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Laluzi

Laluzi

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Laluzi
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  • @Sickerton said:

    One time in pre-game chat it thought that Distortion was a curse.

    Once.

    I was telling people all day that I had Distortion and that if they see me bolt that probably means the Killer is aware of them as well. It only censored it in a single chat that day. What type of slur is only occasionally a slur?

    Part of their bizarre filter specifications check words within the context of surrounding words, and if they think some combination of words is sus, they'll keep blocking each of those words for you for the rest of the chat even if you can normally say them in isolation. Sometimes I haven't even been able to say GG.

    I could not for the life of me explain what those criteria are, though. I don't think it was something ever meant to be understood by man.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165056#Comment_3165056

    If people really did feel like the perk was "super weak", then they wouldn't care if the unintended part of the perk got fixed.

    Or they would care precisely because it was a super promising perk that got nerfed into something weak and you're proposing taking away the last decent thing it has going for it that would maybe convince you to bring it.

    @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165076#Comment_3165076

    The whole point of the perk is to punish facecamping and give the killer a new target at the same time, so the perk is both a punishment and a motivation to stop facecamping. You want to bypass the motivation part of the part, and just make it a punishment for the killer.

    Okay, I go 6m into Bubba's basement to apply Reassurance. He chainsaws me back up the stairs, then brings me back down to continue camping. I buy 30 seconds on my teammate's timer at the cost of joining my teammate in the basement. Why did I bring this perk again?

    @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165107#Comment_3165107

    Avoiding a punishment isn't the most effective form of motivation, but it is a form of motivation nonetheless.

    You see Reassurance proc, go find someone. You shouldn't also need a carrot dangled right in front of your nose.

    More than that, it shouldn't be the job of a survivor perk to provide a carrot for the killer. That's very wacky design philosophy. Perks are meant to help you and hinder your opponents first and foremost, and avoiding the perk is the other side's motivation, just like survivors are pushed to play in otherwise inopportune ways to counter the killer's perks. That's part of why perks like Dying Light, No Mither, and Calm Spirit are so criticized.

    If I wanted to give the killer a new target, I wouldn't use Reassurance, I'd just hook trade.

  • @buffcoyote said:

    https://forum.deadbydaylight.com/en/discussion/344304/in-game-mechanic-to-prevent-survivors-from-taking-a-game-hostage-by-hiding

    My only concern is that despite your intentions, it may still have the unintended effect of giving the location away of survivors that are playing fairly. The timer shouldn't be paused whenever they perform a Conspicuous Action, it should be stopped completely and reset after they are completing an action (repairing gens, cleansing totems, healing, unhooking, etc). I believe it should be bumped to 3-5 minutes to protect survivors and the consistency of this proposed system. If you aren't doing anything but crouching/walking around after 5 minutes of game time, I believe that is sufficient enough.

    The only issue with the full reset instead of the pause is that you can have permahiding survivors crawl up to a gen, tap it for a fraction of a second, and then go back to a locker. I've already seen survivors do this to avoid crows, and they can do this several times before the gen even gives the barest "I've been worked on" sound.

    Maybe have conspicuous actions wind the timer backwards instead of resetting it entirely? And 5 minutes does sound fairer than 2.

  • @Aven_Fallen said:

    Reassurance should not have such a short distance in the first place, at least not after the Nerf. It should also not notify the Killer that it is used. (They will notice it anyway, but at least not super-obvious)

    I'm fine with Reassurance telling the killer it's been used because the ideal gameplay situation was to get them to stop camping and do something else.

    Of course, after it got whacked with the nerf bat, killers... aren't actually incentivized to leave the hook anymore, even if they do notice Reassurance. So.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164356#Comment_3164356

    And merciless storm resets skillchecks no matter what you do... IDK. I think it might be OP for 0.1% of players (that don't need it anyway). For 99.9% it's too hard to get right - probably not worth taking anyway

    While that's true, it raises the survivor performance ceiling when the survivor performance ceiling is already stupid high and difficult for even meta killers to handle. The survivors who can make Hyperfocus work like this are usually the survivors that top-level killers were already having problems with. It's pretty safe to change or nerf Hyperfocus because it's not a perk that even above average survivors can use, much less average or weak ones, so it doesn't have any impact lower on the chain.

    I think making it not work with toolboxes would be fair enough. Don't have an issue with the Stake Out synergy.

