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Krazzik

Krazzik

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Krazzik
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  • I don't really play Haddie much but if I do I usually use her default head and anniversary outfit, it's not too bad at least.

  • Huntress' Lullaby is.... usable in certain builds. I wouldn't put it in the bottom tier of perks at least.

    The others you mentioned are all pretty useless, though if they only slightly buffed Unrelenting it could be decent.

  • Sprint Burst + Vigil is pretty annoying but to be fair I'm just thankful they're not running Dead Hard.

  • It at least tells you when you unlock something but yeah there should be a counter on the event info popup.

  • It's okay, Lightborn is nothing to be ashamed of.

  • @JoeChill261 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326183#Comment_3326183

    Weaker loops my ass.

    https://streamable.com/pc6o1v

    This is honestly the worst new map / rework they have released. They had the knowledge of how broken Garden of Joy is and they keep releasing this dogshit.

    At this point they are either willfully ignorant of players complaints or they are mentally deficient.

    Calling devs mentally deficient isn't going to help your argument.

  • Even if you hit -every- skill check you only wiggled out like a second faster, getting rid of that isn't a massive nerf to survivors. Also solo queue just got the biggest buff they've ever had.

  • I find it hard to believe you're frequently being slugged unless you're somehow bringing it upon yourself. I play survivor a lot and slugging is pretty damn rare outside of a survivor going down at a pallet when someone is nearby, or someone has Boil Over.

    If those things aren't happening most killers just pick up straight away and hook. So I'm thinking you're exaggurating how often it's happening.

    If it genuinely -is- happening to you a lot despite you playing normally, then... maybe bring Unbreakable, Boon: Expo or No Mither. These perks are specifically made to help against the issue you have.

  • It's not only smaller but they've introduced some new, weaker loops and pallet placements. I've been enjoying it so far as killer.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325970#Comment_3325970

    Most of them? The average map size is 9850 square meters, so around 99.25x99.25. Let's say you are dead center in the map, and see the killer running at you, so you run in the complete opposite direction. Killer is probably around 24 meters or so from you, and you are ~49 meters from the edge of the map. Killer moves at 4.6 m/s, survivor moves at 4.0 m/s. Even if the survivor runs to the very end of the map, and just touches the wall and stands there and does nothing, its going to take the survivor 12 seconds to get to the end of the map. During which time the killer gained 7.2 meters on the survivor, making them 16.8 meters away. Meaning just holding w and doing nothing but touching the wall and standing there will still waste around 16 seconds of the killer's time. This is probably like the worst play you can possible make.

    When people talk about "hold w" they aren't also just talking exactly running in a straight line. They basically mean "refusing to loop" similar to a killer's 3-gen strat of "refusing to chase" When you "refuse to loop" and you just "hold w" (hypothetical) and just maintain distance without actually mindgaming or looping, you can waste so much of a killer's time. And it's more than just "hold w" = 3 gens, it's a whole equation, and generally it's 1st chase = 3 gens done. Yeah after that first down and hook it slows down a bit, but survivors are far too powerful at the start of the game which has lead to the 3-gen meta. Why both doing anything other than 3-genning if you are basically guaranteed to lose 3 gens during the first chase?

    Some math:

    Survivor movement speed: 4.0 m/s

    Survivor post hit movement speed duration: 1.8 seconds

    Survivor post hit movement speed: 6.0 m/s

    Killer movement speed: 4.6 m/s

    Killer movement speed while carrying survivor: 3.68 m/s

    Killer Terror Radius: 32 meters

    Killer hit cooldown: 2.7 seconds

    Killer pick up speed: 3 seconds

    Killer hook speed: 1.5 seconds

    Generator repair speeds: 90 seconds

    Average distance to hook: 12 meters

    Average human response time: 273 ms (https://humanbenchmark.com/tests/reactiontime)

    Average map size: 9850 square meters (~99.25x99.25 meters for a square)

    So, let's assume killers and survivors all spawn at opposite ends of the map. The survivors spend the first 20 seconds looking for a generator and the killer spends the first 20 seconds running to the opposite end of the map. With a killer having a 32 meter terror radius, and taking into account movement speeds and human reaction time. if we take the human reaction time and 6x it to account for figuring out the direction the killer is coming from and making sure you can run the opposite direction, the survivor will spot the killer in 1638 ms. To make math simpler let's round it up to 2 second. during this time the killer gets 9.2 meters closer. So now the killer is 22.8 meters away. During this time the survivor runs in the exact opposite direction of the killer.

