NerfDHalready
NerfDHalready
About
- Username
- NerfDHalready
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Krazzik said:
99ing can kill and is overdone. Sure it's useful in many situations but it isn't by default the 'right play' like a lot of people think it is.
99%ing definitely isn't the right call all the time. i always full open if i'm gonna leave the gate to help out a person in chase or attend to an unhooking ceremony. but if i have no info where anyone is at that moment, i'll leave it 99 and stick around so i can pop it in case someone comes with the killer behind them.
-
i'll add: if the killer has a slug or hook, don't reset at/inside gates so you don't get pushed out, if you intend to save. also in a 3v1, if you have no intentions to save a hooked survivor and the other survivor is safe, just leave so they know they are alone.
-
killers can still tunnel their objective (hooking survivors) just like survivors do theirs, that doesn't necessarily need them to hook the same person multiple times in a row. admittedly your chances of winning without tunnelling isn't very high against efficient decent survivors, so i'd actually love tunnelling issue getting solved and maybe gen times getting adjusted in accordance.
also you can always go for a slug play if they are that agressive on gens. against such survivors the match can turn into a whack a mole game really fast.
-
it should be 50% and be a permanent debuff.
-
probably because they have moral values so they don't send people to horrid maps like garden or badham. they offer it so they get a 50/50 sac ward if the killer offers a map, or they don't get an indoor map which can lead to some issues or some random map that is notorious for having 3 gens.
-
i'm low-key scared they will pull out another garden of trash type "rework" for his add ons.
-
@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601418#Comment_3601418
She only gets notified if the trap actually gets set off.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601432#Comment_3601432
If traps around a hook disappeared upon unhooking then I don't think the notification would be an issue. And I'd actually agree with that suggestion, never liked how much she can benefit from that type of strategy.
burning traps would notify, interesting that they got rid of that. thank you.
-
@sizzlingmario4 said:
Being able to remove her traps without triggering never should’ve been exclusive to flashlights tbh. It was a good change, though I agree there could be addons that interact with it and she should get notified like Trapper does when a trap is disarmed (this should be basekit and not an addon).
she doesn't get notified when a trap is disarmed? didn't even know
-
i'd love "blatant", ruthless tunnelling to be fixed and killers to be balanced around kill rates without that.
-
@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601057#Comment_3601057
You clearly didn't understand their post. Can you touch on what they were explaining about the psychology and confirmation bias? Its like a coping mechanism.
Separately, people seem to really hate map offerings. I must say I was astonished. Map offering or not, you're gonna get a map. Why does it matter if an offering was used? This is to everyone as I just don't understand the logic. Maybe its my killer, maybe its just me. But regardless of the map, my Evan is getting the W.
I'm not being snarky, I am genuinely curious about this. Why are map offerings hated? Why do they bring out the sweat in a killer?
most maps are heavily one sided and they vary in multiple other aspects so getting to choose where to go is way too strong since you can also revolve your entire loadout accordingly.
edit: sorry i couldn't care less about the psychology part since all it reads is "you aren't losing because of the map offering stop coping". hell no wth?
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600996#Comment_3600996
Two real scenario's that have happened to me.
1. Playing Dredge, tempted to run a Midwich offering because I "always" win as Dredge on Midwich. Decided not to be sweaty. Ended up loading into Midwich without any offerings played anyway, survivors played sweaty, I tried to adapt, suffered my first loss on Midwich.
2. Solo survivor, another survivor plays Haddonfield, killer plays Sacrifical Ward. We end up on Haddonfield anyway. Killer gets 4K.
This animosity to map offerings is largely confirmation bias. Almost every map is perfectly viable for either side, and even if you end up on an unfavorable map you can still win. In instances where a sweaty SWF have played a map offering, the fact that you lost to them has much, much more to do with the fact that they were a sweaty SWF, than because of the map you ended up on. But you end up blaming the map. Confirmation bias, and that's where the psychology comes into it.
you offer a map, you get that map. nothing else matters lmao what's the argument? yes you can get any map with pure luck, and?
