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LeFennecFox

LeFennecFox

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LeFennecFox
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  • I'd love to use my nice anniversary cakes but I also prefer not playing eyrie etc over extra bp for everyone

  • People being self centered is why solo queue is so miserable whether it's giving up early, playing for a pointless solo escape, or any number of things. Me running the killer for a long time and being the only death IS A WIN.

  • It's fixed but you need clarification on if it's bannable???

  • This has nothing to do with looking up

  • For starters, the closed beta lasted far too long, which made its playerbase too good at the game. Because of that, there was no initial honeymoon phase that normally comes with a new release, where nobody knows what they’re doing and it’s exciting and fresh. Instead, new players were put off by just how unforgiving Monster was to play against experienced teens.

    This is very true onboarding for killer was a very miserable experience. I got a beta key a little before the games launch and gave it a go and my first 5 games were against very experienced players. They were complete stomps I had no back and fourth like a new dbd player will tend to have their first few games. Immediately swapped to teen where it was smooth sailing until I got bored and came back to dbd.

  • @RFSa09 said:

    You gotta stun him while he's uncloaking

    It has never worked like this

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850329#Comment_3850329

    No, dude. How is the killer gonna be checking his totem every 40 seconds but also getting crazy pressure on the gens? Y'all should be pressuring him in that case. Survivors could afford to do totems and gens before, and can do so again. And spending all game on hook? Y'all are basically arguing that extremely casual survivors should be beating good killers. If your teammates aren't good enough, blame MMR for that. But don't just blame all your losses on the killer's doing alone. They can't do much.

    Is this like a troll post or something? Survivors could do them before because totems were 19s shorter with old thrill. You quite literally don't need to baby sit your totems because the window to interrupt them is 68% longer. If they cleanse them they spent an insane amount of gen time while the killer is still killing people. If they don't it's an auto loss due to devour or natural hook stage progression/gen inefficiency.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849235#Comment_3849235

    It's a placebo effect. Survivors think it's stronger than it is, because they believe it is. I've seen entire teams lose matches they had no place losing, or maybe they did, due to respecting this perk way too much, or not strategizing. If the killer's chasing someone across the map, cleanse it. If the killer keeps guarding it, cleanse a different totem so that there's less tokens, and cleanse it faster next time you try. Meanwhile, the killer has half the pressure on gens as usual because he keeps worrying about totems. People are eating out of these killer's hands, killers who aren't even that good, and they're blaming it on a perk rather than their own incompetence.

    The strength of TOTH is not placebo it's a huge time sink that the killer gets passively while chasing on top of ruin regressing gens & devour having the possibility to insta end the game. You can't ignore a perk that gives instadown at 3 hooks & mori at 5 unless you get a lobotomy. Killers misplaying is not a valid reason for it to continue to exist in its current form.

  • @Bookern said:

    With the ongoing war of Thrill of hunt being 46 secs to cleanse and interrupts ruining all progress should Devs change it so totem destruction progress is kept just like gates if so and if not Why?

    How about we just nerf thrill?

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850242#Comment_3850242

    28/0.7 = 40 seconds. 14→28 second is putting some of thrill of the hunt into base-kit.

    Let's not use current thrill as a metric for basekit. You're giving the entirety of prebuff thrill as a basekit option which would require hex perks in general needing big nerfs.

  • @Arbmos1998 said:

    Current flavour of the month thanks to a content creator slapping together a few matches of Hex Builds working against mediocre teams to convince people Thrill of the Hunt is unhealthy for the game after it's recent buffs.

    Killers will most likely be using:
    Thrill of the Hunt, Ruin, Pentimento and Devour Hope so a whole build dedicated to totems
    Thrill of the Hunt - For each totem 14% speed penalty to cleansing and blessing
    Ruin - Automatically regress Repair progress at 100%, not overly problematic It's just a Killer kicking gen minus the kick regression
    Pentimento - Re-lighting broken totems gives you bonuses like reducing heal and gen speeds
    Devour - 3 stacks allows insta down, 5 stacks allows Mori

    How to counter this build:
    1. If Totems are bothering you that much because you believe in the "If it glows it goes" schtick then Jill Valentine's perk "Counterforce" is now your best friend in the game.
    Counterforce - You cleanse 20% faster, gain 20% per totem you cleanse and reveals the farthest totem from you for 4 seconds. If need be bring a Map too.