    Remember, no powers, no pallets, no windows, just a straight line. In order for the killer to catch up to the 5 meters (lunge is 6 meters but taking into account human reactions and lag and spinning and such, we say 5) required for lunge distance the killer needs to move 17.8 meters to close the gap. The difference in movement speed between them is .6, this means the killer closes the 17.8 meter gap in 29.66 seconds. The killer then lands a hit.

    The survivor then runs in a straight line and the killer is unable to move much for 2.7 seconds. During 1.8 of those seconds the survivor is moving at 6 m/s and for 4 m/s for .9 seconds. This means the survivor gets 14.4 meters way. The killer now has to close a gap of 9 meters for a lunge. It takes the killer 15 seconds to catch up to the survivor and land another hit.

    The killer now picks the survivor up taking 5.7 seconds (3 seconds for picking up, and 2.7 seconds for attack cooldown), and they walk to the nearest hook about 12 meters away. This takes 3.25 seconds, the hooking action takes 1.5 seconds.

    The time to find this survivor, hit them once, catch up, hit them again, pick them up walk to a hook and hook them took: 29.66 + 15 + 5.7 + 3.25 + 1.5 = 55.11 seconds. This would mean the killer would likely lose 2 gens in the first chase. (just barely reaching the 3rd survivor before it finishes).

    And this is assuming the survivor doesn't use vaults, windows or pallets. The better move is to just predrop every pallet you come across. Each one adds an extra 16 seconds of distance if the killer doesn't break it. And if they do, then you can start looping it if you need, or fake loop it, then run the next loop

    I ain't reading all of that.

  • @Gamall said:

    Always laughable when killers ask for nerf for what they are gonna struggle more instead of improve their ability to work with it

    I'm just saying you cooooould say this exact same thing about Eruption 🤓

  • They did also make it so it's easier to carry a survivor to hook on controller so maybe that factors in as well.

  • @CosmicParagon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325999#Comment_3325999

    He literally is. The definition of an "M1 Killer" is any killer who cannot directly injure or down a survivor with their power:

    1. Wraith
    2. Doc
    3. Freddy
    4. Ghostface
    5. Myers
    6. Dredge
    7. Hag
    8. Legion
    9. Clown

    Nurse too.

  • You're complaining about Dissolution, a perk that is generally considered on the weaker side because it outright tells the survivor you have it.

  • The devs have said that if you're hitting Greats, which is pretty damn easy to nearly always do, they should be swaying more than they were before this change.

    That said yes all the killers I've went against today have still been walking in straight lines to the hook without having Iron Grasp so what's the point?

  • I'm curious in which map you can hold W for three gens and not hit a wall.

  • Mikaela booning the same totem five tmes in the game gives her a bunch of BP but was she really helping her team?

  • They say it's to avoid tunneling and yet tunneling still happens all the time.

    I mean there have been times where I've wanted to just two-hook survivors and let them go but end up killing someone because I didn't realise they were on death hook already.

  • @antag0nisticw0mble said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325425#Comment_3325425

    Pain res, Call of brine, Nowhere to hide, Lethal pursuer, Eruption, Jolt, BBQ. Oh look wait they all complement each other and stack with no cooldown. But Dead hard is the broken thing here yup yup. Just dead hard is the problem.

    Eruption does have a cooldown. Also saying that hooking perks complement with kicking perks is a bit of a reach but aight.

  • People talking about how bad DH is and yet it's the most popular survivor perk in the game right now. Actually it's even more popular than Eruption is even accounting for the fact there are 4 survivors.

  • Why didnt the other two survivors unhook the first guy while you were carrying the second to the hook? This sounds like a massive misplay for the survivors and of course they should get punished for it.

  • The only thing in the entire game which speeds up skill checks is Caulrophobia and that does only affect healing skill checks.

    Huntress' Lullaby can make skill checks 'feel' faster because of the lack of warning but the speed of the rotating is still the same.

    If the actual speed of the skill check was sped up for a gen it must have been either a hacker or a bug of some kind.

  • Yes Alch Ring is busted and the second strongest killer in the game certainly doesn't need it but what can ya do?

  • I admit I hate these challenges but I've found that Ormand is actually a pretty good map for it. When in chase just run up the outside stairs and immediatly drop off as soon as possible, then just run back around to the stairs and repeat. With Balanced Landing you can usually get 3 or even more drops from healthy.

    Yes you're throwing the game but most archives involve you throwing the game.

