JustAnotherNewbie
JustAnotherNewbie
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People have been asking for the de-pips to be removed or reserved only for DC's for a long time. Can't say I blame them. I would be ok if pipping was kept and de-pipping removed. It's a lot less stress and when you pip even if you died it also feels like the game acknowledges you did well, which should stay.
If you remove pips then it will feel worse when you die than it currently does (when you pip that is).
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Worst offender is the swamp map with the ship main building.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468521#Comment_3468521
No one is asking Pharmacy for multiple healing. People are asking to revert the change, 1 single heal.
Plus, are you thinking:
- spending time to run around finding 1 totem
- spending time to bless totem for Boon
- spending time to run around finding 1st chest
- spending time to unlock 1st chest
- spending time to run back to Boon for 12sec healing
- spending time to run around finding 2nd chest
- spending time to unlock 2nd chest
- spending time to run back to Boon for 12sec healing
- spending time to run around finding 3rd chest
- spending time to unlock 3rd chest
- spending time to run back to totem for 12sec healing
Sounds powerful to you?
It's obvious he does not use it, it just sounds powerful to him on paper. But people were also complaining about a bunch of perks no one even uses. Re-assurance never fixed the issue of camping as it was advertised to do. People were afraid Blood Rush would be strong and what do you know, no one even uses Blood Rush...
Like some perks are supposed to be ok/good if you're solo, so you can be self-reliant. I don't understand why we can't have that. A team being SWF with experience won't need WoO because they can communicate which pallets they used in what area. They don't need Pharmacy cause they can find and heal each other easily and faster anyway. They don't need Bond cause they can communicate their position to each other, so of course Bond is a perk that is strong in solo. It's really weird how negative they are to perks that have no benefit whatsoever in a good SWF.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468502#Comment_3468502
opening a chest takes 10 seconds. Pharmacy allows you to open chests 80% faster which is 5.5 second of opening. you get 1 self-heal for doing so. To heal yourself with old COH, you would need to bless a totem for 14 seconds and then heal yourself. Of course the totem lasts indefinately and could be use multiple times. If Pharmercy healed you enough times, it could become the next COH.
Imagine comparing Pharmacy to old CoH...
I don't think anyone wants multiple heals from Pharmacy, they just want a guaranteed medkit find. Plus there are more totems around than chests anyway. And like I said, if all chests have been opened at the start of the game this perk is useless...And going around injured opening chests to get 3 medkits is a very risky idea, to maximize it. Plus time-consuming.
They just want to be able to guarantee a medkit at an emergency, which will also be single use. Not to mention that self-healing with a medkit is also slower than it use to be.
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@Coriander said:
It used to let you slip out of traps easier. I miss that.
That's interesting to hear, although I guess for Trappers it sucked.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468503#Comment_3468503
I just wanted safety pip.
You might have need 2 gold 2 silver then. It's probably the 2 bronze that de-pipped you.
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I think for the gens you need to 2 two whole gens to get a good emblem. I think getting 4 gold emblems or 2 gold and 1 iri guarantees 1 pip (dunno about 2 iri emblems and the rest silver). Anything less and you're not getting anything. You have to play exceptionally well.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467936#Comment_3467936
i don't know. i think its pretty underrated for a perk. I would be cautious in buffing it. what if they made it give you 50% med-kit efficiency when it is active. I think your under-selling the value in being able to heal yourself.
Why just not bring a medkit and free up a slot for something way more useful? Even a brown medkit does that same job as a green one if you're self-healing with it.
The perk doesn't even allow you to see the aura of chests, so you could run around quite a bit before you find any. And does it become useless if all chests have been opened before you can get your medkit? Extremelly weak perk.
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Except for points 2 and 3, I think the rest should have been implemented yesterday (although 6. reminds me a little of what mobile games do).
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@justalilbit123 said:
First lets look at this pic. It's a good representation of essentially every single survivor game I've had since SBMMR came out.
https://us.v-cdn.net/6030815/uploads/09DO9DL4BDGC/lmaoqueue.png
I'm what, 15% through this generator? The generator I spawned closest to. This pic can't be more than 35 seconds into the match.