  • Yeah, seriously. My bloodpoints go so much farther now, where even a bad survivor match lets me purchase a few nodes. It feels great. This was a long-requested and much-beloved change - thank you guys for taking the plunge and implementing it!

  • No thanks. Reassurance is weak enough as it is; there is no reason to take what little functionality it still has.

  • @GravelordNito99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159472#Comment_3159472

    This post's OP is just salt posting.

    There are plenty of posts going over it in constructive detail. I even made one myself. Essentially, his power should have a 30/35cm detection on survivors so that he stops phasing through people. He could also do with his charge and recharge times being reduced to allow him to be in his power more often. This is because the counterplay to his power is extremely powerful (just going behind a tree or any kind of object), and so he should be allowed to use it more smoothly and more often.

    Here are some links to forum posts discussing this which are actually helpful. A lot of the most helpful feedback takes place in the comments:

    https://forum.deadbydaylight.com/en/discussion/comment/3161387#Comment_3161387

    https://forum.deadbydaylight.com/en/discussion/343749/current-issues-concerning-wesker

    https://forum.deadbydaylight.com/en/discussion/343991/project-w-feedback-mainly-wesker

    I must admit, I do myself find it frustrating that important forum members from bhvr such as yourself mostly reply to posts such as the current thread's blatant salty nature (as is obvious by the use of the word "pathetic"), yet very VERY rarely comment on actually constructive pieces of feedback. I think this does nothing but perpetuate a sort of toxic relationship with your own playerbase. Rather than only replying to posts of praise, posts in which people are misinformed about the topic they're sharing an opinion on, and posts of salt, you should also consider replying to middle-ground posts of genuine constructive criticism. For example, moderators will often not reply to posts of good reason, yet will then reply to comments following it in which the commenter is confused about what is actually being discussed. A more specific example would be discussion of Wesker's hitboxes. In one discussion, some people were pointing out that the object hitbox is much better, but that the survivor hitbox is now too small. These things are both true. Then, another commenter made a poorly informed comment in which they wrongly assumed all of Wesker's power runs on a singular hitbox. The only comment out of all these that was responded to by a member of bhvr was the one from the misinformed person. This is very frustrating to watch, as seeing some feedback being given to those who actually know what they're talking about would be far more productive.

    You have to remember, these kind of constructive posts with clear effort put into them only come from a good place. These people (myself included) genuinely want to encourage good change and see the game improve. You should be encouraging these kinds of posts, rather than mostly only replying to these salt posts in order to consolidate an unproductive relationship. I'm sure the community would be overjoyed to see more interaction with constructive posts.

    Hopefully you read this, although I sadly doubt it. If you do, have my genuine thanks for all your work, and I hope you take what I have to say into consideration.

    I'm pretty sure the reason they don't respond to legitimate game balance discussions is because then it's seen as BHVR taking a stance on the issue, which creates expectations of change and often incorrect understandings of their position (because such posts will be cited for years to come - we already see that happen constantly.)

    That stuff's handled internally - so Peanits probably could chime in if he thought it was a good idea, but Mandy certainly can't, and she's usually the one we're talking to. So she can answer low-effort questions all day, and swat down saltposters, but I would imagine she doesn't have the authority or internal confirmation to respond to the trending questions like "why was Blast Mine nerfed" or "why did Wesker's hitboxes get nerfed so badly," much less respond to someone's specific suggestion and get construed as BHVR's Official Stance On This Thing And Definitely Something They're Going To Do. Which is almost definitely why Peanits doesn't do it either. Expectations getting out of hand or not being able to be met have backfired in the past.

    It's also probably because the community is... schizoid at best when it comes to providing game balance suggestions, and you know that if BHVR got involved in a topic, everyone with any investment in that issue would come piling in to throw in their often insanely biased two cents - combine that with the general undercurrent of anger at BHVR and I think it'd descend into chaos. As much as I'd love to be involved in the discussion, and as genuinely impressed I am by some of the solutions I've seen people cook up, and how often I feel frustrated by the lack of reaction or sensible solutions to issues the community clearly highlights... I think the best we can hope for is that those posts get read and forwarded to the design team. Maybe some more liberal use of the "BHVR read" flag, or letting people know when their posts have been looked at, would go a long way towards letting people know they're heard.

  • @SgtMittens said:

    "I didn't get 4 kills/escape on this map so it must be changed because catering to a vocal minority is the most important"

    There's a pretty big difference between "this map should be reworked because I can't ez 4k" and "this map should be reworked because my killer's power doesn't work." I'm not great with Blight, but good lord, playing him on Swamp versus playing him on something like Yamaoka or MacMillan is like night and day. Swamp objects are all liberally buttered and have fun getting an angle.