  • They already do that, if you DC once or twice due to a poor connection you don't have to wait all that long to queue up again. If your connection is regularly causing you to DC from games then you deserve to not be able to play for longer because you keep ruining the game for other people.

  • The Nurse nerfs are basically a slap on the wrist but they're still important changes because Nurse doesn't need easy access to Exposed perks, plus you can still use them with certain addons anyhow.

    Also regarding kill rates, they're not really as applicable when it comes to Nurse. She's always statistically been low on kill rates while at the same time being the strongest killer in the game.

  • I'm guessing it's more to address potential racism issues rather than suicide stuff, it's the same when they changed McCree's spray in Overwatch.

    It's really not a big deal and anyone throwing a fit over changing an offering icon are just snowflakes.

  • So when the killer -doesn't- bring 4 slowdown perks you complain?

    Also, Distortion.

  • I mean I'll admit I'm just really bad against Trickster in general, but he can down you faster than almost any other killer if you're out in the open, making it feel like there's no counterplay to him depending where he finds you.

    Also he's a really effective camper.

  • I'm not a fan of this idea. The reason the last survivor dies without even being able to try and escape is because even if they did escape, it's just drawing a lost game out even more. The only way the surivor would be able to really escape in this scenario is if the exit gates are already powered and they use their basekit BT to guarentee an easy escape, which is unfair for the killer to lose that kill solely because you kobed or because you had Deli.

    Also Deli is already a really strong perk that doesn't need a buff.

  • @NewPlayer100102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324040#Comment_3324040

    It reads to me like you outplay them.

    Grind up the resources and win a war of attrition.

    I mean, otherwise just holding W+ a map of pallets leaves a very limited selection of killers that are capable of winning against survivors that recognize the power of not standing in the killers melee range.

    I'm not looking to argue with you. But I believe that you beat them using Eruption and a whole lot of other skills, many of which you refined over hours of playing(and a little luck).

    That's kind of you to say ^^ And I guess so, I suppose what I should have said is that the survivors were a lot better in chase than me. Like if I played 'normally' and just went for chases I'd have been lucky to get a couple hooks over the course of the entire game. They were also very quick to take bodyblocks for each other so that would have been much more annoying if I was playing 'traditionally'.

    The fact is though that survivors like this, who I'm assuming were at least partly a SWF if not an entire 4-man, who are solid at the game, can't deal with a 3-gen situation despite their best efforts, then maybe the current 3-genning perks are a biiiit overtuned. I mean they were mixing things up, they were pressuring multiple gens, they knew they had to lure my guard away and not just wait it out and give me more regression. They never let my guards injure them and there were 4 survivors still alive when it came to having only one gen left, none of them on death hook even. They even tried to break my three gen earlier in the match but when it was obvious I was guarding it even then they did the other gens because why not?

    I guess what I'm saying is they did all the stuff you're supposed to do to deal with a 3-gen. And they did it pretty efficiently from what I saw, but there just wasn't much they could do. If they had Potential Energy then they could have charged that off the gens I wasn't guarding and easily broken the 3-gen but because they didn't have that specific perk it became so much harder for them. I'm not saying they played perfectly but I played far from perfectly and none of the gens went above 50% progress ever. If they did get around that then I just came back to it more often until it dropped down to nearly empty.

  • @NewPlayer100102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324024#Comment_3324024

    How did you down them to trigger Eruption that interfered with them on gens, if they were too much skill for you?

    Serious question. When I face this situation, they prerun as soon as my terror radius hits, they hit a safe tile, and I either gamble and commit, or we do 3 gen for the next hour.

    Well I wait until Eruption is up on all the gens, or at least the two they're working on, and I wait until all the nearby pallets and even some a little further away have been spent. Then when I'm sure the current progress on all gens is very low, I'll try and look for a good time to chase.

    It's true that usually the survivors will run too early to make chasing them worth it, but since I'm chasing them off gens so often, it's only a matter of time until someone messes up and I can score an easy hit on them, and then it's just a case of getting the second hit, not easy as someone like Knight but with no pallets anywhere nearby it's a lot easier. Even good survivors can only do so much with no pallets around to kill Bloodlust.

    Also it's obviously easier to control a 3gen as Knight because I can just park a guard near a gen I just kicked and now one of the survivors -has- to start a hunt so the others can do the gen, which means one less person doing it.

    Also had great success with this as Doctor, since his AoE will be getting Madness on everyone and Madness tier 3 forces survivors to spend time off of gens so even more regression time. Also interupts any Hyperfocus shenanigens they might have going on.