My team is already being massacred.
None of them have touched a single generator. The claudette crouched around and hid in lockers. One of them ended up disconnecting. None of them even lasted 10 seconds in chase. Clearly they are all EXTREMELY bad at the game. Okay, lets say I just suck at survivor and my MMR is low because it only increases if you escape.
WHY IS THE KILLER A COMP TEAM BLIGHT RUNNING FULL META PERKS AND ADDONS???
I spoke to the killer post game and inquired as to whether or not he "deranks" to play against babies. He said he hasn't lost a game in months.
HOW IS THIS WORKING AS INTENDED???
That's just the reality of Blight players, and just cause he has not de-ranked doesn't mean he can't lobby shop and pick and choose the teams he wants to play against. Also players who care that much about winning and bring the strongest stuff, won't be above focusing on taking out the weakest link (sometimes it's pretty obvious from the lobby, I dunno if they go as far as to check the lobby's playtime, although if they're that sweaty it would not surprise me at all)
Personally my experience is kind of the opposite, when we all spawn close to each other I can see like 3 survivors all teaming on a gen which is also inefficient, but generally I do see survivors doing gens as soon as they spawn. Sometimes they might look for a chest, and some have it written accross their forehead that they wanna be chased. But I've never had a team full of loopers as of recently.
Many times I even see the other problem with the gen focus, two people working on the same or separate gens and no one coming for the unhook while the 3rd guy is getting chased (and you can know now, so there is no excuse).
Other than that the matchmaking is pretty bad, it's one of the universal truths of DBD by now.
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@DredgeyEdgey said:
I would like that but we would need some sort of option to opt out of ddr for those that are slower or just don't wanna
I think it would be more appropriate to opt in to it, kind of how it is with wiggling. And maybe it giving you some sort of a small reward for playing that way. (idk, more BP if you have it enabled?)
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468289#Comment_3468289
One is somewhat BS the other enforces slugging. Guess which one the sabo is. For the exposed effect to happen, the killer first has to bloodlust so you buy quite a bit of time anyway. It's stupid and only somewhat fine because it's a limited time random interaction but you can hardly compare that to something that completely denies one side of their objective.
I reckon it's about as strong as blocking a strong window. You sometimes get screwed but it mostly doesn't change the way you play. Sabotaging hooks goes a lot further.
You can bring No Mither. People figured out Power Struggle with the pallets goes pretty well.
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That sucks to hear. I once had the absolute worst day playing survivor like an month ago. I've been playing since August last year and then took a 3-4 month break around December, but I'd never had such a ######### day. I probably didn't escape any game that day and I must have played like 20 and the quality of them was also atrocious.
It's true that as survivor the fate of the game feels way out of your hands when playing solo, I always talk about the lack of agency for solo survivors and no one wants to address it seriously. It's unfortunately something you have to accept as solo survivor and try to make the best of it. I feel after I came back from my big break I've been more chill, I still try to win ofc but sometimes I'd get mad at teammates, I mean I still do sometimes when I see they're 50m away from my hook and doing nothing, so I just let myself die and go next since at that point there's no saving the game but I also have many games where I am like "wow, damn I pipped from this game? I did not expect that". Pips can feel rewarding even if you didn't survive, feels like you at least did your best and someone noticed.
Right now my goal is to become better at using the Flashlight and I'm going into games with the realization that my perks are not the most efficient and many times I'll make mistakes, but it's something to change the pace. I'm even sure many people will get mad at me or think I'm throwing the game (I avoid trailing behind a survivor for too long hoping to get a save, although that does seem like the best way to learn the ropes), but I try to do a gen or two, ofc go for unhooks and if they're not very far from me I attempt to make it the pick up and maybe do something about it.
When I see playstyles I hate I try to think that I simply wanna get better at the game so they don't get the best of me, or at least they waste so much time with me that they don't pan out the way they wanted them to. And many times when they resort to camping I can already tell they don't play that killer any way (and usually they have no prestige on their killer), so they probably felt a lot of pressure and resorted to it, so I think it's a bit silly to let it get to you when they are not even that good (they don't usually end up with more than 1k, except Bubba for obvious reasons).