    That said, Blight doesn't even factor into the list of reasons I want Swamp reworked. Miserable map for both sides. Awful aesthetic, awful spawns, stupidly overpowered structures, dead zones galore, mass confusion, horrible visibility, h a t c h... just bad all around.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/344312/can-we-take-a-look-at-eruption

    How would you feel about this?

    Eruption (rework proposal)

    The NE-a parasite provides you with the intelligence and awareness needed to set a trap.

    After damaging a generator, its aura is highlighted in yellow.

    -When a Survivor enters the dying state by any means, all affected generators explode.

    -Affected generators lose 10% progress instantly and become blocked by The Entity for 13 seconds. Blocked generators are revealed to you in white.

    Eruption has a cooldown of 30 seconds.

    What this means is that it no longer matters whether the gen was being worked on or not; it blocks regardless, so SWFs cannot avoid it, and it may be better in situations where it triggers before a survivor was about to start working on that gen. However, the time that it can't be interacted with is shorter, and it also has a bit more counterplay because it does not inhibit other actions anymore, and it no longer matters if survivors let go since it no longer causes them to scream.

    The 10% regression it has currently is fine.

    Yeah, I like the sound of that. Equivalence is all I'm asking for (and ideally equivalence below the current maximum, because gens getting frozen for 25s time and time again is a bit nuts.)

    That said, I think it should increase the base regression in that case, because freezing the gen for 13s prevents regression that would otherwise occur if nobody was manning the gen at the time. I'd bump it to 15% for a happy medium between "there were people on the gen and regression wouldn't have happened" and "there wasn't anyone on the gen, so it would have regressed."

  • Please. It's so difficult to discuss stuff that happens in the game.

    Not to mention the censoring is ineffective at what it's supposed to do because a.) people who habitually make an ass of themselves in postgame chat learn how to get slurs around it, and make no mistake, they're perfectly understood, and b.) I prefer to know when people are saying horrific things to me so I can report them, as opposed to the current ambiguity between any line of #######s being "go eat broken glass and set yourself on fire" or "hey, I love your Jane outfit!"

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164824#Comment_3164824

    When are you killer mains going to admit that things are bad right now? 15 minute queues? 20? 30? What is it going to take for you to realize that playing survivor isn't fun right now.

    I like how I'm a killer main just for pointing out the obvious? Been playing far more survivor than killer in recent history, bud. I follow whoever's queue times are shorter. You're telling me survivor has problems right now, I'm telling you water is wet.

    You want a discussion, start brainstorming solutions. Right now this thread may as well be another "camping/tunneling is bad." Yeah, we all know that. How do you fix it?

  • +1 to everything here. PTB had him bumping everything and that was annoying, but now it's unintuitive and frustrating to use his power where he slides past survivors in what visually appears to be a hit.

    Adding to the thing where you noticed he's letting people go - it seems like slam/throw collision is a little off, especially where... variable? objects seem to be concerned. Like things that aren't part of the environment but are procedurally generated and have multiple states. I've had several slams that failed to do a damage state (both playing as and against) on pallets, lockers, and closed exit gates, and this is where I notice those wonky interactions most. It's also very janky on elevation changes, though I can't tell if that's intended (and if it's intended, if it's intended-intended or just something they couldn't figure out satisfactorily.)

  • As patently obnoxious as it is... it's wrong to claim that this is why people are bailing now, because piles of regression perks have been a thing since long before I started playing. This isn't a new issue, it's just that the perks used have changed. Less Ruin-Undying-Tinkerer-Pop, more CoB-Eruption-Overcharge or Pain Res-Gift Of Pain-Plaything-Penti.

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164477#Comment_3164477

    It requires kicking gens. While kicking gens is a but less terrible now, it's often a huge waste of time.

    Then, it requires survivors to keep working on that gen, and not get out of it. It's only effective the first time, after that, it's not as good.

    https://forum.deadbydaylight.com/en/discussion/comment/3164499#Comment_3164499

    I mean, a perk that is only good against potatoes isn't good, it's the potatoes that play badly.

