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NerfDHalready

NerfDHalready

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  • @Rovend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777993#Comment_3777993

    In the common 2 surv +1gen scenario, survivors play for hatch normally as they cannot realistically repair the remaining gens. The chances of escaping are slim of course, as the killer can still slug the third surv for 4minutes to keep searching for the last one. Still the chance is still there that maybe one can get hatch.

    Removing Hatch and giving aura read on top of that is just outright gifting a 4k to the killer every time they manage to kill two surv early, with no chance of comeback.

    "free 4k"? i thought hatch escapes counted as a win for the killer, why would you see removing hatch as gifting a free win?

  • my god PLEASE, it's so annoying and so unnecessary. it's only gone after maxing the rift but since there is hundreds of levels now that won't be a possibility in near future.

  • 1 less charge is there so you can reach tier 2 off first chase without having to infect 2 survivors, which is a welcome change imo and hinder is only applied when the survivor gets infected either by tentacle or zombie, so further health state hits won't hinder. but it didn't feel like they are getting slowed at all in the ptb, might be a bug.

  • i'll only say one thing about crouching, vecna gave survivors severe crouch, should i call brainrot? i saw people try to crouch-dodge m1s so i'd not take all crouches offensively.

    and about waiting at the gate, i'll most of the time wait and go down at the gate if other survivors are still in, it tells where the killer is. super valuable information.

    yet again, people should play both sides so they will have better understanding of everything in any area of the gameplay.

  • queue times and everything else is fine but please, don't ever alter normal q incentives or anything else to force players into playing game modes in the future. i don't like it one bit

  • @HolyDarky said:

    I really wish the developers would rework or remove map offering. They are just annoying and many players abuse them to get an advantage on their own or to make the match miserable for the own side (e.g. one random Claudette wants to do the "stay in killers terrorradius for xxx seconds and sends the match to Midwich).

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777490#Comment_3777490

    It is impossible to make every map unique but also 100% balanced for both sides. It is also difficult to make bigger balance changes on licensed maps like Midwich or RPD. There will always be maps that are rather survivor- or killersided but this is not so terrible as long as it is only slightly and not extremly like Garden Of Joy for survivors and current Midwich for many killers. We have to remove the extremes in this game and map offerings are extremes because it gives you a huge advantage (knowing the map enables you to use the best Perks and strategies for it). Lastly, it takes much longer to fix every map than to rework or remove map offerings, especially when the developers still introduce new maps, new variants or do a bad rework of a map.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777266#Comment_3777266

    Saying we need map offerings so we can play jumpscare Myers is kinda low. The killer needs a rework and an Addon rework and not stupid map offerings to perform better or to be playable. You can also play this build in a custom game with your friends. Billy is also playable on many other maps and already a strong killer. Some killers have really difficult maps due to their power but this also gives the players a chance to impove. It is like math: you are not good at mathematics and your solution is to skip every mathematic lesson but you have to write the mathematics exam in one day and then you will mess it up so badly and this is your own fault but your solution after this is still to skip mathematics lession. What I wanna say: Using map offerings for an advantage prevents you from improving and getting better (You can also use the NOED example if you want).

    Lastly, for the green Hand argument: They are not very effective because you only have a few of them and many players rather wanna use BP Offerings. BP Offerings are always welcome and nobody gets hurt when someone uses them.

    i always say, unless they make every map a mere skin of the same layout, they won't ever be perfectly balanced. even if they managed to do that the collisions of props will still differ. making all maps balanced is impossible and they will always provide advantages the offerer can abuse. stealth killers, zone control killers, balanced landing users, projectile killers etc.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777472#Comment_3777472

    The major problem with a mechanic like this is slugging for the 4k.

    In that situation, you have 2v1, and there's a fairly long time where it's completely unreasonable to expect the last survivor to touch a gen. In the most extended scenario, where the last survivor standing is actually successful in hiding, there's 4 minutes for the other survivor to bleed out, a minute or two of hatch searching, and potentially another 2 minutes of EGC.

    So, the game mechanics account for about 8-9 minutes of not touching gens as normal gameplay.