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468192#Comment_3468192
My advice to getting better at flashlight saves would be to pre-aim before you click so you don't have to adjust once you've started (this can be rather difficult on controller, but it's something that comes with time). I'd start by pre-aiming before you drop pallets for stuns so you can instantly blind once the stun starts. This is how I taught my friend and he used to never be able to hit them, he now consistently hits blinds and flash saves. If the killer is about to pick up, aim the middle of your screen at their head and you should have the angle the majority of the time.
Another tip for tougher angles is to try to crouch right when you start the blind, this can be the difference between hitting the angle and not and has gotten me plenty of saves I thought wouldn't be possible. Good luck!
That's what I try to do. Prepare it before I get there, but I still mess it up more often than not. I'm just really bad at discerning the side the killer is facing when picking up...
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@Exerlin said:
No Mither. It is an AMAZING stealth perk, has a huge amount of synergies, and throws a wrench into the killer's strategies by being an obvious anti-slug perk. It has the biggest downside of any perk in the game, but I sure as hell think it makes up for that! It is a solid high-risk, high-reward survivor perk in the right hands
Just pray to RNG god you don't get matched with Oni.
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@humanbeing1704 said:
The new perk troubleshooter
allows you to be unmindgameable for 6 seconds and you won’t accidentally run into the final Gen being completed that’s at like 95%
To be honest I rather it gave you the ability to see the gen with the most progress at all times.
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@Nebula said:
The worst offender is it being applied to killers add ons such as Wraith and especially Nurse.
Why are they getting a free fifth perk slot, and not only that, a very meta one?
Huntress also has a purple add on one that does that.
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@Hermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468202#Comment_3468202
Half of the killers = every killer?
Also, I heard people are playing 2/3 of their games against wesker and the rest are sweaty blight, nurse and huntress - I’m confused
I don't remember claiming 2/3 of my games are Wesker, Blight, Nurse or Huntress, or even that I see it on every killer. And if the OP claims so, I think we can both infer he doesn't mean literally every killer, but it's a figure of speech. But maybe the reply later and prove me wrong and they indeed mean every killer. I'll leave that up to them.
The point is that it's a lot more common than it was and it got indirectly buffed because healing got nerfed. There's nothing wrong with having that conversation. It's just a new meta emerging. Back when CoB + Eruption was strong you usually didn't see it on Nurse either (at least I didn't, I saw a lot more aura reading perks on her), doesn't mean it wasn't a good perk combo for a huge number of killers. So it's not far fetched to say SB is stronger now.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468121#Comment_3468121
Please, no. Please. Let's not go there. I don't want to be forced to slug everyone during the event and I don't think you'd appreciate getting slugged every game either.
Uhh, killers have expose...
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/381417/is-slippery-meat-inferior-deliverance
It can actually be better than deliverance, but only if you do like a 4 stack. If all the survivors bring the 3% luck offering and use slippery meat you each get 6 attempts total and each attempt has a 20% chance to unhook yourself. You can increase this to 29% chance if you also bring up the ante. This means that, barring bad luck, you are GUARANTEED to unhook yourself, statistically speaking. But with no requirement.
4 stack teams can be really awful with this. There is a game otz played a while back where the team did this and he had a really rough time against them.
In those cases, yes, it can be guaranteed, but you need a SWF for it. I was just trying to come up with a different way to play it. Are there any other perks that go with it. Like theoretically I thought of Renewal, since it cannot work with say Deliverance, it could with Slippery Meat, but I have not been lucky in my solos to earn it before getting hooked (even if someone gets injured we end up double healing and that doesn't quite charge it).
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@Exerlin said:
A moment of loudness for the ultimate anti-anti-heal perk, Autodidact
That's been the deal since it was released no?
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@Hermit said:
Every killer? Including blight, nurse, billy, wesker, bubba or any other killer with a useful M2attack?