    2. Simply ignore the totems. If you know the Killer has Ruin and you are not getting hit by Devour then you know you can ignore totems and just focus on gens as you normally would.

    3. If you notice Devour early just go for immediate unhooks, Killer can't gain stacks with immediate unhooks they have to leave the area asap to get any value from it.

    4. Rush gens as you usually would. Ruin isn't enough regression by itself against a solid Survivor team, Thrill is useless because you are not doing Totems, Penti is useless as no Totems are broke and Devour is getting no value because your team is efficient on gens and going for immediate unhooks.

    I can't see this "Meta" lasting long if it can even be considered a Meta. It has so many holes to the point of in worst case scenario you needing to bring a perk to counter it. When Killers start to realise Counterforce is single handedly bricking on these Hex Builds they will stop trying to use it and go back to whatever they were using before.

    But sadly despite these fairly obvious counters and ways to adapt around it people will simply ignore it and still demand nerfs.

    Counterforce is a very strong option but you still need to the killer to completely ignore you while you spend 39s doing the first totem that can be interrupted. If you get chased or spend a lot of the game on hook there is no guarantee the 3 randoms are running it as well. Killer is still doing chases while he gets immense passive slowdown from his build so by the time you get them it's ggs.

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848085#Comment_3848085

    No risk? Just stop it. Thrill can be removed from the match permanently within the first couple minutes of the game and then the killer is down a perk slot for the rest of the match.

    The first couple minutes of a match quite literally determine the outcome. If survs take that long to remove the hexes killer already wins…

  • Just rework syringe/styptic already feel free to change killer iris as well we've gotten to the point that "rarity" based balance is cosmetic and with the grind massively reduced + bp events make it very easy to get whatever you need.

  • TOTH will clearly get nerfed it was insta banned in tourny so imagine how strong it is against poor solo queue andy's rn

  • @Gaminboi2864 said:

    Survivors still cleanse my totems ridiculously fast, and running a full Hex build doesn't impede their progress on Generators either. I don't know why people are saying it's busted, I have even been playing The Blight and still struggle against Survivors. I just don't think Hex builds are ever going to be as strong as Generator Regression and Prevention builds like Scourge Hook: Pain Resonance, Dead Man's Switch, Grim Embrace, Corrupt Intervention. And when they cleanse all my Hexes, it's like I am not even running a build. Even if Thrill of the Hunt is OP, I would figure Survivors would start running Counterforce to cleanse and locate Totems faster. What I am saying is, Hex: Thrill of the Hunt and Hex builds are still neither an easy nor guaranteed win, and should not be nerfed because the reason I lose games is because I clearly suck at the game. Therefore, even if Thrill of the Hunt gets nerfed, nothing is stopping a really good Killer from securing kills with 4 Slowdown perks. For those who say otherwise, what builds have y'all been using for Hex: Thrill of the Hunt? I have been using Blood Favor, Crowd Control, and either Undying or Ruin.

    How a game plays out when the killer runs Ruin Devour TOTH + FTD/Undying. People hop on a few gens → see killer is 99% using the new cheese build → get off gens because devour will end the game instantly → ruin regresses all gens → spend minutes of gen time cleansing → killer has 6-8 hooks by the time you cleanse or they get devour and you insta lose.

    The only hex worth it is devour. Ruin is horrible. Regression is 1/4th the rate of survivor Progression. Meaning that for ruin to regress an entire gen, it would take 360 seconds, not 90 seconds. The regression you get from ruin is very little. Even if survivors are off the gen for a full minute, they only need to hop back on for 15 seconds to counteract the ruin effect.

    VERY WRONG it might be niche on some of the killers but if you have any type of mobility/quick chases ruin is insanely strong

    1. Wraith because there is nothing you can do vs 1.5s uncloak bug
  • I'd do anything for old TOTH I really miss being able to dedicate 2 perks and manually protect a totem instead of cheesing with penti builds

  • I cannot stand new billy whatsoever even a mediocre billy turns any loop into a death trap if you're not feeding him pallets. His power has near 0 cooldown, some of the best mobility, amazing pallet break, and insanely strong zoning. Atp if you're a competent billy bamboozle isn't even needed you can just curve the majority of tiles with his new speed/initial turnrate.