    By your own logic, PR is insanely overpowered because the soloQ potatoes never get out of gens.

    https://forum.deadbydaylight.com/en/discussion/comment/3164515#Comment_3164515

    "Guessing" when a survivor is close to be downed requires game sense, and yes, a little bit of luck sometimes, but if you're good you can easily get a lot of clues, especially using perks. But assuming you have no perk, just estimate how much time it takes for someone to go down, it's not hard at all. And usually, if the killer injures someone, that person is going down soon after. If you find yourself in a situation where you really have no idea when the survivor is going down, then switch generator. There are 7 gens on the map, find another. Get the save. Or really, just eat the Eruption and go get the save.

    I can't really compare it to PR, since PR now is a half perk, that you must combine with DMS, which results in a super strong perk. But... "more reliable than PR", this is some kind of joke, right? You just gotta hook someone to activate PR, which is your goal anyway.

    Eruption is the most difficult slowdown perk in the game to setup. And the reward isn't even that big. Kicking gens on high MMR is a guaranteed loss unless you have other slowdown perks going on. You just do not kick gens on higher level play. And then, even if you do, that gen is likely falling before you down someone.

    Yeah, I get eruption is frustrating when it happens to you, but you should see the amount of investment it requires to get any use of it.

    Stop trying to nerf fun perks. That's how blast mine got nerfed.

    "I should see the amount of investment it takes to use it?" Uh, did you miss the part where I said I use Eruption? Because I use it. I use it regularly. It's a staple on my killer builds; I'm either running Jolt or Eruption/CoB on all but the memiest of builds. I have no issue getting value out of it on the regular or setting it up except for when I get rushed or can't down anyone in a reasonable time, and in those games, I would have no better luck using Pain Res/Pop/Call of Brine/Overcharge/Jolt because the issue is that I have no pressure and can't stop survivors from being on gens. It shares that vulnerability with every other regression perk around. Old Thana, Old Ruin, or Old-Old Ruin are the only ones that would help me in that scenario, and they're all history now. I have no idea where you're getting this "Eruption is a huge chore to set up" thing from. I guess it would be if you only used passive regression perks before, or if you're being religious about gen kicking instead of opportunistic. Seriously, you never down a survivor near a gen and get a free kick on it afterwards? Eruption is not hard to use.

    You're the one who brought up Pain Res as a comparison; don't look at me. And are you kidding me? Pain Res is/was great, but scourge hooks are not reliable. They spawn in weird clusters as often as they spawn in useful configurations, and don't get me started on indoor maps. You do not always have Pain Resonance available. You pretty much always have Eruption, but it's not always a good idea to apply it. It's a trade-off.

    What you keep calling game sense... 🤷 If you want me to accurately predict something I have no visual or auditory feedback of, no locational knowledge, no UI cues, and no prior knowledge of the performance of either one or both the parties involved... cover my face in hair and stuff me in a well, because I guess I'm a psychic. Either that or you only play SWF/killer and you aren't used to the complete lottery that is solo queue. And no, aura perks do not help, because you cannot see the killer even if you can see the survivor. You can't even see their resources with aura perks unless they're close enough that you can see them anyway, making this entire deal a moot point. Of course, that's already disregarding the issue that SWFs get most aura perks for free, which is quite close to the heart of why Eruption is currently a problem...

    As for trying to compare Eruption to Blast Mine, are you seriously trying to pull that? Knock it off and engage in good faith. Never mind that nobody complained about Blast Mine to begin with, or ran it as anything other than an archives vehicle or a pure meme...

    I don't know what to tell you at this point other than that what you are saying does not remotely reflect my experiences as either killer or survivor.

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164447#Comment_3164447

    Eh. Someone is injured for a while, get off the gen.

    Then, yeah it's harder than Pain Resonance, for example. But it's also SO MUCH MORE difficult to setup. The generator needs to be kicked first, and after that there's a cooldown going.

    If it's insanely difficult to setup of course the reward needs to be great.

    Again, that is wild guesswork when SWFs get that info for free. What's a 'while?' Remember, this is solo queue. Your teammate can be a potato who goes down in 15 seconds over both health states, or they might be a loop god and you end up opening a chest and booning and idling uncertainly for 60 seconds when you could have just finished the gen. Keep in mind you also don't know when the chase started and can't extrapolate anything from their first health state time. You don't know if they lost the killer or the killer switched targets. And don't get me started on instadowns. At least with Bubba and Billy, I can let go of the gen any time I hear revving...

    It's bad design and disproportionately effective. DMS-Pain Res isn't even comparable. I'm asking for it to be normalized so that killers get more guaranteed value and less SWF-solo variable value. I don't think that's unfair.