I mean if it's a good perk for every killer that is not Blight, Nurse, Billy, Wesker or Bubba, then I'm not surprised he's seeing them that often. Knight can bring it, Trapper, Hag, Wraith definitely bring it, same with Legion, Demo (if you ever them), Sadako, Oni, SM, Doctor, Spirit, Freddy, Clown, GF, Pinhead, Dredge, Pig. That's over half of the killers, in case I am not missing any.
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@NoOneKnowsNova said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468164#Comment_3468164
The first build sounds like a fun one to learn Flashlights with. Personally I'm rubbish with them so I'll consider trying this one out if I ever wanna practice ^^
The Second build definitely seems much more niche but I can see it working if everyone brings luck offerings ^^
I'm also bad with Flashlights, especially since I play on controller, it's so clunky to control them. Yesterday I got 2 saves. It's probably much better to bring your own item, I personally don't have many of them on some of my fav survivors so I rather not waste them (since I will probably die anyway), so I rather rely on getting them from chests.
Once I get paid I also wanna buy Yoichi and try Empathic Connection with MoM. Bought MoM when it was in the shrine a week or two ago, and tried running it with Bond, but teammates keep running away from you. I wish they'd use me for body block so I figured Empathic Connection might be more reliable. Will try it and let you know if I find more success with it than my other build.
Another one I wanna try is Smash Hit + Any Means Necessary. The idea of it basically is, you stun the killer and vault into them and run away with your speed boost, so as to incentivize them to chase you and leave the pallet alone so you can reset it later and reuse it.
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@Chocolate_Cosmos said:
Slippery Meat is lucky gamble perk that is only decent when you run luck offerings and Luck perk from Ace. It doesn't reguire anything other than having a luck. It's more of a fun perk than a serious one.
I'm just trying to find a niche use for it. Even No Mither can synergize with certain perks.
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468138#Comment_3468138
I am a solo player, this is true. But even in a premade I do not find it fun. I always bring Resilience. In a premade you use that perk and slam generators. Not my idea of fun.
Resilience is a good perk during chases as well though.
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@CheesyBabyBoi said:
Meh, i think the fun of the game comes from chases and player interaction and something like a minigame while doing gens might be interesting, but it also kinda takes away from the feel of the game.
Doing gens is an objective, but the goal is to Survive.
I just proposed an idea to add more skill expression to gens and make them less boring and more engaging for people who might not like chases. I personally still would prefer chases even if this was the case with gens, so I'm not sure survivors who enjoy interacting with the killer will care much.
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@NoOneKnowsNova said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468118#Comment_3468118
Share away, I want both survivor and killer builds, I'd love to try some of yours ^^
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468123#Comment_3468123
Coincidently I already run smash hit quite often as I feel the distance I can gain from it is invaluable. Same with Zanshin on Clown. However I never thought of running it on Artist, seems like a fun idea plus a good reason to try learn her :3
Also I asked for underrated perks Pebble is S tier smh my head :p
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468124#Comment_3468124
Considering Overzealous gets very little love, I really want to try this combo now. Might bring along small game to brush up on my totem spots (I've no clue where they are on the last few maps) but definitely a combo I wanna see for myself ^^
Overzealous + Inner Healing can be a really good combo I agree.
Personally atm I am trying to learn Flashlight saves, so I go with Background Player + Inner Focus, as I always have trouble discerning where the killer will turn to and I pair it with Residual Manifest (I don't bring Flashlights in the lobby, to avoid Lightborn) and also bring Plunderer's Instinct to find chests. It's definitely not efficient, but I would consider it a training wheels build for learning flashlights, unfortunately Inner Focus doesn't last that much, if only it lasted 2 more seconds.
I also tried to go for a Slippery Meat + renewal build (I don't have deliverance lol and renewal doesn't work with it anyway I believe), but it's quite hard to get renewal to activate, since you have to heal a complete health state alone, and if you double heal it's bad.
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@DwightDwigt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467835#Comment_3467835
I agree with all of this.
I think Calm Spirit was also nerfed (for no reason) as part of the same update/patch.
The penalty for cleansing totems and opening chests is unnecessary for sure.