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600531#Comment_3600531
Most of the issue with map offerings is psychological. You could just as likely load into an unfavorable map by chance.
If they were changed to be 50% and hidden, you could never know if you ended up on a map due to an offering.
Now blueprints. They're only really fair if all players know about them... but they could add a hidden, green-rarity blueprint to spawn the hatch in "either the shack or main building". So your side gets a straight 50/50 and the opposition is still checking the entire map.
You could just as likely load into an unfavorable map by chance.
what are the chances of you spawning in a killer sided map after a survivor offers a map? yes it's 0% because survivors will send you to survivor sided maps and killers send you killer sided maps or a map that will perfectly fit their build. should be simple logic.
-
pyramid head. imagine a projectile speed increasing add on for him, damn.
-
@Xernoton said:
She has little counterplay in loop. You always lose when she uses her power. But she isn't incredibly strong in the 4v1, so playing fast and efficient can work.
She is still a poorly designed killer. Staying still in chase mostly results in a free hit. Getting detected 3 times injures you, keeps you broken and hinders you while you are still detected and gives her a speed boost. So your best bet is to pre drop a pallet and try to leave the loop, when she uses her power. That however will often still result in a stack of lock on and incredibly bad resource efficiency on your part, which means if you can't win the game fast enough, then you won't win at all.
I said before her second rework, that there was no need to remove her, when you could try and fix her instead. Now I realise I gave the devs too much credit on her. They don't even know what to do with this killer. All 3 versions were and are terrible.
nothing more is needed to be said. she is a lost cause, no other killer can zone that freely, and she can deny at least quarter of the map. how many drones does she have 6? she holds a 3 gen, drops her garbage drones in the potential escape routes and, what do you even do?
-
@Halloulle said:
idk, I think it's rather telling when a perk that's been nerfed to the ground is still a popular pick. Some might think survivors have hardly any decent options if dh is regularly showing up again.....
Or, dare I say, survivors have to bandaid fix stuff with perks that should not have to be fixed by perks....
ds and otr yes, but no other perk here falls into that category.
-
because it's comfortable. i never thought it's a strong perk, i don't find perks that don't provide anything you wouldn't have without the perk very strong. woo, spies, sadako's comb add on etc.
-
who benefits? survivors. and a very select killers and/or ones with dedicated pallet shredding or terror radius builds.
-
@LilyPad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599483#Comment_3599483
MFT rewarded good players for being skilled in chase. Did nothing for bad players. And only stomped bad killers. Yet it was trashed.
Why is BHVR okay with catering to bad killer players, but bad survivors are always told to get good?
catering to bad killer players = not nerfing perks that reward getting downs. make it make sense.
-
indoor maps are the bane of this killer, but he is mostly fine emps are okay after nerfs. i also don't think he is that dependant on add ons especially after riddance of mft.
-
you'll only find sympathy for the last survivor standing trying to get gates from delusional "hardcore" survivor mains that would cry no way out is too strong because it "counters" that, because the survivor already lost all their chances to win the game and a sensible person knows they don't need to have any more.
otherwise it's fine imo. as you also said those aspects are taken into account while balancing the killer. singularity has the best monitoring ability across all killers no doubt, yet noone thinks he is op.
also, chucky's see footsteps thing is a purple add on. otherwise chucky can't see them.
-
@IamFran said:
I think the people who still use it its because they are not aware of the changes.
yup, i wouldn't play legion or slinger before some time passes.
-
i hate all "do it in one trial" challenges. stun the killer 4 times in one trial. good luck with that unless it's some m1 killer on gideon.
-
slap 100% bloodpoint bonus on no mither and see it be a basekit perk for me.
its downside is massive, it strips away your options to make risky plays or trade a hook at all, and you can't get value from free pick up unless you dedicate your entire build to some flip flop power struggle niche and have a duo because killer is for some reason given the info you have the perk.
this is not happening can unironically pair well with hyperfocus. why would you run it over stake out? idk, it can always be a stealth killer, i guess.