  • @Hex_Ignored said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841380#Comment_3841380

    That means killers ARE queueing for the mode, which the comment I was originally replying to was denying (quote: "Killers are not queueing (...)")

    Yea idk what they were talking about the mode is objectively fun if you have a friend to play with

  • @Hex_Ignored said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840891#Comment_3840891

    Then how do you explain the insanely long waiting times for killer? If truly no one wanted to play it, there would be an incentive and the queues would basically be instant, not 20 minutes

    Most killers barely got to experience the novelty 2v8 due to the insane queue times so they're not as fatigued. You might fit in 4-5 matches in 2 hours and most people don't have that kind of time.

    Survivors have already experienced tons of 2v8 the last event and this event doesn't really change anything they can be in and out of matches in 6-8 mins making it less interesting considering you can play 2 matches before the killer even gets into one. Doesn't help that gamemode is basically heal/gen simulator since chases are vs 2 killers with buffed powers.

    tl;dr Queue times are insane because most killers haven't really experienced much of the mode. Survivors experience it at a faster rate and the interesting parts of surv gameplay are reduced so they stop playing it.

  • Buffing the anti FACE camp feature isn't the solution and just opens it up for scenarios that unfairly punish the killer. The way hooks/hookstates work needs changed entirely so they aren't ever needed.

  • @Autharia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841225#Comment_3841225

    Only if you have your class skill charged up and those are 90-120 seconds per being better used for what it does instead of unbreakable.

    Escapist players eating good

  • @SidneysBane1996 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840935#Comment_3840935

    People "just want to tag-team Survs" because chasing Survivors is fun, and doing it with your friend is even more fun. Guarding generators is boring, Killers want to chase Survivors and - eventually - hook and sacrifice them.

    If your only argument against the many numerous and vociferous complaints that Killer isn't as fun this time around because Survs are too strong is "git gud and pressure gens lol" when the gens legit go faster than they can pressure and they can't see half of them, please get a better one. The complaints do not come from nowhere.

    The tag teaming by killers with buffed powers is why survs aren't flocking to the mode to begin with. Chase is 80% the fun of dbd as survivor and you have no agency vs 2 killers. Killers and survs can both win if they want to but the way to win isn't fun for either side. Killers avoid stacking up on their buddy too much while defending gens & survivors afk hold m1 to heal/repair all game.

  • https://deadbydaylight.fandom.com/wiki/Lockers

  • Yea I wouldn't say there are "bad" classes, but healer/guide are very strong compared to the rest.

  • Considering what I see from survivor pov a lot of the time you're expecting too much of the baby survs picking the class with urban evasion over the actually good ones.

  • @100PercentBPMain said:

    You can just hop in a locker if killers start to slug

    Yea I'm surprised people don't hop in lockers to begin with vs sluggers in 1v4 to waste more time it only really works because all the baby survs in 2v8.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840997#Comment_3840997

    https://us.v-cdn.net/6030815/uploads/72GCOTXDVGSW/image.png

    fearmonger is better because nurse doesn't need help in the chase and plays like lone gunner killer. the bonus is near global as long you hit survivors further then 16 meters away from teammate which in practice is every hit if you are not together.

    https://us.v-cdn.net/6030815/uploads/GUVQO6OKO7EZ/image.png

    enforcer is what wraith should be selecting because of first bonus which is that your 3% faster when chasing injured survivors which for wraith is every chase because of stealth and first hits. combine, you get 13% haste for nurse hitting someone. almost instant bl3. enforcer is like… made for m1 killers.

    I was wondering why everyone was talking up wraith and it's pretty obvious his uncloak speed is bugged. It's 1.5s instead of the supposed 2.34s it's supposed to be. Also there seems to be some weird random input delay that isn't consistent after uncloak so sometimes you get broken m1 other times it eats up a lot of your lunge cloak speed.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840965#Comment_3840965

    fearmonger class on nurse is strong because nurse's chase is strong, whenever she hits a survivor, your ally gains 10% haste which for wraith's lunge is strong coupled with his windstorm, his swift hunt and his pallet break base-kit makes him a decent killer. they're playing a synergy comp.

    Fearmonger is pretty meh on nurse. A better combination would be nurse w/ enforcer so she gets aura read then downs gives wraith mini coup for 15s + more aura after gen kicks. Having extra lunge is way more impactful at loops especially combining it with uncloak speed boost.