    As for the investment, the setup pays off because you can make it stall several generators at once, which you couldn't do with Pop or Pain Res. It's more reliable than Pain Res. It also has Pain Res but not Pop's benefit of 1v4 pressure, hindering the other survivors when you're not actively there to bother them. It's a fine perk that stacks well with other meta regressions and I've gotten plenty of mileage out of it, though it's worse than other options if it's versus a comms team.

  • @ThatOneDemoPlayer said:

    I'd nerf the Incapacitated Status Effect duration to 10-15 seconds and make it so it afflicts Survivors within 6 Meters of the Generator.

    Makes it so it isn't better against SoloQ and weaker against SWF

    That's a smart way of applying it, though I think the result is that people would just call earlier so their teammates have time to run away. Wouldn't work for mindgame downs, but it's pretty easy to call out that you're in a deadzone.

    @Xord said:

    I still don't think Eruption is a really good perk. It's okay, maybe good, but that's it. Just get off gens if someone is about to fall. If you do get out of a gen, go get the save. Don't wait around the gen for the whole duration.

    I think you're missing the point. You don't have any way of knowing when that injured survivor is going to go down in solo. You don't know where they are on the map, how many pallets they've got, whether they're any good or not. You don't even know if the killer is still chasing them if they're not the obsession. Waiting for someone to go down may take 5 seconds and it may take 75 seconds. That's why I said it's wasted time either way. You either play it safe and gamble the survivor would go down quickly, or you take the risk and gamble they'll last for a while. Guess wrong, lose gen time. No matter what you do, it's a risk when SWF knows for sure and can just hammer gens until the microsecond the player goes down.

    And I can't exactly go for a save or do anything more important than idling when nobody's hooked. Plus if I go to the other side of the map and Eruption pops, my gen is going to regress hard and I lose even more repair time. This seems like a no-win situation to me.

  • Sounds good to me. I like that it pauses while running - my immediate concern when it comes to these kinds of things is that there are situations where survivors are not completing any objectives or causing any score events because they're running around looking for a totem (Devour, NOED), but focusing the timer on purely stealthy behavior and even accounting for a nearby killer is well thought out.

    I would also disable the timer once only one survivor remains, since the killer can close the hatch to spawn the EGC timer and the game can be made to end that way. But other than that, this solution checks out - and it's pretty sorely needed. Permahiding games are miserable wastes of time.

  • @FriendlyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/3157680#Comment_3157680

    I actually like the add-on selection on OG killers like Myers and Hag. Back then the game was more dynamic and unpredictable, you had to figure out what the killer was running and you could really surprise people with your builds. Modern Dbd plays it way too safe, yes we get new perks and killers, but rarely do they really alter the gameplay and if they do they get nerfed.

    Look at Reassurance, I never even got to try that one.

    Old school Dbd was way more chaotic but chaos beats mediocrity anyway in my book.

    I completely agree with you - I just think Tombstone Piece goes too far. Being able to delete a survivor on your very first interaction with them is pretty no bueno in my books.

    Otherwise, yeah, I miss wild and versatile addon sets like Wraith's, Hag's, Doctor's, and Myers'. The modern selection is indeed very safe and tends to include few to no playstyle changing addons (like Trickster's ricochet blades or Pinhead's Engineer's Fang), just numbers tweaks here and there. And then you have sets like Pyramid Head, Freddy, or Nemesis where there's barely anything in there that affects the killer at all.

    Blight is probably the best addon set in recent history (both in power and design), but since that came on a killer who's already extremely strong basekit, some of his options get pretty nutty...

  • Hag's a killer who's particularly vulnerable to smart survivor gameplay and comms SWF. She can completely steamroll uncoordinated survivors without much difficulty, which will lead to getting a high MMR, but she's not the easiest to play at that level because she's so weak towards disruption and reliant on her power to get any hits. Teams that blow up your webs whenever you're busy are brutal to verse - meanwhile, less experienced survivors tend to flop because Hag is so rare that they don't really know how to play against her.

    I guess what I'm trying to say is that there's more than one factor at play. You're being put up against much stronger survivors, but the gap is also exacerbated by that particular killer's poor performance in that MMR bracket.

  • @ElodieSimp said:

    I'm already 11/20 for Breakout, hasn't really been much of an issue not sure why people are complaining.

    First off, that implies you were playing a lot today. More than most people can.