-
@Xernoton said:
For some killers it makes sense that their movement is restricted like Blight, Billy and Oni but all of them are able to do flicks so that they can still hit survivors. Imagine, if those 3 could not do it. Blight would immediately drop several tiers because a survivor would only need to move slightly to the side, Oni would be in a similar position because he couldn't play around most loops anymore and Billy would effectively lose his chase power.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599166#Comment_3599166
You can. Set controller sensitivity to 100% and start curving immediately when the chainsaw sprint starts. You only have 0.75 seconds but even on controller you should be able to turn roughly 100°.
i'll always argue if flicks didn't exist oni wouldn't be able to chase even a damn rock filler against survivors that know how to abuse his restrictions.
-
the match loses its fun real quick after you realize you are being spared, as opposed to realizing killer is just being nice or loosening up a bit.
-
RIGHT???? they are actually so rare for some unknown reason
-
there is nothing you can do against pallet saves because they can run half a map long distance until your animation finishes and save the person, but other than that i think it's fine with flashlights, they need to position way closer and you can notice them then. plus looking at a wall/180 picking still applies. it doesn't really help flashbang users since their window is very narrow.
-
i simply don't have fun playing in "such" ways. won't camp unless it's almost 2nd state for the hooked survivor and i still couldn't find another survivor, won't tunnel unless it's a shadow step/ftp buckle up user or they body blocked me after getting unhooked. if they are not a bunch of babies or don't give up, i don't get 4ks that often and my matches still hold hopes for both sides. i generally have fun in my matches even if i get 2/3 outed where i could easily win if played differently.
-
@jmwjmw27 said:
As nice as it would be to be completely immune to any kind of tunneling I don't think this idea really fits well in DBD.
If it were to come to a PTB I'd suggest the duration decreases down to 20 or 30 seconds, during which the survivor is completely invisible and can't perform any actions at all. This way it's used as a time to get away and hide, and you can't use it to follow the killer for a save or anything like that.
Instead of something like this, removing collision while a survivor has basekit endurance (and potentially other anti-tunnel like OTR) would help both the tunneled survivor from being bodyblocked by the killer and the killer from being blocked by a survivor that just got unhooked.
As nice as it would be to be completely immune to any kind of tunneling I don't think this idea really fits well in DBD.
i agree with this unfortunately.
i like your suggestion and it can be more effective despite lasting for a shorter duration, while not killing the entire vibe of the game. it would stress the hiding element of the game.
removing collision while a survivor has basekit endurance (and potentially other anti-tunnel like OTR)
would be nice but that still doesn't protect survivors from a determined killer.
-
@DemonDaddy said:
I prefer impending danger over forced safety.
it's still dangerous to get right back to working on gens or hovering a chase, it's a safety only if the killer shows their intentions of tunneling.
@WinterFell said:
I do not like this ghost mode idea. It allows a survivor free roam of the map without any drawback. That generator that's 99'ed on the other side of the map? Let me skip on over and wait for this ghost mode to end and finish it up without any pressure from the killer. No thanks
the killer still sees you and can play around that info, and the rather long cooldown should make the survivor less of a threat for gens or hexes.
-
@fortbastion said:
It won't do anything but make my party matches easier. I'll just accept from here on out that soloQ is dead on arrival. I'm happy that I got friends to play with.
swf is always a few steps ahead unfortunately, but this still can be a good improvement to soloq i believe.
-
i want to use and enjoy autodidact but it actually can get very annoying. once i got no skillchecks through 2 full heals with sloppy.
-
well with ds buffs on the horizon i want to bump this up and see if people will agree with those or not, if it ever gets any attention.
-
it's painful to go against in soloq matches, not hearing any hex get cleansed yet seeing it pop up or having people cleanse their playthings and never going back to the totem to cleanse pentimento... balance-wise it's in a good spot though imo.