    If you're going to just give away the survivors' position, just cut to the chase: the entity just eats everyone like EGC and the killer gets a free 4k if 2 survivors and any number of gens remain. That's really the end goal here anyway, if we're being honest.

    these suggestions are being made to combat 2v1 hide and seek part of the game and that's not possible if you try to align it with the needs of a ratting survivor because killer will just slug for 4k unless they are given a reason not to, so the problem will remain unsolved

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777476#Comment_3777476

    "Broken maps"

    So the problem is the map?

    Awesome, fix the map

    how do you fix rpd so it doesn't make a billy for example do unspeakable things in loading screen?

  • @Seraphor said:

    Which maps are "so unfair" that your blood boils when you see an offering for it and you want to quit the game?

    Does the same thing happen when you end up on that same map without an offering?

    If yes: that map needs to be reworked.

    If no: the problem is not the map, it's the psychological impact of seeing a map offering, you would be absolutely fine if you simply look away, or if they made map offerings hidden.

    Map offerings have never been the problem, and I'm kinda sick of this fallacy at this point. They serve a valuable tool for game expression and are just as valid as any other offering, or your ability to choose which perks you use, or which character you play.

    Plenty of people use them as purely aesthetic, some use them for the miniscule advantage they can sometimes offer, but they're really no different to other offerings that also give you an advantage such as Coins, Oaks, etc.

    And if any individual map offering truly provides enouh of an advantage that its use is unfair, then the solution is to rework that map.

    The best thing they can do, which they have started doing, is to add more maps to single-map realms. This gives you multiple options for each offering, reducing your chances of being sent to any specific map, but still preserving the aesthetic intent of the offering. If you have a 50% chance of a map sending you to a killer/survivor sided map, then that's really no different to getting any map at random.

    If no: the problem is not the map, it's the psychological impact of seeing a map offering.

    mhm definitely the chances of naturally getting select broken maps is equal to getting it with an offering, that makes sense.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777209#Comment_3777209

    Maybe there is a perfect amount of time for touching a gen, but it seems like if it is too small its pointless, if its too long the survivors feel stuck on the gens and there's no point.

    On the second part, why share it across all survivors? That just becomes a game of chicken where first survivor to do a gen loses.

    i have no idea what the ideal amount would be but it definitely shouldn't be too small

    it would be shared so a survivor hiding from a nearby killer wouldn't get crows while other survivor is doing their gen without any killer attention. it would just be stealthing and doing gens as people normally do.

  • devs hold love for map offerings for reasons i have never understood. aren't they disliked and even hated by the overwhelming majority? absolutely yes. didn't mods make polls here on how one sided maps are and some got over 85% votes that it favored one side? definitely yes. yet we still have to play with this broken nonsense mechanic and stress over it.

    no i don't have fun playing on badham preschool and dbd being "just a videogame" doesn't change that fact; devs know it won't be a fun experience, i know it and the survivor offering it very well knows it.

  • @crogers271 said:

    I've always thought one of the main problems with DbD is that when the game heavily turns in the killer's favor it gets very boring and can also take a long time. Solutions however are more difficult.

    I feel like idle crows would be fine, but not necessarily solve things. It's not that hard to touch a gen and then stealth. I've also been in situations where I haven't touched a gen for awhile in a 2v1 and it doesn't have anything to do with hiding: I and the other survivor (soloq) looking for each other to heal up so one of us can take chase and the other to work on the gen.

    I go back and forth on whether a 'mercy' rule would be good for the game. That would be if the killer gets far enough ahead, the game just ends. It would feel wrong given the game's theme, and there inevitably would be situations where the killer gets a win where the survivors still felt like they could come back, but it would definitely speed up pointless games.

    It's kind of like your auto mori in a 2v1 scenario after a down. 90, 95% of games where that happens I suspect the auto-mori improves the game. But the other games you probably have complaints 'we just about had a gen finished, the downed survivor had deliverance and unbreakable, we still could have gotten a two man out!'

    You also have two other scenarios: newer players might not understand why the killer gets an 'advantage' and it just feels lopsided, and there may be killer players who prefer to play it out (which baffles me greatly, but I have encountered players who want that before).

    Agree with you that it's a problem. If I was developing the game just for myself, I put in a mercy mechanic where after a survivor is killed the game looks at total gen progress and if it is below a certain number, the killer wins and the game ends. But that would just be for me, not sure how popular that would be with the overall game community.