    Second, there's a few factors that make it way easier to stack progress on this achievement than usual. RPD is currently boosted to show up constantly, where previously it was the rarest map to roll. Killers are also playing a non-meta killer on a map that is not good for that killer, without knowing how to play the killer very well.

    I'm already at 5/20 in one day, but getting progress under standard DBD conditions is going to be a crawl.

  • @NoOneKnowsNova said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161912#Comment_3161912

    Atleast Left for Dead was one that you could get done in one match. Sure it was heavily luck based, but you could make a build around it and escape with ease.

    Same goes for Item of Obsession, except you need a bit less luck for that.

    The issue with Left For Dead is that it doesn't fit modern DBD's game flow. You're not meant to complete generators as the last survivor, and if you try, hatch closure can stop you - if not, actually popping the gen tells the killer where you are, which makes escaping out the gates much trickier. It's also fairly rare to even get the circumstances where the achievement is possible. Took me 2500 hours to get that one, and like most people, it was with a killer that more or less let me escape.

    Item of Obsession is pretty stupid and encourages terrible gameplay, but AFK or memeing killers are frequent enough where it's not an impossibility to get it without trying.

  • It's intentional. Permanent hindered is nasty and completely prevents looping. The way it's set up, Wesker has to play in a particular way that involves switching targets in order to make that happen - opportunity cost for later payout.

    As it is, the sprays offer a survivor diversion and slowdown.

  • @theTARNavsky said:

    Since the escape rates in theory should be less than 50% and there are 4 survivors, the chances of getting a single achievement action are pretty slim. Solo Q. Let's pretend it's like 25% at max. That means, to get the full achievement you have to play at least 80 matches on the RPD map.

    I get grindy challenges, but this one is a joke.

    You also have to personally open the gates - no hatch, and even in a 4E, only two survivors can potentially get progress.

    It's not too bad while RPD has boosted pick rates, but with the map's old rates? This is Taking One For The Team tier, if not worse.

  • If they're injured or fully infected, they go straight to pickup... but yeah, it's shorter than his cooldown otherwise. Either way, the gate blocker is irrelevant.

  • @cburton311 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160727#Comment_3160727

    good, it needed to be. If killers still don't get the message BHVR will need to increase the protections for the unhooked person. Camping outside of end game collapse needs to die as a strategy...completely.

    It is hands down the least fun game experience, and why the hell would anyone willingly subject themselves to it. There are so many other diversions available.

    I mean, I don't disagree (mostly - there are times when camping is the smartest thing the killer can do, as opposed to being lazy or mean-spirited. There's no reason for the killer to leave if they know the survivors are in the area, the survivors are very stealthy, or if there's something else nearby that also needs guarding), but running Off the Record is still by and far the best thing you can do in that regard. OTR lets them commit to tunneling you, you can loop them for a while, and still get an Endurance hit. While 20s BT is fantastic, you have to eat the hit early even if you were in a position to make distance. I run it because OTR isn't nearly as ubiquitous as it should be.

    Either way, I do think the 10s BT + haste was a helpful change against tunneling. It's way better than the 5s BT + haste, which I thought was nearly useless.

    @Xernoton said:

    I don't like the idea of making a survivor a human shield because it allows you to play even more reckless. There are a lot of instances where survivors just unhook before the killer can even leave the hook. With 10s BT they can now just bodyblock and FORCE the tunnel. Also think about which killers Surfer from this the most. It's not Nurse, Blight, Spirit or even Artist but especially M1 killers. I think it would be way healthier if the unhooked survivor got 15% haste and lost collision for 10s. This would make it pretty much impossible to tunnel and also remove the possibility of using it agressively.

    I'm not too worried about people bodyblocking with base BT because not only does 10s not leave much margin of error to reach an escape point, it's 100% predictable. You know for sure they have Endurance; just call their bluff and wait it out, unless they're perfectly silent and have OTR, in which you hit them and switch targets.

    @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160727#Comment_3160727

    And don't worry, those 20 seconds still isn't enough to discourage 5 gen tunneling

    Use-at-will stacking endurance wouldn't be enough to discourage 5-gen tunneling. Dicks gonna dick. :(

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160817#Comment_3160817

    You need to open the gates as well????

    BHVR please, I know you want people to play RPD and like it but this is not how you do it

    Well if I see people burning RPD, I'm just gonna assume they want the achievement.

    Yeah, I can confirm that escaping without being the one to pop a gate doesn't tick up the counter. (It also seems to take a while to update either way, but no credit for just escaping.) It's a very weird and obnoxious achievement.