-
@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597751#Comment_3597751
What is the survivors primary objective? Generators. Now, explain to me exactly how "weaponizing" ds and otr contributes to that objective.
You have one idiot wasting time annoying the killer, not contributing to the objective, and one other person being chased. The other two survivors are doing the objective.
Why are we upset about literally free pressure?
Now, explain to me exactly how "weaponizing" ds and otr contributes to that objective.
by directly hampering the killer from doing their objective? hard concept i know.
if forcing ds with lockers is removed the free pressure argument might be valid but with that in mind, not really. you can just body block and make sure the rescuer reaches to safety and hop in a locker to force ds. even if the killer hits the bt endurance they still need to wait 20 seconds right in front of the locker to make sure you bleed out in the locker; all that just to get pressure from a singular slug. meanwhile at least 2 people are on gens this whole time actually progressing their objective.
-
@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597598#Comment_3597598
About weaponizing anti-tunnel perks, i have 2 suggestions:
- While under any Endurance effect, the survivor does not have collision with the killer. This could prevent survivor who have being just unhooked to bodyblock a killer to force them eat their Off The Record and/or Borrow Time. Also, this would prevent some killer from bodyblocking a just unhooked survivor to wait the 10s Basekit BT to down them again.
- Prevent Decisive from activating from lockers. This way, a survivor could not bodyblock, lose a health state and then go into to the locker to force DS, leaving at least the option for the killer to slug the survivor in case he/she tries to bodyblock for a friend. Of course they will use UB + DS again, but at least they are forced to use their Unbrekable in this situation.
those would be perfect, no collision at least during bt is a long needed addition and removing locker ds would prevent forcing ds a bit since then the other option would be getting slugged.
-
@Rickprado said:
The problem with buffing DS back again is that the perk can be easily weaponized against a non-tunneling killer. I hope they change Off The Record and Borrrow Time to make survivors lose collision with killers, and remove DS from triggering from lockers.
Now, even with the 3 seconds DS i'm facing survivors that will bodyblock after hook, waste their OTR then use DS after being picked up. Its not me wanting to tunnel: its a survivor using strong perk to draw aggro from the killer, putting the killer in a lose-lose situation.
I understand that there is a tunneling problem in the current state of the game, but i wish they come with solutions that does not harm killers that are playing "nice" but are pushed out of their way by some survivors
👌
-
apparently unpopular opinion, but i think it's perma.
-
b-word hook is crazy lmao. i also hate basement both because it simply guarantees a camp to death as some killers or forcing a trade as others, and because it sucks all nearby hooks so i can't find any, often resulting in survivors wiggling free. killers can also bodyblock stairway all the way until bt wears off. terrible design overall.
-
won't jump into this since this feels a bit sarcastic or whatever you would call it, but you made a valid point. those 2 perks are essentially m1 perks and people have been asking for nerfs for these non stop which i think is both sad and hypocritical.
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597245#Comment_3597245
'Uncounterable'
You realize FtP only works if the survivor is healthy, right?
Pretty sure injuring survivors is part of... *Checks notes* every killer's base kit.
so when would you suggest injuring them? while focusing them down (tunnelling) or giving them a free body block without them even positioning for it and even giving them a chance to react and avoid you. by the way you can't do that and go back to your chase because the survivor you were chasing prior is LONG gone unless you are huntress or using, yes you guessed it, stbfl which is getting nerfed.
-
idk how and why they would do something like anti camping to address 3 genning. just fix gen spawns so atrocious 3 gens won't spawn, easy fix. you can't fit the game into a locker dwelling distortion user's understanding of dbd, sorry. they need to come out of that locker and have some killer interaction at some point.