    Edit to add: Looking back at the title wanted to add this doesn't seem to be any more frequent. It's not a common occurrence, but does happen enough that it does hamper enjoyment of the game.

    It's not that hard to touch a gen and then stealth.

    they can just make it require a big enough amount of progress to avoid crows so a single tap wouldn't work, and that progress would be shared across all alive survivors.

  • i mean farming is boring but why should it be bannable, just win and move on. as survivor that might mean a lot of gen work if you are the only one not farming but it's still fine. though, if other survivors team against you for not farming then that is bannable and pretty sure if they don't do gens while you get chased/get downed and let wiggle constantly that should be treated as taking hostage which is also a bannable offense.

  • i'm against survivors insta dying on the ground to prevent slugging for 4k. killer is entitled to their 4k just as the last survivor is to hiding to get hatch. i might be #1 hatch hater so removing it would be my way to go and if not improving afk crows could work as well. if there is no progress being made on any generator at all, all remaining survivors start to get afk crows.

  • @GoodBoyKaru said:

    No, they aren't removed from the web once you hit 10k.

    I do not believe anyone will be compensated, but Mandy has confirmed the team are planning on increasing it to 20k on live so nobody is actually affected.

    The running theory is that it was done for server space. With high player turnover, particularly veterans who had the most items, server space is becoming more limited. It's likely a precautionary measure, just in case. Of course that's entirely speculation, we don't know lol.

    that's good news, thank you. server space would definitely explain the need to add a limit in the first place. but i'm ngl if there was a benefit for reaching limit like getting refunded for the items you buy beyond the limit, i'd actually dump my points on my main and stop p100ing more characters but i assume that would mess with add on balance a bit.

  • those are the most ridiculous prerequisites an add on has even more so than that old knight add on where you had to have survivors escape hunts multiple times, and it's for 10 seconds of blindness lmao. it could inflict exhaustion, not blindness, to every survivor on the map every time you tpd and still wouldn't be op.

  • if it's perma tombstone and they are waiting for too long at the locker it's very likely they are going for the achievement. it's kinda petty to not jump out just to deny achievement but who cares maybe they aren't nice to other people either, at the end of the day it's a matter of how valuable your time is. you do you afterall

  • in my experience as survivor it's the exact opposite: 2 to 4 people rush for the unhook like little ants, it's so rare that a cage will let go second/die and that's only against a good pair of killers.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774618#Comment_3774618

    So what stops killers from just opening the gate immediately every match, constantly and not participating in the game?

    This idea has so many flaws that hatch fixes. Hatch isn't perfect but yours opens up many other problems. And no, I kept bringing up the issues and you're glossing over them without addressing them. I even added more problems your system has and you still haven't really addressed them.

    And this is coming from a killer player who doesn't care a bit about hatch. It's fine if the second to last survivors dies to try and save their last teammate, there's not a problem with that at all. Your system will encourage not only 1-2 survivors stalling the game until killer gives up and opens the gates, but possibly entire coordinated SWF hiding all match to get a free win.

    it would be the same outcome but a less toxic motive - it would be the last 2 hiding until killer gives up so they both can leave but now it's the last 2 hiding hoping each other get found first and die, with potential sandbag attempts.

    i see only content creators doing a full swf hiding thing but besides why would anyone do that and how does hatch prevent that if they have a weird understanding of fun? a full swf has way more and guaranteed means of winning a match than that i believe.

    killers shouldn't be able to open gates from the get go obviously, it's after some time passes. this way killer also has a way to give up against survivors that won't do gens, either bullying the them or hiding. survivors can just glue their faces to gens until they die in such situations but killer has no option (talking about matches where killers start to lick a gate switch and open it as soon as gens are done, but imagine it with a lobby that won't do gens).

    what does hatch fix that this hypothetical system won't? you said it doesn't fix survivors taking hostage situations yourself if it's basically more than 1 person doing it. does hatch fix hide for free escape situations? definitely not it causes them. it also causes/warrants slugging for 4k if we are to add more reasons to get rid of it. this way a killer petty enough to slug for 4k will just not open a gate and will be able to send people to their next game if the survivor wishes to.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774293#Comment_3774293

    Yes, with TWO survivors.

    It will be worse without hatch when there's only ONE survivor to find.