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@RakimSockem said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468121#Comment_3468121
what does sabotaging a hook have to do with the event powers???
It's a suggestion of what event powers could have been alternatively. If you could sabotage hooks with the invitation it would be a lot more useful than blocking the window possibly, and a decent counter to the expose power killers have atm.
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468106#Comment_3468106
For me personally, I still enjoy the game if the other side plays “fair”. As a survivor I do not want to see hard tunneling or camping until endgame. It sucks all the energy and fun out of a match. You should win based off skill, not a cheap mechanic that should have been removed from the game at its inception.
It's because you aren't prepared to playing against those strategies. I am not gonna say it's not boring, because anything that limits interaction with another person is (SM 3-genning, gen-rushing with toolboxes etc.), but another part you as well as me find it unfun is that to deal with it you need not only specific perks, but specific teammates and communication, the last of which is not available to the average solo survivor. If it was available, that part could be the fun one as people would strategize and co-ordinate to overcome the killer and that would generate interaction among the survivor.
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Imagine if you could sabotage a hook from 6m or something.
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@nars said:
Give me generator Osu or give me death
Then we'd really need designated gen-jokeys that specialize in repairing. I'd like to see what Doc could come up with to make it hard to do gens (invisible rhythm game?)
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@Eelanos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468091#Comment_3468091
It's a similar situation to the Deja Vu buff. They were calling the apocalypse back when they buffed it from 8 to 10% and included blessing to the procs.
Nothing really happened and for the most part everything calmed down a month after that, but I still see people mention it as one of the reasons why gen rushing is a thing, alongside Hyperfocus, which is really funny because I see one of these perks once every 30 games.
The thing is you don't bring Hyperfocus on its own. You usually bring it with Stakeout and a toolbox. So That's like more than half of your loadout to make Hyperfocus do something. The problems start when the whole team brings it. But I assume that's a lot more rare than killers bringing a strong or their strongest load out.
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I was prepared to share my survivor builds :(
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I see it all the time as well, especially on Wraith and Trapper and ofc Legion.
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467864#Comment_3467864
Yeah I agree the game shouldnt be about regression, I was trying to understand the recent spike in unfun play. Holding M1 the whole games no fun for anyone and neither is waiting for the bar to go down.
It's probably hard to quantify fun. I would assume what people mean by saying they want fun and close games is the state of achieving flow/being in the zone. When the games aren't significantly harder than your level, but hard enough to challenge you and feel rewarding. SInce the matchmaking is bad, the game matches you rarely with people close or a bit above your level. So you can have games where the killer is a baby, although you have over 500+ hours as survivor and vice versa. Playing against a very experienced Blight with his strongest add-ons when you're still trying to learn how to loop against different killers' powers. The same for killers, one game they could be versing un-coordinated survivor, who might not be bad, but as they are not able to co-ordinate they cannot elevate their plays and next you can play vs very good solo survivors/full SWF that wants to win that are way above your skill level and preparation.
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467551#Comment_3467551
You shouldn’t have to take breaks from games because it is unfun. Games should be fun. The fact that people can make your game unfun is a design flaw, which is completely on the developers. They shoud fix/balance their game. It’s not like thousands of people went before OP asking for change…
Games stop being fun the longer you play them. They are always at their most fun at the beginning and when you're learning and it still feels magical. After playing for a long time it's normal you get burned out. Most of the people posting "I don't play anymore" or "the game's not fun anymore" aren't people who just started playing. It's usually those who have at least a year of playing regularly.
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@HugTheHag said:
I don't know how hyped I would be for that... One of my friends has psychomotor issues that prevent him from being very reactive. As it is the skillchecks are fine (though the end of second hook phase is a little bit of a struggle to him, so it's always better to unhook him early), but if they were more frequent and in rythm, he'd probably be unable to complete them.
If the current skillchecks were kept as an accessibility feature for those who need them, and as long as it doesn't prevent players from looking around for stealth killers, I'd see no problem !
Maybe it could be how toolboxes work. As it is now toolboxes don't change the mechanics of gens (besides BNP), so perhaps using strong toolboxes started a rhythm sequence?