-
@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597311#Comment_3597311
Regression perks are much more numerous and common than Boons, also you literally don't need perks to pick 3 gens and patrol them the entire game.
you need to have like 2 distortion users on your team to not be able to break a 3 gen against a killer without slowdown perk(s). tbf i have no relevant arguments here just pointed out 3 genning is bound to perks; many survivor perks are counters to killer gameplay choices like slugging tunnelling 3 genning and camping, so.
-
stbfl and sloppy nerfs kind of bother me since they are the only non slowdown (or info) perks that can compete. especially with increasing number of distortion and calm spirit users i can already see where the meta will be shifting towards.
other than that hopefully sadako doesn't get reverted because her entire condemn mechanic were hidden behind an iri add on, blight add ons are finally being addressed, i don't even want to see anything other than simple undoubted buffs to huntress and worried ds buffs will just reemerge cringe bodyblockers.
i hope 3 gen solutions aren't something abusable by survivors and rather it's a fix to gen spawns, i'd be even down for one extra total gen (doing 5 of 8 gens instead of 7)
-
@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596508#Comment_3596508
Well Deathslinger is an exception because his power combines with his basic attack.
I'm talking about special attack killers like Demogorgon, Pig and Mastermind. I've been against players that just use their power to conserve STBFL tokens and then they just use basic attack the whole game. A perk should never overshadow a killer power like that
the only exception here is pig and that's only because her ambush is terrible. you aren't getting any value out of your perk if you are going for an m1 in situations using power would save you more time.
-
@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597259#Comment_3597259
Boons are perks, 3 genning isn't.
how exactly are you 3 genning without regression perks?
-
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594998#Comment_3594998
Does the perk combo fair? Not.
But its not "0 counter play". Making the user not able to use the perks (they're busying go for unhooking another teammate, injure them, slugged, they're being on hook, or killed) is the counterplay. Anything that not leaving them being healthy running right behind you unnoticed.
Sadly, BU change is not in the live update until June 2024.
at least we agree it's not balanced.
so the counterplay is to create pressure high enough that they can't go for the play? well not all killers, all killer players, all survivor teams, all maps are suitable for that, sometimes you can't establish that high of a pressure. then what? just play blight with broken add ons?
or you just pressure the user themselves which basically translates into tunnelling them. good counterplay 😃 what if multiple people have it?
@AmpersandUnderscore said:
ITT: killers complaining that they have 2 survivors in chase at one time.
People are literally begging for a change that will just end up with 3 survivors on gens. Which inevitably means they can go back to complaining about 'gen speeds' and 'survivors should have something else to do other than gens'.
i'll take a gen rush over some uncounterable "interaction" where i am robbed of my down out of nowhere thank you very much.
-
@Quizzy said:
What are we gonna do about rapid brutality + stbfl?
What are we gonna do about noed+no way out?
Trust. We can go tit for tat if people wanna go at it.
drop pallets? abuse infinites bloodlust is intended to solve? don't go in a dead zone or try to spin and proceed to get 2 tapped?
enjoy your gameplay against a killer with half their perks available, and then cleanse the totem since it's shown now, don't greed for an unhook that's next to the totem.
let's go tit for tat please, because all those have counterplay.
-
@spagz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594306#Comment_3594306
I agree with this! I just don’t think we should be making assumptions right off the bat. If I’ve been doing gens, taking hits, unhooking, getting hooked, healing, etc. then I go in a locker to use inner or built and you wanna throw the game, that’s bad sportsmanship.
that's true. people should have more awareness before judging.
-
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594990#Comment_3594990
- Why dont you injure the combo user before you down someone else? Or because you dont know combo user follwing you?
- Why dont you know someone else is following you? Or may be you dont know the user has the combo so you ignore the follower?
- Then why dont you know that survivor has the combo? Unless they never use the perk combo once until end game.
Then if someone doesnt use 3 perks an entire match, manage to stay alive and make a single use in the end, that's pretty much well play on survivor part.
- If you know the combo user is following you, injure them, or simply change your target to the combo user and hunt them down.
Why dont you injure the combo user before you down someone else?
idk how this argument makes sense to people.