    How is that hard to figure out?

    Edit: Let's add to this. With your system, if one survivor just hides all game killer has no choice but to open a gate and potentially let them win. Especially if they're not injured. Two survivors hiding sucks, but you can't open the gate already, and if you could why would you? That's the main problem, letting survivors win scott free for just hiding and not doing the objective. In the case of one survivor left without hatch, THEIR objective is the gates, not the killer's. Also on top of this, if there's one survivor left chances are the generators aren't finished and the gates can't be opened at all. Are you suggesting the killer be able to just open the gates whenever to give survivors free exits?

    i tried to keep going so long without a word but it's getting tiring. you say i keep repeating but you are stuck arguing the same thing. i prefer the choice given to me instead of giving survivors the chance for a free escape on behalf of me. if i don't care about them leaving, i'll open the gate and if i care about it i won't and all the slug for 4k players everyone is complaining about thinks the same way. it's the way killers fight that decision being made for them, they don't want hatch given to survivors. the matches i'll not slug for 4k i already given up the last survivor so if the gate opening system came live i'd just open it in such matches, because i don't care and if i cared i wouldn't open it. here i repeated the same thing for a full paragraph because that's the entire thing there's not much to it. i want the freedom of choice so i don't have to slug for 4k if i need the 4k or want it or want a specific survivor dead.

    edit: yes my suggestion is giving killers the ability to open gates whenever after 15 mins into the match or something, regardless of gen count or number of alive survivors.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774270#Comment_3774270

    I didn't answer my own question, you're just repeating your point. Letting the survivor out for hiding isn't the right way at all, not in a game like this. Hatch makes more sense.

    you proved hatch doesn't suffice at preventing taking hostage situations. i'll repeat again i guess, if the killer is bothered by survivors getting the free escape, they could simply not open the gate. i understand that with hatch they can both end the game and have a chance of not giving a free escape to the survivor but that comes with its own different problems we mentioned above so i don't think it's worth at all.

  • i was gonna make a post about this but forgot and surprised noone else really did until now lmao. it's like nemesis is now spreading covid or something, survivors cough non stop it has to be so tiring for survivors and i can't really play him because of this

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774248#Comment_3774248

    You're forgetting cases where the last survivor would hold the game hostage by hiding, which can already be done with 2 survivors. Hatch and EGC prevent this without risking giving the survivor an easy win for basically stalling out the match until either the killer opens a gate or triggers the hard cap on server time.

    which can already be done with 2 survivors

    you answered your own question. killer can open the gate if they don't want to be "held hostage" by 1 or 2 survivors or won't open it, it's up to them. this way slug for 4k sweatlords and hide for hatch rats can fight each other as long as they want, until server closes. idk what the problem with this would be. again, with hatch the last survivor already has a hefty chance of getting the escape anyway so killer opening the gate wouldn't be much more of a free escape compared to current hatch, which is out of killer's agency.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774225#Comment_3774225

    They're not wrong though.

    Opening the gate only assists the survivor in most cases. Hatch is the better alternative to breaking the stalemate quickly and creates a tense rush between whoever finds it first. The only downside right now is the slugging for 4k thing, which my only defense for is adept challenges. (As poor a defense as that may be.)

    if the killer doesn't want to wait they will give the gate and if they wouldn't mind waiting they won't, it would be up to their decision. more often than not survivors are able to get the escape be it for the total random hatch spawn or indefensible gates so i wouldn't mind the trade off.

    slug for the 4k isn't the only downside, ratting survivors also are. even 2v8 games come to a halt after 3-4 deaths because all the remaining survivors start hiding for hatch(es).

  • @Dreamnomad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774025#Comment_3774025

    That is a really poor understanding of what the hatch is about. There are killer players on these forums (and you are clearly one of them) that fail to understand that the hatch is a mechanic is in the game for the killer as much as the survivor. Its purpose is to end the game in a reasonable amount of time. You brush the subject when you mention "In many of my games it's lead to a stand off where the last 2 survivors know they can't do the gens so don't even try and they both hide hoping the other player gets killed so the hatch opens".