  • 3-genning builds in general are an issue right now. I had a game as Knight against survivors far better than me, but I won simply because I committed to a three-gen and slowly got rid of the pallets nearby until I could down them and proc Eruption. They were good loopers and they pressured multiple gens but they just couldn't make progressive faster than I could regress it. Heck I even had Overcharge which they almost never failed at hitting and they -still- lost.

    Don't really know what BHVR expects survivors to do against that kinda build.

  • Are you playing as Wraith? :p

  • Just feels like a big open space with a couple small buldings and a bunch of junk scattered about. It's a shame because a medieval-themed map could have had so much potential but it just looks like garbage and plays like garbage.

    BHVR just can't make decent maps anymore, all of their more recent maps and reworked maps are pretty terrible; Eyrie of Crows, Garden of Joy, Borgo, New Haddonfield, even the reworked farm maps, I really dislike all of them.

    The only one I (controversially perhaps) like is RPD, and BHVR just ripped that out of another game.

  • Blindness is decent with certain specific perks but yeah in general it's probably the worst status effect in the game and it's about to get even worse with the solo queue buffs. Having it hide the HUD is actually a really cool idea, would still affect solo queue more harshly than SWFs but may still mess SWF up a little.

  • Most killers are indeed quite a bit weaker without addons but some are especially bad without any, and Myers along with Trapper are probably the worst for that.

    Also if you bring Tombstone Piece, that addon alone does raise his rank quite a bit because it is quite possibly the -most- busted addon in the entire game, and if a similar thing existed on a strong killer, it would have been nerfed long ago. However Tombstone Piece existing doesn't stop him being an awful killer because it isnt basekit. You shouldn't need to bring a specific addon to lift a killer out of garbage-rank.

    If you play Myers 'properly', that is to say with any addon combination that doesn't include Infinite t3 or the ability to mori people in t3, then he's one of the worst killers in the game. That doesn't mean he's unable to get kills; all killers in the game are 'viable' in the sense that even at higher mmr you can get kills. But comparing the power of different killers, Myers is right down at the bottom.

    With Infinite t3 he's a little better, simply because you become an even better camper than Bubba, but you still have the same weaknesses of being an m1 killer who can be looped for a long time, helped only slightly by a better vault speed.

    With Tombstone Piece he's lifted much higher because you can remove a couple of survivors from the game fairly early if you're lucky, but again, good survivors will make it hard to stalk them and can just hop into lockers to deny the mori, so I still wouldn't put him above maybe B-rank.

  • I don't think pipping with be attached to the type of victory you get anymore. I obviously don't know but I'm assuming pipping will solely be based on emblems.

  • The 'noise notification when cleansing hex' doesn't exist anymore, they nerfed Thrill of the Hunt so it doesn't do that anymore.

  • He got some pretty noticeable changes but ultimately they're unlikely to do much to help him. 5% Haste isn't enough to make up for losing so much distance when creating a longer patrol, you're still just gonna want to insta-drop a guard at a loop most of the time.

    Oddly enough the thing that's likely to make the most change is giving him a maximum time to set patrols so he can't abuse Make Your Choice anymore.

  • Technician is a godawful perk even for newbies. It really shouldn't give additional gen penalty for a failure because if someone fails enough to want to use Technician, they're basically giving the killer another gen slowdown perk. Even without the penalty is wouldn't be great but would fit it's purpose as a newbie perk.

    Corrective Action... is just too niche. Like the -only- time it's semi-decent is if a more experienced player is playing with their newbie friend and they do gens together. I mean that's the niche they made it for and I guess it does perform well in that niche but how often does that happen, and how often will those two friends be able to spend meaningful amounts of time on gens without getting chased off? Heck in that type of game the more experienced player is probably better off looping the killer.

  • It's pretty good on Doc but not especially great on anyone else. It's certainly not a -bad- perk, but it usually just means a lot of gens pop all at once.

  • Having certain scenarios where Myers may perform better than higher ranked killers doesn't make Myers higher ranked. He's low ranked because he's a basic m1 killer with no global map pressure and low mobility. He even starts off the game slower than nearly every other killer and has to walk slowly over to survivors and stalk them for a while before he becomes normal speed.

    He's also incredibly addon dependant. Addonless Myers is absolutely terrible.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323002#Comment_3323002

    You're looking at everything in a vacuum. If you have skilled survivors who make 10 great checks per game that saves 48 seconds for the survivor team. That's about 10 seconds of time saved per generator. Combine that with Prove and you saved 17 seconds. Add in a toolbox and then you can save 25 seconds. See the problem?