    Wraith would run either brute for even faster break speed or shadow to create more confusion and setup nurse for free tags.

  • @Rokku_Rorru said:

    I think the only time I've struggled as survivor is the chapel map as it seems to be smaller than the rest lol

    It's def a little smaller than the rest, but the main building is strong and the fillers are much stronger than the other maps in how they chain into main/shack.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840978#Comment_3840978

    Can't we just agree that the orchestrated slowdown and speed-up for both sides doing their objective is a bad idea?

    The main problem is the numbers don't really make sense for the killer catch up since more than 1 gen is being worked on at a time. Them punishing killers for spreading hooks is just the cherry on top.

  • Why is blight getting hate over billy the instadown killer with effectively 0 cooldown while having the best point A to B mobility

  • It sounds like an awful solution any gen slowdown should be changes to the base game like comeback mechanic, gen kick regression, or gen times instead of forcing you to not play the actually interesting classes. In general I think the killer classes are relatively meaningless or too niche to get consistent value out of.

    Brute: The brutal strength effect is nice, but being punished for working with the other killer is obnoxious. Boring haste effect!

    Enforcer: Besides the situationally useful 3% haste it's actually interesting and strong on certain killers like huntress/nurse

    Fearmonger: 5% hate unseen in a mode where there are 8 survs means basically never active. It's cool you can be across the map and help your teammate out with boring haste though.

    Shadow: Pretty cosmetic outside of mobile killers if it's a billy + blight with this it gets pretty dangerous though

  • The most important factor for survivor enjoyment is the chase and getting tag teamed removes almost any agency you have in chase on top of the killer power buffs. Escaping the majority of your matches because you did a lot of healing and gens isn't exciting.

  • Wraith's mobility is alright his chase ehh and nurse's mobility is pretty meh even with power buffs. Blight + Billy (practically 0 cooldown mobility tool) is the way to go if you want to mass slug. You forget to mention that it also prevents survivor skill unlocks from activating so no insane guide gen pops will happen. I'm not so sure about the effectiveness of slugging if you were actually going against a group of smart players using medic to pick up large groups of players + heal them.

  • I think a lot of the "can't work" killers will get mini reworks for the mode. Plague infection might not work on objects, but infecting a surv gives progress to getting corrupt purge & infection effect just goes away naturally.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/432776/8-gens-in-4-minutes-14-seconds

    We completed 8 gens in 4 minutes 14 seconds, that's near enough 250 seconds match time which works out to be 31.25 seconds a gen.

    Forums "math" makes my head hurt. That's not how this works.

    You have people doing simultaneous actions, which is the only advantage survivors have.

    So even 4 people doing gens, and if gens were 90s, it would still be possible to have all 8 gens complete in about 200 seconds.

    It's not "30s per gen" it's "70s per gen, but we're leaving most of the team alone to sit and finish them".

    These mechanics exist to offset the fact that two killers can reduce chase time to zero by teaming up and double tapping a single survivor.

    Stop obsessing over regression, when the killers objective in this mode can be reduced to literally zero.

    It doesn't matter how many killers exist if none of them know how map pressure works.

    People just want to tag team survs while refusing to pressure different areas of the map and manage gens. This mode is absurdly survivor sided but like normal 1v4 strong killer choice, loose mmr, and solo queue shenanigans can make it possible to 8k almost every match.

    Only tracking my last 12 matches my duo and I have an average 7.5 kills and ~6 gens completed. 2/3 of our matches have been an 8k, we've only had a single match where more than 1 escape and survs have only completed all gens 25% of matches. Our stats would be even more absurd without an outlier match where we made a lot of mistakes and 3 got out.

  • Surv skills are stronger than the majority of perks. Flashlight/pallet saves should be exactly the same as base game & locker saves work again.

  • Isn't the entire point of the perk supposed to be hard mode

  • It is survivor sided but if you sweat with a duo you can def get high killrates considering the amount of noobs you get doing nothing

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840441#Comment_3840441

    I'd rather not have skill based matchmaking ruin 2v8 lol, I have more fun just getting a wider range of matches.

    Sick of 1v4's sweatfest honestly.

    The mode might actually have mmr already, but killer queue times just make it go completely wide due to waits

  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840494#Comment_3840494

    It's not about having 8 people on the ground - we bled out most

    The killers are just insanely better then if they can constantly reslug people with heal skill being a thing & self pick up with power.