    Now imagine a game where there is no hatch. When it becomes apparent to the survivors that winning by conventional means is impossible and working gens is pointless then what do you expect the players to do? When there are only 2 survivors left and there is more then one gen left to be completed then it is literally impossible for the survivors to escape by completing gens unless the killer goes AFK. Without the hatch, then the only thing the survivors have left to do is waste the killers time. And that is exactly what they do. If you think it sucks searching the map for 2 survivors that refuse to work gens then trust me when I say it is so much worse looking for one survivor that refuses to work a gen and there is no hatch to end the game.

    the hatch is a mechanic is in the game for the killer as much as the survivor

    noone buys that sorry. they can simply just add the ability to open the gates as the killer after some time passes.

  • you can just slug for 4k

  • that info is worthless because current distortion already gives it and so does object. hopefully that aura read information doesn't come anywhere near main game, with a perk or not.

  • all upstairs windows are unusable/guaranteed hit and houses now only have one downstairs window that can be played around by the killer so yes, pretty much. feel like map has been a failure as every version it's been made into.

  • the only problematic thing about saves is that survivors can phase right through the killer to drop the pallet and get a pallet save and i'm with you that it should be fixed but rest? probably not. i'd suggest taking a look at some guides on how to play against pick-up-saving survivors and with time they shouldn't be this much of an issue.

  • if someone i tunneled is still typing in egc, especially after a long game, it just makes me laugh and idc about what they have to say atp

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769602#Comment_3769602

    But it's not a waste of 2 perk slots, especially if you're using the "counter".

    You have to drop your item at the start of the game and reveal your aura, then voluntarily slow down the game by dropping it in the corner instead of hitting a gen immediately.

    You know what else does exactly that for two perk slots? Lethal and corrupt. And that's not a weak pair of perks on their own, I actually consider lethal to be one of the best choices a killer can make.

    Oh, and the Lethal+CI combo doesn't make you oblivious or lose your item charges either. In fact, at the current state of the game, a killer could get all of that value with only one perk: since survivors who know this combo will see weave and just assume you also have franklin's every time, without seeing it.

    So weave+franklin's is wall hacks if survivors don't play around it, and you basically get lethal pursuer and corrupt intervention for free if they do play around it. And that could be attained by just equipping weave alone, in some games. Which is exactly why people are defending it so hard.

    weave alone reminded me of running ftp alone lol, it would be a big gamble considering most people don't even really know to play around it, in my soloq experience at least. i understandit being a mini lethal and agree on that but corrupt? depending on the map they'll just have to walk for a few seconds, drop it and then start looking for a gen and bam, killer lost 2 perks right at the start of the game just for a few seconds of aura reading (and their items but that's just franklin's for you). 2 slowdowns instead would waste much more time or other perks would earn them more.

    oblivious would need to go though, it just overloads the perk like blindness on uw or endurance on old mft. with that gone you can check for the perk and start hiding in case killer saw the aura and went to look for you. also you need to put the item down in a dead area so being oblivious while doing that doesn't help at all.

  • i'm okay with the censorship of offensive words even if it's a 18+ game but what i'm not okay with is half my sentence turning into stars when i'm saying the most normal and random thing ever.

  • doesn't weave get nerfed literally the next month? also distortion doesn't even counter weave because its tokens get burned through by it.

  • several people already pointed out but scratch marks are meant to give away the survivors position, it's the way killer tracks survivors. you can't be leaving scratch marks all over the environment and expect to be stealthy because scratch marks are broken, because they are fixing them now.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772973#Comment_3772973

    according to nightlight. it has 0.53% usage rate and 56% kill-rate. the only buff i can see them doing is making all window block while hex is up. I still don't think anyone using it over bamboozle.

    i always thought it's underrated but oh its pick rate looks awful, it's right above all the useless garbage perks but i still have no idea how they would properly buff it because this buff idea sounds bit too far too i'm not going to lie. just imagine it on oni, it getting cleansed wouldn't even matter at that point. curious about all the stuff especially this one

  • i fear crowd control change will be a nerf. like what buff can it get it's already a minute duration, what will they do buff it to 2 mins? make it a non hex perk? i don't think window block having a different/easier condition would be a good idea either.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772807#Comment_3772807

    The next step in understanding killer macro is to consider the wider game happening after these snapshots.

    So, when you have a hook, that hooked survivor provides pressure because someone has to react to deal with them. You are 100% correct on that point, and just to drill down on it further, we'll define 'pressure' in this conversation as "survivors taking actions other than generator repair as a response to killer actions".