I just feel it would really fit with gens as they're pretty bland atm. My other issue would be latency.
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@CammyChameleon said:
It seems that the issue may not be the lack of corrupt, but go down to the spawns. Survivors can all spawn on three separate gens, while also spawning DIRECTLY on the gens, so they have no search time to even start one. It allows for quick and easy fast gens. I think that's why people suggest the corrupt but perhaps something about the spawns would work too.
Survivors don't spawn on gens that are opposite of each other. The usually spawn on gens that are next to each other. That's an easy recipe for 3-genning yourself, so it's usually not wise to do 3 gens on the same side. You just made the game infinitely harder for your team and perks like Lethal Pursuer get huge value out of disrupting survivors working on the same gen or gens that are close to each other cause they disperse like cockroaches.
And more often than not I spawn with at least another survivor and many times we spawn all 3-4 in the same tile, which is also stupid as a survivor and unfair.
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@KingFieldShipper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468034#Comment_3468034
You can identify jolt from the hud, even if you are not directly seeing it, as long as a survivor is working on the gen that was jolt'ed. I think I should preface the rest of this comment not every perk needs to be called out either because your strategy for dealing with perks in play should essentially be the same with them existing or not. IE jolt. It's not a real game perk thing and your strategy while jolt is in play should be the same regardless of it's existence in the match or not - being, stop looping near generators, and if you are on a map (such as midwitch, the game, etc) where it's affects are unavoidable, what use does it have to know when it pops across the map and you don't see it? It's regression isn't that great.
Same with perks that can be hidden, like mad grit, which should absolutely never be getting in value because 9/10 taking hits while someone is being carried is an awful idea. I also think, with the existence of pentimento, most people shouldn't bother with dull totems, and since NOED now reveals itself, I think that it is insignificant enough to not ever touch a dull totem. Totems were already a waste of time not spent on gens, and part of game sense is/was noting where dull totems were in the first place/potential spots, in case of NOED activating down the line.
So, re: blood warden. On the off chance this is in the match, you can still tell from game sense whether or not the killer is trying to make a play. Such as the gate opening without anyone touching a gate on the hud, or it happening very close to a down, or by who is being chased. The other day I ran into a huntress with blood warden, she opened the gates right before hooking someone and I just stayed away from the exit gates for the duration and then me and my teammate got the third person out. If there is any suspicion you should just go asap. But also, the ONLY way this changes in a swf is if someone has a stack of distortion and loses it stepping into the gates.
That being said, swf or not, stuff like end game builds are usually niche, and you should NOT expect them to work completely. They are very high risk/high reward.
Again, re: bubba, you can tell this from game sense and using the hud a lot of the time. Such as if you notice no one is being chased, or if you see someone get off a generator, in an attempt to rescue, gets chased for a short amount of time, and gets back on a gen. If they try to kobe/intentionally kill themselves on hook, I mean, a swf ain't gonna change that, it's more of a nice thing to do for your team while you are being camped than a rule, and it's definitely something you learn not to do down the line. Shrugs.
Ok, so I don't bring Flashlight either and play like the killer has Lightborn? Should I also being the strongest toolbox and gen perks and assume the killer has some sort of gen slowdown? If I play a certain way, what guarantees my team doesn't play another way? The counterplay to Plague is to not cleanse to deny her power. Should I follow that even though my mates are cleansing?
If I don't bring Bond, how do I know where my teammates are working on gens as to avoid Jolt effect reaching their gen? Or do I now play with 3 perks, since Bond becomes permanent?
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@Eelanos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468044#Comment_3468044
I absolutely loathe the double standards of forum killer players.
Killers can have entire end game builds that end on a 4k after a terrible game with 0 kills and they immediately say "Well, it is an end game build. This is the reward for playing perkless the entire game.", but then you have Adrenaline activating only once in the entire match and they want it nerfed to nonexistence just like it happened with Decisive Strike, which was nerfed to not be usable the one time it was supposed to be useful.