  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840338#Comment_3840338

    I tried that once as huntress + blight (9k + 6k hours killers).
    I played against it once too (huntress and blight too, both killers 6k hours).

    Both situations ended in killers win.

    Slugging is strong, people don't do gens. All you need is good snipes as huntress and blight or billy to cover gens.

    If you somehow get 8 man slugged in 2v8 you need locked up and studied under a microscope.

  • The problem is that playing the fun way in this mode just isn't going to work. You need to play at least 1 mobile killer (blight/billy) + good chase killer (huntress/nurse/spirit) and then split up to pressure the map. Most of the killer class effects aren't that impactful to even worry about working together to activate them.

    Brute: 25% pallet breaking is decent considering pallets are plentiful and can be respawned. Being near a teammate gives them a meh speed boost and makes the pallet break a cd instead of infinite. Extra range on gen kick aura is pretty good.

    Fearmonger: The 5% haste is practically never active when there are 8 survs in a match and injuries happen pretty often. Reveal skill is not that bad.

    Enforcer: 3% haste isn't active that often. Very good on huntress so she can follow up with her teammate and getting that down empowers her teammate to snowball.

    Shadow: Actually pretty strong if you're playing billy/blight since you can come out of nowhere to get a down while being able to help/leave your teammate quickly. Throws people off having different TR's disappear and reappear. Extra aura read time when they start a chase makes it easier to come in and snipe them as well.

    You're also heavily encouraged to tunnel people since spreading hooks increases gen speeds globally while unlocking strong effects for survs (mainly guide others aren't really that insane).

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840435#Comment_3840435

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840436#Comment_3840436

    It can go either way, if I get REALLY lucky and get a team who actually do gens then the killers will have a hard match.

    But lucky for the killers, most matches are probably not that hard as it seems most of my team mates go down instantly and they all seem to love doing chests and dull totems.

    I swear the devs added to many chests as a form of optional slowdown to help killers and it works. I cannot understand the logic of wasting time on chests until the gens are done. What is the point if you're never going to get out anyway?! '

    Ugh… ranting at this point but I just find this mode so frustrating and it raises my blood pressure a lot.

    If they actually had stricter matchmaking and people were just bodyblocking hits while slamming gens killers would probably average like 2-3k trying their hardest tunneling. The mode is basically saved by 50% of people in matches doing their own thing.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840414#Comment_3840414

    You must be getting unlucky or something, as every once in a while I get a team that actually does gens. However most of my random team mates seem to think chests are more important than gens. It is so frustrating, I hate this mode but I play it because of the BP incentive

    Just classic dbd matchmaking play survivor and people are comatose then play killer and you have to study comp matches on 2nd monitor to get more than a 4-5k. I think the amount of people goofing off and still managing to get all the gens done before the first 2-3 kills says a lot about the modes balancing.

  • @SidneysBane1996 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840238#Comment_3840238

    This. This is the problem.

    Killers need a stronger comeback mechanic than this, it needs to be a bigger debuff or there has to be a gen control power aded to the Classes. It's extremely unfun to wait for 20 minutes to get destroyed because the gens fly super fast even with the debuffs, it's just not enough time and Killers are PLAYING like it. You HAVE to be a fast Killer and ideally, not M1 or you get destroyed.

    BHVR, this iteration sucks. Go back to the drawing board, this is not it, the first version was more fun.

    I just realized something as well. I thought survivors just always had their 3rd skill, but since it's unlocked after first stage by not tunneling you're empowering the survs meanwhile if you do tunnel they don't really get much value over a match.

  • That would just kill queue times for the normal mode

  • @Inosennatoki said:

    Please add gen regression class in 2 v 8.

    The power level of classes for killers are pretty weak/niche to begin with so any gen regression would be the only class picked if the others aren't buffed along side that.

  • @Autharia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840327#Comment_3840327

    Also remember unless killers are doing amazing gens will always be debuffed as it takes 2 hooks to even out the gen debuff. Gen done -5% repair, hook +2.5% repair.

    Killers are rarely going to give survs a gen debuff unless they're afk, actively tunneling, or survs stack to pop 1-2 gens really quick which is good for them anyways since snowballing is harder with basekit ub/medic class. You also have to take into account that multiple gens can be close to completion by the time the 1st will pop making buffs/debuffs hard to measure.

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