    To take the next step, we'll ask the following question: While one survivor is peeling away to get the save, thus providing pressure, what is the killer doing?

    The answer is simple: Generating more pressure.

    To maximise the pressure that you get from a hook, you would necessarily go and chase a third survivor, leaving only one to do generators. If survivors stick on their gens and neglect the save until it becomes more pressing, you have more time to actually gain something out of the chase you're in. In other words, the survivors choosing to "gens before frens" are now accepting a risk. If their chased teammate goes down before they leave to get the save, the killer has the upper hand and will continue to push that advantage by not letting the team reset.

    The ideal match obviously does not involve killers wasting time looking for survivors. The ideal match here - from the killer perspective, mind you - involves already knowing where survivors are due to a combination of info perks and just keeping track of where you see survivors during a chase, and going straight to them after a hook. If you, as a killer, find yourself needing to stick by a hook because you can't find survivors quick enough, that's a flaw in your gameplay that you can and should be working to correct.

    Distortion exists but it can't be used as an excuse here. There are non-aura tracking perks that aren't affected by Distortion, and there are aura perks/combos that counter Distortion, not the other way around— on top of, not to be too blunt here, base game tracking tools and remembering where survivors were when you last saw them.

    Be active. Generate pressure. You're going to be left behind as the devs address every way of circumventing that otherwise.

    thanks for the advice. i'm going to be honest, this change won't change much for me because i rarely confirm stages and that's only when survivors are way too late for the save and i haven't seen another for the full duration of a hook stage. survivors will be able to stick to gens and thus will be more likely to finish them before having to go for the save but still, fine. i'm just annoyed by those clueless one side players, their lackluster arguments and their attempts to belittle the concerns of people. just 3%, just wait it out, just don't tunnel/camp 4Head before even being able to grasp their effects outside of said scenarios.

    back to your response, yes not standing at the hook isn't the best way to apply pressure, i by no means meant that and the duration increase change's impact in such cases so i in fact run around, can find people to start different chases. my point is survivors will have a wider window to correct their mistakes, to prepare for a save if needed and ofc to do gens before having to go save. they also will be able to afford avoiding chases (by hiding or not trying to bait the killer into an easy looking chase). i only agree with you that now killer has 10 more seconds to down the survivor they were chasing and go back to hook to confirm/prevent reset against greedy survivors that save last second.

  • to all the "just don't camp lol" people that filled the thread: i'm about to explain very basic macro. this change isn't only a hindrance to campers just like ds buff wasn't a hindrance and annoyance only to tunnelers.

    ahem. first, hooked survivors provide ✨pressure✨ because now one person has to leave their gen to head for the unhook, affecting tempo of the game. now that they have more time, they don't have to make quick decisions and take quick actions, it's harder to force their hands after a wrong call.

    second, now people can go for "gens before frens" for longer, sticking to their gens and hide from the killer with less of a rush to get the unhook.

    third, sometimes you have to think ahead to get an unhook against a camping (how dare they) or non camping killer. you have got to pre emptively heal one person so they can get the trade, especially against a legion or plague. for example if you give free unhooks against non cleansers as plague you are throwing. now they have more time to realize and correct their mistake.

    i'm starting to think your ideal match is against a killer that hooks one person and starts looking for hiding rats, giving free reset despite not being able to find anybody else. at the same time they aren't allowed to tunnel (a person easier to find due to being injured), or hold 3 gens. they can't rely on auras to find people because of distortion and aura perks are cringe that show killers have 0 tracking skills. they shouldn't make strategic calls and capitalize on mistakes, they should just spend the entire match looking for hiding survivors and eat pallets.

  • dredge holding remnant movement speed buff sounds awful so except for that, hook state duration change and flashbang buff patch looks like a W. oh and i was desperately waiting for nemmy add on pass so i could start prestiging him but alas, he got his changes and possibly won't get another in forever.

  • in soloq it won't change anything, people will insta save a survivor getting tunneled which is the reason i don't bring reassurance since you can't utilize its anti tunnel aspect. i personally dislike the change but i doubt it will change much, survivors will be able to be even more careless and it's fine.

