at least 20 minutes of guarding the gens and herding the survs into my trap minefield. Ended on a 4k and I cannot imagine the survivors had much fun.
I'm glad we have a regression limit now lol.
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Huh, wish mine were that helpful, mine just keep missing skill checks on gens and refusing to let me heal them.
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More demogorgon, more clown, more artist.
Less chucky, less jason and less huntress.
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Windows, distortion, lithe and inner strength. Plus a map with sharpened flint and something else.
That's my default build unless I need to run something specific for a challenge or I'm memeing with friends. Probably run at least 50% of my survivor games with that exact build.
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@Domicci said:
Mine is i think corrupt intervention should be base kit the same way borrowed time was made baskit to combat gen rushing the same way borrowed time was base kit was added to stop tunneling.
The one that always gets me downvotes but i truly believe would improve the game? Casual and ranked playlists.
Also idk how much basekit corrupt intervention would actually help killers. Losing the first gen or two isn't a huge issue. A lot of the time survs jumping straight on the first gen they find usually ends up setting up a 3 gen situation. I suppose it does allow for early pressure.
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Killer can be uniquely stressful like that, it's mad performance anxiety. Personally I just try to remember how many games go badly for me as survivor. People deserve to get a 4 out every so often.
Plus when I'm playing a new killer or one I'm actively bad with I'm ususlly just doing challemges or learning to play them so that helps me keep the mental pressure off.
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@coldflame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097442#Comment_4097442
who said anything about perks?
So then it wouldn't be like an actual live match then? Again it doesn't really prove a point
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@coldflame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097407#Comment_4097407
we can 3v1 if you want, play 100 rounds
you as trapper and me and my friends as survs trying to unhook, i guarantee we will get 3out 100 times out of that 100
And what would that prove? 🤣 that 3 players running builds for endurance etc could manage an unhook? Or that I could counter it by spamming traps around the hook or running my own perk build tailor made to counter the situation? I don't need to prove my point because everyone who's reading this post will know that endgame unhooks are risky and not the 100% gimme that you're making it out to be.
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I didn't know that was even a thing. It honestly worries me how many people are willing to farm out their own thought processes and critical thinking to AI. Like come up with your own build or talk to other players for ideas.
Like one of my friends has got into the habit of turning to chat gpt whenever she's not sure on something and it's come up with the wrong answers multiple times. Factor in all the environmental damage it's causing and going to cause. Not good.
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As a rule I don't tend to. I literally never use NOED unless i need endgame downs for a challenge. And as surv I do tend to avoid the more aggravating perks that I dislike such as boil over, head on, DS etc.
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Aside from mapwide heals?
For me it's a toss up between insta sprint feet and the invisibility cheese. Sprints are irritating but honestly probably the cheese. The invisibility on command basically ends the chase on the spot. Why they combo'd it with portals is beyond me.
I'm more sanguine about the invincibility pasta. It's harder to make that work for you but I always find myself respecting food pasta plays when I'm on killer. Had someone bodyblock a hook and cause my victim to struggle out with pasta. Couldn't help but give them props for that play, it was very well timed.
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Hm. I've noticed that they've been scarve recently, could be the event. Had a gel dressing pop up on dwight yesterday and realised that it stood out because i hadn't seen one since before black banquet started. And there are a lot more visceral rarity offerings now than there used to be for survivors.
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Much as I hate going against chucky. I have noticed that he's a lot easier to counterplay of late.
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@coldflame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097371#Comment_4097371
soloq shitters being impossibly bad at the game does not factor into game balance, nobody who isn't inting ever 'botches' a safe 4out
Your argument is getting pretty weak if you've got to just assume that anyone who can't pull a safe unhook under the killers nose is automatically bad at the game.
Have you ever considered that killers who can't counterplay this situation might have a skill issue? Like i said before. I very rarely lose an endgame hook without securing another down. And my mmr throws some pretty solid teams at me, I regularly get ttv squads, 4 man stacks, and teams of high skill survivors. I'm not just bullying soloq wet blankets. I get co-ordinated teams who are damn good at the game, they have to be good to get me to 5 gens when I'm running a solid build and not just messing around with sub par killers and meme builds. And i still regularly punish them in endgame situations.
It will happen, I've pulled it off before as surv and had it pulled against me too. But it isn't a forgone conclusion in the way you're making out, you have to manage a perfect sequence of actions and have the killer not counterplsy properly for it to work. And if you lose a lot of survivors like this then you need to look at how you counterplay these situations.
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It is pretty powerful. But the survs get mad bonuses with the food. And I've survived a full poison debuff mid chase a few times. Mindgaming on loops or whisking away in a portal.
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Think this is your area dude
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@coldflame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097360#Comment_4097360
if your group is failing endgame saves at great regularity the issue is between the chair and the keyboard, the timing is beyond generous
Actually I'm baseing this more on my killer experience. I counterplay survs doing this all the time. I'll lose the odd surv every now and then but it's rare, vast majority of the time I'm able to secure another down and drag my victim deeper into the map to make the next save attempt even more risky.
Don't make the mistake of thinking I'm a survivor tribal who thinks every game should be a 0k. I play both roles extensively and advocate for balance, not a one sided advantage.