Now, keep in mind, if Adrenaline gets nerfed out of the meta, some other perk is gonna take its place, and it could very well be another gen speed perk. We could very much be heading for a worse meta than the one we're in, so choose your battles wisely.
I don't even like the perk because getting any value out of it on soloq is a gamble, but it truly annoys me how the conversation around survivor perks has revolved around "I wish Prove deactivated after a gen is done", "I wish Made For This deactivated after the first chase", "I wish Circle Of Healing self-destructed after one heal", "I wish Overzealous deactivated permanently after getting hit".
Jesus christ, take the L at least once. You don't have to 4k every game. Just because an end game perk did its job once every 7 matches doesn't mean it's overpowered.
You have at least 3 dedicated perks tailor made to prevent value from Adrenaline. Just once, just once you should adapt to the survivor meta, not the other way around.
God, opening the forums always get me tilted with people's terrible takes on game balancing.
You've seen people complaining about Overzealous? In solo it's as useful as Potential Energy (which people were also worried about and I never see).
The reason people focus on gens is because it's 2023 and not 2016. Both killers and survivors have figured out what the most efficient way ton do their objective is. As killer you can tunnel and proxy camp, as a survivor because you can die this fast your best bet is to use your time on gens and not doing other stuff. These are game design choices and they lead to those playstyles.
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@Chocolate_Cosmos said:
Reactive healing can be pretty good if you are bold or Killers injures lot of people near by.
Usually they run Sloppy Butcher.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467334#Comment_3467334
You forget that most survivors aren't that bad. The vast majority of all players are in mid MMR range. This killer is specifically designed to be as easy to counter as possible. Singularity is not oppressive in any way. That might sound good but it only makes this killer undesirable to play, which makes it irrelevant how nice it is to go against this killer.
They did a good job designing a killer that is fun to play against. But that is useless, if no one wants to play it. You can make an argument that Singularity isn't so bad when you become good with it but who wants to put in a lot of hours on a killer that is outclassed anyway. Why not play Wesker, Blight, Oni or Huntress instead? They are all much stronger and have lower skill floors.
SUrvivors may not be bad, but to play good as a team you need co-ordination. Survivors not on SWF have an inherent disadvantage due to lack of communication. On top of that the matchmaking doesn't ensure survivors of the same skill level always get matched. You could have differing levels of experience in a lobby. Even being in a SWF with your mate doesn't mean both of you know how to play well, or know enough.
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@Yippiekiyah said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467796#Comment_3467796
Nothing to do with healing nerfs, more like op perks like adrenaline and resilience thats fuelling gen rushing.
Not really, Adrenaline is useless until all gens are done. You're essentially carrying 3 perks. The fact that you can die without using your perk might be a good reason to rush gens though. But you are at the risk of dying the more time you spend in-game, with resources getting depleted, so of course you'll do gens. Even if you don't have adrenaline, spending too much time goofing around reduces your chances of making it to end-game by a lot. That's how the game is designed.
If you don't take advantage of the fact there are 4 survivors alive you're not getting out as a team.
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@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466868#Comment_3466868
I miss facing old spirit because she was such a pot luck guessing game.
That level of random variance and unpredictability made her very scary to face. I miss it for those very reasons.
I fully understand how people felt it wasn't fair but it wasn't really meant to be, sadly with making killer powers more predictable and obvious they have watered down the scare factor of the game.
Which is a shame.
I also like facing Nurse, because she can actually be countered. But when she brings her strongest add-ons, the strategies that counter her don't matter. How can you counter a Spirit who brings Cherry Blossom and Mother Daughter Ring? She effectively has no weakness/counter at that point. Spirit can be fun to verse, but when certain killers bring their strongest stuff they pretty much cease to have weaknesses.
I have not played enough Singularity to know if this is true for him as well, but they should have some basekit counters. Obviously those weaknesses should not be as prevalent when they bringer rarer add-ons.
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@KingFieldShipper said:
To be honest I people saying how much of an advantage comms grants is quite overblown, the real strength is choosing your teammates. I also think calling out perks doesn't truly offer that much advantage in the large majority of the time, perks are incredibly easy to identify 95% of the time. Or calling out the killer. Most of this information can be quickly acquired from even just a minuscule amount of game sense through out a match.