  • i don't really know what you want to hear so i'll just say i don't agree with you. i'm glad she is in the mode, i very much prefer her over trapper (by a long shot) or specifically billy/wraith combo (not a big deal but still).

    i don't know if you genuinely asked for tips or just implying you can't counter her at all but i'll still give some tips because no, she is loopable unless she is a god. you just play how you normally play against her; don't run in the complete open, use objects, be unpredictable, use distance wisely and take it any time you could and don't run tiles normally because like 95% of nurses expect that. you are notified when your aura is revealed so it also shouldn't be an issue unless you don't know she is gonna go for you.

    obviously duo looping isn't possible most of the time but what you normally gotta do to avoid or prolong the chase against both killers is a lot easier against a nurse. she has 0 map presence so she can't join or impact the chase as easily as basically any other killer.

  • apparently mac is removed from the map pool so it's only 4 maps. i get red forest a lot too and i hate it so much especially against trapper.

  • @OmegaRejectz said:

    Whoever is designing the achievements outdone themselves with the D&D achievements.


    Requiring Vecna for the one Survivor trophy AND requiring you to get the Hand or Eye of Vecna AND escape…

    you have to use the items as well let's not forget. i died because i used the hand and tpd not very far from vecna in end game.

  • @Legendary_deedee said:

    If you drop in the corner of the map the killer know your whereabouts. Please be more realistic you can’t even give a valid counterplay rn. That’s not counterplay. You just explained how to waste survivor’s valuable time.

    no they explained how to waste 2 killer perks, half of their entire perk loadout.

  • @Zakon05 said:

    Please no, I don't want even more Trappers.

    Hearing her hum means at least one of the killers isn't Trapper. And Huntress is 10000 times more fun to play against.

    trapper is also the bane of my existence. i already have to pay attention to so many things, please not traps on top.

  • @humanbeing1704 said:

    I don’t know if anyone else is having this problem but my brain pretty much shuts off and I play super bad in this mode

    there is almost no thinking or any responsibility as one of the 8 survivors lol i just exist too

  • it seems like so much fun and definitely strong but i think revealing the aura of the killer should award bps, that's the only reason i'm not playing the role.

  • @Beaburd said:

    Pros:

    1. You can kill someone faster
    2. People will often waste time trying to body block for the tunneled survivor
    3. People will often give free hits trying to body block for the tunneled survivor
    4. People will waste resources (med-kits) trying to body block for the tunneled survivor
    5. Generally increased chance of winning

    Cons:

    1. Risk of tunnel visioning on someone who is on death hook but in a good spot chase-wise (pallets, windows, anti-tunnel perks in play, etc.)
      1. Can lead the killer to ignoring people in more vulnerable situations
      2. Can lead the killer on multiple gen chases because they refuse to detach

    Otherwise there are no cons, only rewards.

    —Tunneling is a great strategy if you want to win - arguably the best. The only reason not to pursue it is your personal feelings of guilt, or the fear others will judge you, but those are self-esteem issues and not game related.

    Although a poster above is correct that a potential con may be rising through the ranks faster than you like, and getting into even sweatier games. If you're competitive it's not an issue, but if you want to have fun on occasion it could be.

    pretty much this. though i don't agree with the self-esteem part, you might not be preferring tunneling because you simply can be sympathizing with your opponents and it's not a bad thing or a self-esteem issue. or for example as a player that don't really mind losing, tunneling doesn't appeal to me because 3v1s are boring; remaining survivors either start playing very safe or stop trying altogether.

    i'll also add that if you are hard hard tunneling without pressuring anybody or any gens, other survivors will grow confident and be extra efficient on gens so if the tunnel out isn't fast enough, gens will get done in no time.

  • i don't think nemesis of all killers needs any buffs, including his zombies. they shouldn't get stuck but that's it.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746090#Comment_3746090

    I will just stop talking about Iron Will since it is pointless in this Killer Echo Chamber. I will just wait a few weeks and if the Devs dont chicken out, I will have my "told you so"-phase one or two weeks after the Patch goes live, when Iron Will is only a bit more popular and Killers will have no problem with dealing with Iron Will.

    i'm also guessing people won't trade lithe/sb for it but it will be so boring and annoying when used, and that's coming from experience. guess we will see, at least so many people are happy about the buff and it is counterable.

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