    I'm just going to play my ass off while RPD's in high circulation (and killers simultaneously play Wesker and don't know how to play Wesker) and pray. Because before this chapter, getting RPD naturally was like rolling five die and having them all turn up 1s. Which I appreciated, because screw RPD, but still, this achievement is going to take a long time.

  • @Brokenbones said:

    Have you seen the Wesker achievement yet?

    The one that requires you slamming a survivor into another one 10 times?

    Sheesh, who thought that was a good idea for an achievement

    At least you can farm that one. I'm at 7/10 - 1/10 naturally, 6/10 with one group I memed with and who constantly wanted me to yeet them around. You can also camp hooks to get it easily; throw the unhooker into the unhooked player, you can't miss.

    Outbreak Breakout is just absurd. Not just 20 escapes on RPD, but 20 escapes where you personally opened the gates. I don't even want to play on RPD 20 times period. Ughhhhhh.

  • @Thrax said:

    I've heard word that it wasn't a nerf. It was just broken, for an entire year, and they didn't know until the wesker perk caused problems.

    If that's the case, it was broken in a way that allowed it to be usable as a fun meme perk, if not an actually strong one, and the fixed state is so terrible nobody would ever use it.

    Leaving Blast Mine in its current state would be a terrible idea.

  • @buffcoyote said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160779#Comment_3160779

    I can confirm that this doesn't stop them tunneling. There's nothing to worry about here. I unhooked a survivor while injured, the killer doubled back and the unhooked teammate used their entire 10s endurance to bodyblock the killer from chasing after me. I went down. End of story.

    They're not talking about 10s basekit BT, they're talking about 20s actual BT. 10s, and the old 12s, were easier to wait out than 20s plus a speed boost.

    It's also conditionally variable on the environment. Bodyblocking a doorway or bottleneck gets way more mileage than trying to push the killer around in an open space.

  • Well, I think I saw him vent in Medical right before we found Dwight's body...

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160727#Comment_3160727

    I don't see how that is a problem though. The killer just doesn't need to tunnel, that's all.

    Because people have never solely used BT as an anti-tunnel perk? The part where BT really helps you get away from the killer is fantastic; the part where it's a really solid shield wall against a killer who isn't trying to tunnel is bad. And the increased speed makes it easier to keep cutting a killer off when they're trying to get around you.

  • @scenekiller said:

    Man, some people really can’t handle any change in life, huh?

    It's not the worst thing ever, but I can't say I like bigger letters when player names have zero bearing on the match, but camera visibility does.

    Meanwhile, the tiny lobby names have me squinting like hell.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160718#Comment_3160718

    https://forum.deadbydaylight.com/en/discussion/comment/3160727#Comment_3160727

    I do appreciate them making BT the perk not useless since it has to do something good enough to warrant people running it

    But 20 seconds of endurance is, a lot. Def not viable to wait out if the survivors not just stood still.

    Good thing if they are being tunnelled

    Bad thing if they are trying to bodyblock.

    That's exactly the issue, that last part. I have BT on my current build and people I unhook just run straight back at the killer, even when they're a good 30m away from the hook. 20s is a long window to bodyblock, and people don't expect it because it's been a month since anyone's run BT.

    BT bodyblocking should probably be looked at right now. Nothing concerning protection hits will ever work, so I'd just look at removing collision.

    (I'm also bemused that BT gets to be this powerful when Guardian's been completely forgotten, but eh, separate issue.)

  • @Man_of_triangles said:

    You don't even need to "juke" Wesker. His power is so buggy that half the time you'll do a first dash to get around the corner and then the game will just refuse to let you dash a second time despite having a second charge ready to go.

    ...That explains so much. I kept thinking I must have charged the power up with only one token.

  • @shiroo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160565#Comment_3160565

    Hiding it will just make ppl automatically assume it's low.

    Kind of the opposite - I'd assume someone hiding their prestige has it high, similar to how private profiles often have high hours.

    If your prestige is, like, 62, killers are going to dodge the hell out of that.

  • Is there any scenario where you never purchase this DLC, though? Because unless there is, you may as well get it now and see for yourself, play the new RE characters while everyone's hyped, and changes will come as they may.

    Wesker's hitboxes are janky and I wouldn't rely on the bounds overmuch, but I didn't have too much trouble playing him or getting his adept. And yeeting survivors around is some hilarious fun.