In the vast majority of cases, a group of 4 really good solo players together will be just as effective as the same group with comms.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468014#Comment_3468014
"But putting 4 bad survivors on comms won't make them good." QFT
In solo you don't get to witness every killer perk. If you're healing a survivor and a gen explodes on the other side due to Jolt, you can't know. In a SWF that would at least be communicated. If you also see only 3 perks on the killer, you can assume and prepare for the 4th one to be an end game perk. The possibility of NOED could make people cleanse totems before they pop last gen. As it is now ,this never happens in my solo games, despite how common NOED is. Or recognizing a play for Blood Warden. You can't let your team know that they should leave asap.
Ofc this would require your SWF to be playing for some time, since if they play once or twice a week they obviously cannot communicate and co-ordinate on that level, but being able to teach your teammate that sort of information is good for the game. Solo having you matched with players who don't know they are not supposed to attempt 4% unhook chance should not be acceptable. Being able to tell them this piece of information would do solo huge favors. Or telling your teammate Bubba is camping, do gens. Then we wouldn't have the absolute bullshit playstyle that is face-camping Bubba.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467875#Comment_3467875
One issue many killer mains have with MFT and perks like it, is that they’re universally practical (and thereby good). They aren’t situationally valuable—like Calm Spirit or Distortion; perks that counter specific powers/perk scenarios. Survivors don’t have many perks with broad practicality. But killer mains only seem to complain about those survivor perks that always work.
Having perks that work in specific situation will make this game even more chaotic in solo survivor. Survivors can't counterpick anything the killer brings from the lobby, cause they have no info. But killers can definitely counterpick survivor items. With Plague you don't even need to bring Sloppy to counter medkits. And for all the other items they can bring Franklin's.
Killer's also have perks that synergize with all killers, or have had at some point. 6 months ago everyone was running Eruption+CoB, and Lethal is useful on almost all killers, if they want to apply pressure from the beginning of the game.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467808#Comment_3467808
But killer mains are (loudly) complaining about survivors prioritizing gens over healing. They complain that survivors avoid the healing handicaps by using Adrenaline and ‘rushing gens.’ They complain that being injured isn’t risky enough for survivors. Most recently they’ve begun complaining about how MFT nullifies playing injured since survivors are ‘so fast’ now.
I avoid healing handicaps with Inner Healing, it's such a good solo perk, granted you can find totems, although it still requires the same time as a self heal, just distributed differently.
Tbh, now they are also complaining about exhaustion perks in general, at least pre-nerf DH got all the focus. Now we have killers wanting to buff/add exhaustion everywhere.
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@GlamourousLeviathan said:
When I saw this perk for the first time I thought "Oh, it is just 3% I bet it is barely noticeable" but hell it is a game changer. This perk on the hands of potatoes barely does a thing indeed, but on the hands of a decent survivor that knows how to loop it extends the chase so much for absolute no reason. I'm just not playing Deathslinger until this abomination gets nerfed, it simply makes the game unplayable for 110% ranged killers.
Don't you think there should exist certain perks that have a high skill floor? For items atm it's Flashlights and they still get hard-countered by Lightborn and Franklin's. DH could be an earned exhaustion perk, although time will tell how good it is. But shouldn't some perks for survivors be stronger/stronger when it's a good survivor piloting it? With killer powers this is quite true, it's why we accept killers like Nurse and Blight to exist in their current state, because their skill floor (as well as skill ceiling) is considered high. If everyone could play Nurse, she would have been addressed ages ago. But her and Blight are not countered by MfT. Maybe we need a perk that's strong against strong killers in the right survivor hands? (DH pre nerf was quite good vs Nurse and Blight, but the problem was that it was also good against most of the killer roster). But not as impactful against average to low tier killers?
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@MikaelaWantsYourBoon said:
I'd want this but first Nurse & Blight need to go. We should not buff killers in general while these 2 dominates games.
True, they'd get indirectly buffed. How did I forget about them.