    To an extent. People have a tendancy to focus solely on Prove and claim it's overpowered when it simply isn't. Heck you could swap out Prove with Fast Track and often get even more time shaved off of a gen, or run them both and add even more gen-speed to the mix, but you don't see that. Survivors aren't running 4 gen speed perks with the best toolboxes every game. Some of them will every now and then but in my experience playing as killer I just don't see it. They run Prove, sometimes Hyperfocus or Resilience and sometimes a toolbox (and sometimes they don't even run Hyperfocus with a toolbox or even Stake Out).

    My point is that yes, I can see how stacking a bunch of gen speed perks/items could be an issue, but most survivors don't tend to even do that. Then killers ask BHVR to nerf individual perks that don't even speed up gens a massive amount, it just doesn't make sense.

    Prove Thyself doesn't need a nerf, it isn't all that strong and often other, much lesser-used gen speed perks would be more effective, but people don't run them. Prove is mostly ran for the BP and if they removed the BP bonus Prove would drop probably even lower than Resilience.

    I know I'm kind of going a bit all over with this but I don't think any individual source of gen-speed is currently a problem in the game, and if combining them was as effective as people often complain it is, I figure we'd see survivors bringing genrush builds a lot more into matches but we really don't. Survivors still mostly bring 'second chance' perks, exhaustion perks, Windows of Opportunity and medkits, and throw a Prove Thyself on.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322785#Comment_3322785

    -"The only gen-speed perks survivors commonly use are Prove Thyself, which is decent but it's impact is not as strong as most people imply"

    Prove with two people allows you to finish a generator so fast that most killers cannot contest its completion. This is absolutely brutal with efficient play when you keep trading one hook for one generator. Prove with a regular toolbox just makes things worse. it allows you to break almost any three gen setup.

    "The 'genrush' meta is mostly just good survivors prioritising gens efficiently, which has a FAR bigger effect on match length than any 'genrush build'."

    This I will agree with. Most people don't waste time with chests/totems/hook sabotage if they want to win. Most survivors use the extra 15 seconds of the hook timer to finish gens instead of securing a save before the killer is ready.

    Most of the time you get value out of Prove it's through 2-manning a gen, and Prove only saves you 7 seconds off the entire gen time in that scenario. While that's still good of course, it's nothing game-changing on it's own. If 3-manning a gen you save 10 seconds and if 4-manning a gen (something very rare) it saves 13 seconds.

  • That's more an issue with The Twins. Boon: Exponential, Power Struggle and We're Gonna Live Forever are all really effective against Twins but not all that amazing against any other killer, so it'd be a bad call to nerf them and make them outright unusable against most of the killer roster.

    Ideally the eventual Twins rework will iron out those problems and somehow allow Twins to pick up shortly after downing with Victor.

  • I would mention that there's a lot of gen slowdown/regression/blocking perks and many of them are pretty strong. Most of the 'genrush' perks aren't actually that good.

    Haddie's one that you cleanse a totem and then do gens faster, it's awful and no one uses it.

    Rebecca's one where you heal someone and they do gens faster, it's awful and no one uses it.

    Vittorio's one where you get chased near someone doing a gen and they do it faster, it's awful and no one uses it.

    Even Yun Jin's one where your teammates get hooked and you get tokens you can spend to instantly get gen progress, which is actually a 'decent' perk, no one uses it.

    The only gen-speed perks survivors commonly use are Prove Thyself, which is decent but it's impact is not as strong as most people imply it is, and is mostly used for the bloodpoint bonus, and Hyperfocus, which is only decent with Stake Out -and- a toolbox, -and- is still ultimately heavily RNG.

    The 'genrush' meta is mostly just good survivors prioritising gens efficiently, which has a FAR bigger effect on match length than any 'genrush build'.

  • @honestscript said:

    Is anyone else not getting any red envelopes in their bloodweb?

    The actual event doesnt start till next week.

  • If someone genuinely has only 10 hours of playtime, not a smurf or anything, then I can't see them ever winning against someone with 10k hours until the 10k hours player like falls unconcious irl.

    Maybe if it's a killer with 10 hours and the 10k hours survivor has 3 baby survivor teammates, then yeah the killer -could- win in that scenario, but they'd have to break every pallet on the masp and bloodlust-3 every hit against the 10k player. At that point it's not -really- a win.

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