  • The endgame collapse isn't there to benefit one side, it's to ensure the game eventually ends. The killer can initiate the EGC if survivors are stalling, so I don't see the point doing this... unless you want to buff killer, which is both unnecessary at this point and not the point of the mechanic.

  • Yeah, it's really solid. I don't feel completely doomed when I'm unhooked in endgame without my OTR, and it's enough time to get out of basement, reach a tile, or even reach someone else if it's a snowball scenario. It's powerful and I feel like I can take off BT now and still do something helpful against a facecamper.

    ...BT's absolutely insane in its current state, though. Dear god. 20 seconds of invincibility and f a s t is a bit on the nutty side.

  • Yeah, it's a terrible idea to show prestige in advance. It's basically showing rank again, and we all know why that was removed. It encourages lobby shopping on both sides, tells killers who they should target, and tells survivors which teammates are going to be useless and should be dodged.

  • You broke the fun bone and now nobody gets moris. What did you expect?

    Seriously, this happens all the time. I take it for what it is - just cheeky byplay. Devour is sacred, bro.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160573#Comment_3160573

    https://forum.deadbydaylight.com/en/discussion/comment/3160568#Comment_3160568

    I wonder if any of it is related to hit validation, or if its really just a pencil-thin margin for error with his ability. I've seen clips of Weskers sliding off survivors and it just doesn't make sense to me.

    I'd assume it's directly hitbox related. On the PTB, he was bumping into lots of environmental objects, and that was one of the stated fixes. Seems like making him less generous with survivor hits was a side effect of him not scuffing the barest sides of bushes and boxes.

    That said, there definitely seem to be issues with survivor slam detection too. There's been several times where I've been thrown into a wall and received no damage, most often when I'm extremely close to the object, or very far and he yeets me into it. There was also one time where Wesker got stuck in the throwing animation for a good 7-10 seconds, in very slow motion, before I actually got slammed.

    All the jankiness has gotten me in the habit of just standing and giving a free hit if something screwy happens and the Wesker by all rights should have gotten a hit on me.

  • @KayTwoAyy said:

    I know people are still learning his power, and I have the avantage of having played on PTB for a whole week against Wesker, but...

    I'm spinning every Wesker I've run into. It's so effortless, and I wasn't able to do this on the PTB, so I'm guessing they HEAVILY nerfed his hitbox detection.

    I am a little concerned how well he is able to tunnel survivors, and the effects that will have on the health of the game, but so far he has been fun to face because no one I've seen knows how to make him oppressive

    Yeah, I'm having the same experience. He's exceedingly easy to juke. Hell, sometimes I don't do anything and they juke themselves. Just sail right past me. He certainly doesn't feel unfair or unfun to me; I'm thinking they need to loosen up his hitbox, if anything. He was much more threatening on the PTB.

  • Yeah, it's useless now. Totems and chests are way too situational, and healing is pointless specifically because if you're tacking this perk onto a healing build, you want to be the one healing people, not the people you're healing with Better Than New. It's also not a very big buff - combine that with unimportant actions and yeah, no thanks.

    I was very interested in this perk before, but the lack of repair speed killed it dead. Maybe if they added something like gate speed or vault speed, I'd give it a second look.

  • @Objectively_speaking said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160405#Comment_3160405

    It is stated in the bug sections <I wish they left blastmine alone though>.

    Go figure. They've been exceptionally silent elsewhere, despite the multitude of topics begging for an answer. If that's the case, then the perk needs to be rebalanced, because the numbers are utter trash in that case.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160312#Comment_3160312

    Apparently, it was bugged and it was never supposed to work how it did.

    Did they actually state this or is this just speculation?

  • I've been playing with perks that use the TR, because his is bigger than anyone else's.

    Right now, I'm running Coulrophobia, Starstruck, Save The Best For Last, and Devour Hope. Could probably swap Devour for Infectious Fright, it's mostly there so I can enjoy his mori, but I've definitely noticed survivors having issues healing.

  • I genuinely believe that Blast Mine got nerfed because they couldn't figure out how to fix a PTB bug. There was no earthly reason to nerf the perk, and yet here we are.

    (To be fair, though, solo survivor got a nice buff this patch. The 10s basekit BT + haste is quite nice and I've already gotten some solid use out of it.)

  • Lethal lets the killer start their first chase early, and if they end it early enough, they may have information on where the other survivors are. That's it, perk over. I'd much rather see it than Eruption or Pain Resonance.

    There are many perks that should be looked at before Lethal Pursuer, that's for sure. And survivors ragequitting is entirely its own problem.

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